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[MP][CTI-COOP] Liberation (beta)

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Another problem our server is having is invisible weapons on the enemy AI.  not all AI has this problem, but a large portion do.  You can't hear shots coming from these weapons so often you'll get hit and not know where it came from.  The AI is holding their hands up like they have a weapon, but none is seen.

are you using any mods? any pbo modifications?

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I will keep an eye on this (and can't wait to "someday" try the Bornholm version)

That could be today  ;)

I made a port of this mission to Bronholm. (all the same fantastic functionality & optional mods. just different map)

Can be found here: https://github.com/bramjam/greuh_liberation.Bornholm/releases

(not fully tested yet, feedback is welcome through Github ! )

(Mission will be updated withing 3 days after each release of Zbug' s Core Altis Liberation) 

 

I'm also working on other map ports, See wiki: http://greuh-liberation.wikia.com/wiki/Development#Alternative_maps

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Almost certain you have different mods loaded on your server and clients, and almost certain that mod loaded on the server is RHS. Almost certain that's the reason for your ammunition bug, too :P

 

Edit: indeed your logs show RHS being loaded server side

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The strange part was, the mod on the server wasn't actually loaded (no -mod= ) option at all.  But there were rhs pbos in the directory structure that were copied in from an old install.  I removed those and that seems to have done the trick.  I'll keep my eye on the ammo issue as well. thanks

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The ammo issue can occur anytime the clients and server have a different set of mods loaded, especially those that would show up in the build menu. The issue will be corrected in the next version ;)

 

Edit: and with the sector activation bug being apparently fixed since no one is reporting it anymore, that's the two most annoying and long-standing bugs resolved

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Hi Zbug, could you modify the arsenal so we can add insignias? (or tell me how to do it, i've tried a lot of things). We have our own rank patches so we want to use them in your wonderful mission.

Thanks!

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Really enjoying this mission. Many thanks from me and the group for creating this, we have been playing every night this week and so far we have only conquered half the map. Think we will be playing this mission for a long time! :)

 

One thing that would be nice would be able to get supply drops so when we are out in the field we can restock on ammo, maybe a tiered ammo crate system that costs 10 ammo points for a crate with magazines, 50 ammo points for a crate with magazines & AT and 100 ammo points for a crate with everything. Perhaps require capturing an airfield to allow for ammo drops to be enabled within a certain radius of owned airfields.

 

I have also noticed that one of our players has been placing FOBS within capture zones for bases. The check to prevent this works when trying to initiate placing a FOB within a zone, but we have found that if you are outside the zone and start FOB placement and run into the zone you can then place FOBS within the zone. Not sure if this is an issue but it does negate some of the logistics mechanics of the mission. Might need to add a check during FOB placement to prevent this.

 

Also wondering if we can have more items for base building, such as the barbed wire fences and the larger multi-level guard posts.

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One thing that would be nice would be able to get supply drops so when we are out in the field we can restock on ammo, maybe a tiered ammo crate system that costs 10 ammo points for a crate with magazines, 50 ammo points for a crate with magazines & AT and 100 ammo points for a crate with everything. Perhaps require capturing an airfield to allow for ammo drops to be enabled within a certain radius of owned airfields.

 

We currently do resupply runs by towing the 'Arsenal Box' by chopper. (its under the Logistics build menu). yeah, its a bit OP since it gives infinite ammo  :)  and only cost manpower.

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I play with 5 other guys and we recruit AI units. Anyway, three tanks in one single zone are too many. Where can I reduce the number of enemy vehicles?

 

Automatic adaptation of the enemies (to the number of us) is already activated.

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I play with 5 other guys and we recruit AI units. Anyway, three tanks in one single zone are too many. Where can I reduce the number of enemy vehicles?

 

Automatic adaptation of the enemies (to the number of us) is already activated.

We have heard this nuisance already before. what version are you using? in 0.912 we already lowered the 'vehicle to infantry' ratio so that there are more troop transports and less tanks. 

Maybe we need to consider  turning the ratio into a mission parameter

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It would actually not be a bad idea to add a few options here.

 

For example have the arsenal box linked to placement inside an FOB and then add another ammobox for the suggestions made. Could have a small, medium or large box with maybe 10, 20 or 50 of each ammo type / missiles in it. Maybe have an option when you are assaulting to have this dropped in with the HALO system?

 

An other way to solve this would be (and this is already on the trello page as well) to call in an airstrike or artillery for example. Although this would need to be balanced a bit (max amount per hour or less damage per strike) and of course an ammo cost as well.

 

 

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I play with 5 other guys and we recruit AI units. Anyway, three tanks in one single zone are too many. Where can I reduce the number of enemy vehicles?

 

Automatic adaptation of the enemies (to the number of us) is already activated.

 

Why don't you just spawn a tank and go tank hunting ?  I play with a buddy without ai recruits and we just buy a tank, resources are aplenty anyhow if you just play with a few, and go hunt

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I realize I'm late to this party, but I must say you've done it again, zbug and team. Now there are two missions I switch between when I load Arma 3; ClashPoint and Liberation.

 

Thank you for sharing this.

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I'll answer everything after the weekend, only have my phone at the moment ;)

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This is my favorurite mission ever! Thank you Zbug.

 

I have though some remarks:

 

- spawning of ammo boxes in bases are too close to towers and happens often impossible to grab them by heli. I prefer ammo spawning against constant income but part of pleasure vanishes when not able to load ammo boxes in heli (sling loading not possible either due to towers obstacles). My proposal is either try redefine spawning points a bit further then base itself or to extend the radius of ammo loading so that we can land a bit safer but still able to load them in the chopper.

 

- when a village is captured a new aerial reinforcement is shortly coming. This last reinforcement wave is so deadly so that everytime I am loosing most of the armoured vehicles I have used in the assault (anti-air armour AI is kind of stupid also). Can we lower a bit the number of fast movers that are coming, a setting in parameters will be great. I have to mention I usually play this mission in a two people team and using the commander Zeus module for support.

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Dear Zbug,

 

Still loving the mission and have ported it to Chernarus and MKSE islands too (although still testing).

 

However i have come onto a little problem.

 

I have been editing the Zeus Syncronisation file to allow myself to take more control over the battle.

 

The next thing i want to do is to remote control various AI soldiers.

 

This is how i have editted the file....

 

waitUntil { !isNil "huron_typename" };
 
_vehicleClassnames = [huron_typename];
 
 
{
_vehicleClassnames = _vehicleClassnames + [_x select 0];
} foreach (light_vehicles + heavy_vehicles + air_vehicles + static_vehicles + support_vehicles) ;
 
while { true } do {
 
waitUntil { sleep 0.3; count allCurators > 0 };
 
_zeusunits = [];
{
if ( (side group _x == WEST ) && ( _x distance lhd > 1000 ) && alive _x ) then {
_zeusunits pushback _x;
};
} foreach allUnits;
 
{
if ((typeof _x in _vehicleClassnames ) && (typeof _x != ammobox_o_typename) && (( _x distance lhd > 1000 ) || (typeof _x == huron_typename)) && alive _x ) then {
_zeusunits pushback _x;
};
} foreach vehicles;
 
_zeusunits = _zeusunits + switchableUnits;
_zeusunits = _zeusunits + playableUnits;
_zeusunits = _zeusunits - (curatorEditableObjects (allCurators select 0));
 
_units_to_remove = [];
{
if ( !(alive _x) ) then {
_units_to_remove pushback _x;
};
} foreach (curatorEditableObjects (allCurators select 0));
 
{
_zgm = _x;
_zgm addCuratorEditableObjects [_zeusunits,true];
_zgm  setCuratorCoef ["edit", 1];
_zgm  setCuratorCoef ["place", 1];
_zgm  setCuratorCoef ["synchronize", 1];
_zgm  setCuratorCoef ["delete", 1];
_zgm  setCuratorCoef ["destroy", 1];
 
_zgm addCuratorEditableObjects [vehicles,true];
_zgm addCuratorEditableObjects [(allMissionObjects "Man"),true];
_zgm addCuratorEditableObjects [(allMissionObjects "Air"),true];
_zgm addCuratorEditableObjects [(allMissionObjects "Ammo"),true];
_zgm addCuratorAddons ["moduleRemoteControl"];
 
 
 
} foreach allCurators;
 
sleep 10;
};
 
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
 
as you can see the blue elements are working fine but the RED element that should allow me to remote control various soldiers is not working. Can you help me???
 
Thanks in advance
 
 
[uNA-A2] Zoggy [MajGen]

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We have heard this nuisance already before. what version are you using? in 0.912 we already lowered the 'vehicle to infantry' ratio so that there are more troop transports and less tanks. 

Maybe we need to consider  turning the ratio into a mission parameter

 

I am using version 0.912.

 

Thank you.

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It would actually not be a bad idea to add a few options here.

 

For example have the arsenal box linked to placement inside an FOB and then add another ammobox for the suggestions made. Could have a small, medium or large box with maybe 10, 20 or 50 of each ammo type / missiles in it. Maybe have an option when you are assaulting to have this dropped in with the HALO system?

Was just on the DogB. they had a similar request. 'can we request an ammo drop. and a package with ammo gets dropped by parachute. with Ammo resource cost'

 

another idea they had (And I had heard something simular on TMG):

POW prison:

after you have captured prisoners and brought them to your fob. you can put them in a 'Prison'. they can generate more intel over time. but the Enemy battlegroups will attack that FOB with more priority. (trying to free the prisoner)

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I have also noticed that when you capture a zone and then the counter-attack happens the AI are spawned within the zone, sometimes right in front of you. I don't think this happened in the previous version.

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Which module I have to set in the editor to be able to spawn at the Nimitz (anywhere)?

 

And what the red exclamation mark on the map means? And the yellow one ingame?

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Which module I have to set in the editor to be able to spawn at the Nimitz (anywhere)?

 

And what the red exclamation mark on the map means? And the yellow one ingame?

To completely replace the Atlas mod you will have a bit of work. You would have to rewire the whole LHD object and Spawning scripts. Or you could just try adding the Nimitz and move 'Base Chimera' From the island onto the nimitz.

 

Those Question marks are Enemy BattelGroups that are trying to recapture territory. see Wiki.

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Hi Zbug, could you modify the arsenal so we can add insignias?

 

Unfortunately it seems you can't, from https://community.bistudio.com/wiki/Arsenal:

 

This version has several limitations as opposed to the Virtual one:

Voice, Face and Insignia are not available (to avoid clashing with profile)"

 

 

One thing that would be nice would be able to get supply drops so when we are out in the field we can restock on ammo, maybe a tiered ammo crate system that costs 10 ammo points for a crate with magazines, 50 ammo points for a crate with magazines & AT and 100 ammo points for a crate with everything. Perhaps require capturing an airfield to allow for ammo drops to be enabled within a certain radius of owned airfields.

 

This will be part of the upcoming offmap supports feature

 

 

I have also noticed that one of our players has been placing FOBS within capture zones for bases. The check to prevent this works when trying to initiate placing a FOB within a zone, but we have found that if you are outside the zone and start FOB placement and run into the zone you can then place FOBS within the zone.

 

 

 

Noted

 

Also wondering if we can have more items for base building, such as the barbed wire fences and the larger multi-level guard posts.

 

I've added a bunch of stuff to the build menu, however tower HQs are reserved for the "fob upgrades" feature

 

I play with 5 other guys and we recruit AI units. Anyway, three tanks in one single zone are too many. Where can I reduce the number of enemy vehicles?

 

Automatic adaptation of the enemies (to the number of us) is already activated.

 

Three tanks in one single zone is an unlucky draw, but it's still doable with even less people than 5. If you attack a military base you should expect that kind of defence and bring enough anti-vehicle, either yourself or with a bunch of missile specialist AIs.

 

If you still want to remove vehicles you can modify your version of the mission and have a look into manage_one_sector.sqf

 

 

Hey Z,

 

is there an estimate time for secondary objectives v2? 

 

Nope, as you could see I've been handling requests and bugfixes for a good while, so major features will have to wait until all major complaints have been fixed.

 

 

- spawning of ammo boxes in bases are too close to towers and happens often impossible to grab them by heli. I prefer ammo spawning against constant income but part of pleasure vanishes when not able to load ammo boxes in heli (sling loading not possible either due to towers obstacles). My proposal is either try redefine spawning points a bit further then base itself or to extend the radius of ammo loading so that we can land a bit safer but still able to load them in the chopper.

 

I've noticed that too, I'll look into it

 

 

- when a village is captured a new aerial reinforcement is shortly coming. This last reinforcement wave is so deadly so that everytime I am loosing most of the armoured vehicles I have used in the assault (anti-air armour AI is kind of stupid also). Can we lower a bit the number of fast movers that are coming, a setting in parameters will be great. I have to mention I usually play this mission in a two people team and using the commander Zeus module for support.

 

CSAT air is the last thing in the game that can reliably kill our forces, and your proposition would go against the current effort to make the mission more challenging. If those neophrons don't kill some of your tanks, what will? I'd rather have people look for solutions within the game before tweaking the CSAT forces to make them easier to beat, and in this case, with my team we already have a bunch of ways to deal with the problem of CSAT air without spending much of our ammo so it's definitely doable.

 

I have been editing the Zeus Syncronisation file to allow myself to take more control over the battle.

The next thing i want to do is to remote control various AI soldiers.

This is how i have editted the file....

 

There is a bunch of modules in the ingame editor that are used to setup the Zeus interface, you should have a look at them. Even though I'm not sure what you want can be done. On the long run the Zeus commander will dissapear anyways, and you'll have a new commander interface that might allow remote control of AI units.

 

after you have captured prisoners and brought them to your fob. you can put them in a 'Prison'. they can generate more intel over time. but the Enemy battlegroups will attack that FOB with more priority. (trying to free the prisoner)

 

Is there orange prisoner uniforms in the game? More seriously, why not, but this can't be a priority over many other things and the mission will change a lot until then, so you might want to tell me again when the mission is closer to completion

 

I have also noticed that when you capture a zone and then the counter-attack happens the AI are spawned within the zone, sometimes right in front of you. I don't think this happened in the previous version.

 

It happened before but it's a very rare bug that could happen randomly only on a bunch of sectors (the dozen latest added into the mission), anyways it's corrected in the next release

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Hi!

Great mission! Me and a bunch of people really liking this mission. We also added Alive to it and it is now awesome! Only problem with it is that is when Alive is spawning own bots, the resources get over capped. Another problem is with a bit of lag on the map, so if you are interested, then may be you can take a look into that, if not, well then not.

Another thing, is if I can, I would like to request feature with tickets, for instance when you start, you get say 20 tickets and you can replenish them by say taking towns and if you get killed then it will be -1 ticket and if all tickets are gone then mission is lost. Would it be possible to implement?

Thanks!

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