Joshmagosh Posted July 28, 2019 Share Posted July 28, 2019 What does it take to edit side objectives and/or add new ones? Also, how would I got about editing the FOB's? (Vehicle's, buildings, and other mechanics) Thank you, Link to comment Share on other sites More sharing options...
Stanhope Posted July 28, 2019 Share Posted July 28, 2019 You can just ask in one big thread, you don't have to make new threads for every single issue. Side mission rewards: \Functions\Vehicle\fn_smhintsuccess.sqf FOB buildings: on the map itself, keep it within 250 meters of the FOB marker you see in the editor. FOB vehicles: \Defines\MainAos.hpp search for FOB Other FOB mechanics: \Functions\Base\fn_BaseManager.sqf and fn_baseTeleport (in the same folder) to a certain degree Joshmagosh and GhostDragon 2 Link to comment Share on other sites More sharing options...
Joshmagosh Posted August 4, 2019 Author Share Posted August 4, 2019 Followed this procedure and still nothing happening on our end. Changed thos icons to what you said and it is still not spawning in vehicles when FOB spawns Link to comment Share on other sites More sharing options...
Joshmagosh Posted August 4, 2019 Author Share Posted August 4, 2019 Checked again and the icons are placed and the script was changed. I just can not seem to find out why it is not working? Maybe I missed something? Invade_&_Annex_02AUG2019.Altis.rar Link to comment Share on other sites More sharing options...
Stanhope Posted August 4, 2019 Share Posted August 4, 2019 What exactly is not working? Link to comment Share on other sites More sharing options...
Joshmagosh Posted August 4, 2019 Author Share Posted August 4, 2019 I attached the file to hopefully help. So what I did was wanting to add objects that spawn in when the FOB spawns in. SO what I added to test was a wipeout and a tank at FOB martin. Orignally I added the markers with the term_veh10 and term_jet3. These terms were what was already on the map in the editor for placement for the current FOB. Then I added the two lines in the hopes it would work. Then speaking with you I changed them to aac_jet3 and aac_veh10. Still not working. I guess I am getting something mixed up when trying to get the script to load in the vehicles I want into the FOB. Link to comment Share on other sites More sharing options...
Stanhope Posted August 4, 2019 Share Posted August 4, 2019 I'll run it myself tomorrow, got other things to do today. Link to comment Share on other sites More sharing options...
Joshmagosh Posted August 4, 2019 Author Share Posted August 4, 2019 No worries. Thank you again. This is a huge help! Link to comment Share on other sites More sharing options...
Joshmagosh Posted August 6, 2019 Author Share Posted August 6, 2019 How did it go? Link to comment Share on other sites More sharing options...
Stanhope Posted August 6, 2019 Share Posted August 6, 2019 Oh yea, I said I'd test your version. Well euh, I didn't yet, I've been a tad busy, got exams coming up next week so I've been studying a lot. And most of my remaining free time has been put into doing stuff for AW. I'll see if I can fit it in tomorrow. Link to comment Share on other sites More sharing options...
Joshmagosh Posted August 6, 2019 Author Share Posted August 6, 2019 Ok and thank you for getting back to me! Good luck on your exams! Link to comment Share on other sites More sharing options...
Joshmagosh Posted August 7, 2019 Author Share Posted August 7, 2019 If it helps, I did set the script both ways and still does not seem to work. I think I'm missing something. Link to comment Share on other sites More sharing options...
Stanhope Posted August 7, 2019 Share Posted August 7, 2019 Right, I've figured it out. This is the config for FOB martian: class AAC_Airfield { name = "AAC Airfield"; nearlocations[]={ "Melanera_Bay", //"Therisa", "Katalaki", "Katalaki_Penninsula", "Faronaki" }; type = "Base"; respawnPos = "aac_pl_res"; visMrkr = "FOB_Martian"; vehicles[] = { {"B_Heli_Light_01_armed_F", "aac_heli1",60}, {"B_Heli_Light_01_F", "aac_heli2",60}, {"I_Heli_Transport_02_F", "aac_heli3",60}, {"I_Heli_light_03_unarmed_F", "aac_heli4",60}, {"B_APC_Tracked_01_AA_F", "aac_veh1",60}, {"B_APC_Wheeled_01_cannon_F", "aac_veh2",60}, {"B_MRAP_01_F", "aac_veh3",60}, {"B_MRAP_01_hmg_F", "aac_veh4",60}, {"B_LSV_01_armed_F", "aac_veh5",60}, {"B_LSV_01_unarmed_F", "aac_veh6",60}, {"B_Truck_01_fuel_F", "aac_veh7",60}, {"B_Plane_CAS_01_dynamicLoadout_F", "aac_jet3",60}, {"B_MBT_01_TUSK_F", "aac_veh10",60} }; }; We know this from looking at the visMrkr atribute of this class. This is the config for FOB guardian: class Terminal { name = "Terminal"; nearlocations[]={ "Lakka", //"Telos", "Athira_Factory", "Anthrakia", "Kalithea", "Rodopoli" }; type = "Base"; respawnPos = "term_pl_res"; visMrkr = "FOB_Guardian"; vehicles[] = { {"Random_AA_Jet", "term_jet1",1800}, {"O_Heli_Light_02_F", "term_heli1",900}, {"B_Heli_Light_01_F", "term_heli2",120}, {"O_Heli_Transport_04_covered_black_F", "term_heli3",120}, {"I_APC_Wheeled_03_cannon_F", "term_veh1",900}, {"B_MRAP_01_hmg_F", "term_veh2",120}, {"B_MRAP_01_hmg_F", "term_veh3",120}, {"B_MRAP_01_F", "term_veh4",60}, {"B_MRAP_01_F", "term_veh5",60}, {"B_Truck_01_fuel_F", "term_veh6",120} }; }; And again we know this from looking at the visMrkr attribute. What I cannot show is where markers aac_jet3 and aac_veh10 are located. But I can tell you that they're located at FOB guardian. So when FOB guardian spawns that wipeout and slammer won't spawn at guardian. But when FOB martian spawn they will. To fix this: move {"B_Plane_CAS_01_dynamicLoadout_F", "aac_jet3",60}, {"B_MBT_01_TUSK_F", "aac_veh10",60} From the FOB martian config to the FOB guardian config. Which is located at line 1350 of the mainAOs.hpp file. Link to comment Share on other sites More sharing options...
Joshmagosh Posted August 7, 2019 Author Share Posted August 7, 2019 Thank you! Excellent work. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now