zbug 160 Posted May 10, 2016 You guys are posting much faster than I can follow :D Thanks to all of you who know how things work and answer most of the questions, much appreciated :) I'm currently busy with irl issues and I can't do much about the mission, however I'm not taking back any promises about what will be done with 1.0 (including 2 more secondary missions), it's only a question of when 3 Share this post Link to post Share on other sites
jus61 54 Posted May 10, 2016 You guys are posting much faster than I can follow :D Thanks to all of you who know how things work and answer most of the questions, much appreciated :) I'm currently busy with irl issues and I can't do much about the mission, however I'm not taking back any promises about what will be done with 1.0 (including 2 more secondary missions), it's only a question of when it is not always a question of time :D Share this post Link to post Share on other sites
rainque 9 Posted May 10, 2016 Guys how do i make it ACE3 compatible? Share this post Link to post Share on other sites
kilrbe3 37 Posted May 10, 2016 Guys how do i make it ACE3 compatible? Add the modules in editor after you dePBO the mission... Or use the 'kickstart' in link below. http://greuh-liberation.wikia.com/wiki/Development?action=edit§ion=9 ACE3 ModMany have requested a version with ACE Medical system instead of the FAR revive system. Currently we don't actively maintain such Liberation port. Because ACE has so many possible option combinations that its impossible to have a version that fits everyone. In the end people, open up the mission file in the editor and tune ACE to their needs. Bramjam made a Port that is ONLY meant as a base / kickstart for your mission. You can find it here. You can do ACE Option tweaking by unpack the .pbo file (like with PBOmanager) open de mission file in Arma editor edit the ACE Modules that are situated next to the spawn locations 'Save as' -> 'Export to multiplayer' to get the new .pbo file Share this post Link to post Share on other sites
rainque 9 Posted May 10, 2016 Add the modules in editor after you dePBO the mission... Or use the 'kickstart' in link below. http://greuh-liberation.wikia.com/wiki/Development?action=edit§ion=9 ACE3 ModMany have requested a version with ACE Medical system instead of the FAR revive system. Currently we don't actively maintain such Liberation port. Because ACE has so many possible option combinations that its impossible to have a version that fits everyone. In the end people, open up the mission file in the editor and tune ACE to their needs. Bramjam made a Port that is ONLY meant as a base / kickstart for your mission. You can find it here. You can do ACE Option tweaking by unpack the .pbo file (like with PBOmanager) open de mission file in Arma editor edit the ACE Modules that are situated next to the spawn locations 'Save as' -> 'Export to multiplayer' to get the new .pbo file Thanks for the example and tutorial mate appriecete it Share this post Link to post Share on other sites
Tragedynamo 0 Posted May 10, 2016 I'm having trouble getting RHS assets in the game. I've edited the classnames_extension.sqf but still only have vanilla units/vehicles available. I'd appreciate any help I could get. http://pastebin.com/NHwHKfbs is the classnames_extension Share this post Link to post Share on other sites
D-man9000 6 Posted May 11, 2016 I'm having trouble getting RHS assets in the game. I've edited the classnames_extension.sqf but still only have vanilla units/vehicles available. I'd appreciate any help I could get. http://pastebin.com/NHwHKfbs is the classnames_extension I'm having the same issue as you. If I figure it out, I'll make sure to post back in here. I'm assuming nothing is working, right? Like the CH53 is still the Huron? Share this post Link to post Share on other sites
Matosh 34 Posted May 11, 2016 I'm having trouble getting RHS assets in the game. I've edited the classnames_extension.sqf but still only have vanilla units/vehicles available. I'd appreciate any help I could get. http://pastebin.com/NHwHKfbs is the classnames_extension I'm having the same issue as you. If I figure it out, I'll make sure to post back in here. I'm assuming nothing is working, right? Like the CH53 is still the Huron? How the mission is being run? Singleplayer, Hosting, Dedicated Server? Share this post Link to post Share on other sites
Tragedynamo 0 Posted May 11, 2016 I've tried both hosting and a dedicated server. Share this post Link to post Share on other sites
Matosh 34 Posted May 11, 2016 Check uavs array, see below. uavs = [ "USAF_MQ9" ]; Share this post Link to post Share on other sites
SiliconPyro 0 Posted May 11, 2016 My friend and I managed to kick the hornet's nest pretty good and got our only FOB destroyed. Now we don't know how to get a new one. We still have the mobile spawn helicopter, but that's it. No build menu. Share this post Link to post Share on other sites
kilrbe3 37 Posted May 11, 2016 My friend and I managed to kick the hornet's nest pretty good and got our only FOB destroyed. Now we don't know how to get a new one. We still have the mobile spawn helicopter, but that's it. No build menu. A FOB Container should of re-spawned at Base. Than lift it with heli and make a new fob. Share this post Link to post Share on other sites
Sgt DeWolf 21 Posted May 11, 2016 I've created a whitelist of gear utilizing the arsenal.sqf file. It works, however, if someone has a previously saved loadout, they can circumvent the whitelist and load weapons and equipment not in the whitelist. Is there a means of preventing this? Share this post Link to post Share on other sites
SiliconPyro 0 Posted May 11, 2016 A FOB Container should of re-spawned at Base. Than lift it with heli and make a new fob. I checked specifically to see if that happened and I couldn't find one. None near where FOB Alpha once was either. Share this post Link to post Share on other sites
zbug 160 Posted May 11, 2016 If you restart your server and no FOB exists in the savegame, it will create the starting FOB box for you. So in your case and unless there's another issue I don't see, you should only need a simple host reboot I've created a whitelist of gear utilizing the arsenal.sqf file. It works, however, if someone has a previously saved loadout, they can circumvent the whitelist and load weapons and equipment not in the whitelist. Is there a means of preventing this? That's a good point, you can create your virtual arsenal loadouts on another mission and load them regardless of what the whitelist says. Same for deployable weapons. I'd need to check every item in each loadout against the whitelist, not sure if it can be done Share this post Link to post Share on other sites
SiliconPyro 0 Posted May 11, 2016 If you restart your server and no FOB exists in the savegame, it will create the starting FOB box for you. So in your case and unless there's another issue I don't see, you should only need a simple host reboot Awesome. We'll give that a try. Thank you. Share this post Link to post Share on other sites
Matosh 34 Posted May 11, 2016 I'm having trouble getting RHS assets in the game. I've edited the classnames_extension.sqf but still only have vanilla units/vehicles available. I'd appreciate any help I could get. http://pastebin.com/NHwHKfbs is the classnames_extension I'm having the same issue as you. If I figure it out, I'll make sure to post back in here. I'm assuming nothing is working, right? Like the CH53 is still the Huron? I've done a another more extensive look to that file and I found some classname typos and missing commas, and because of such errors it made classname_extension.sqf file disabled. CH-53's classname was among the typos. Fixed classname_extension.sqf: http://pastebin.com/raw/y8e66tAZ I've created a whitelist of gear utilizing the arsenal.sqf file. It works, however, if someone has a previously saved loadout, they can circumvent the whitelist and load weapons and equipment not in the whitelist. Is there a means of preventing this? There is a way by making loadout list in the Liberation arsenal interface to be hidden, which would force players to click on the Edit Loadout button first to access the VA interface and load the loadout. If you want it. Share this post Link to post Share on other sites
focheur 0 Posted May 11, 2016 what change the IA count in server ? :s Share this post Link to post Share on other sites
Sindeg 6 Posted May 11, 2016 I've created a whitelist of gear utilizing the arsenal.sqf file. It works, however, if someone has a previously saved loadout, they can circumvent the whitelist and load weapons and equipment not in the whitelist. Is there a means of preventing this? Faced with same problem. No way to check how i`m done, but can try to remember, also, with that u losing feature to set loadout during respawn 1. Go to scripts\client\actions\open_arsenal , and delete all except line 100 ( so left only 1 line ): [ "Open", false ] spawn BIS_fnc_arsenal; 2. Go to \ui\liberation_deploy.hpp Edit line 6: controls[] = {"OuterBG", "RecycleBG","OuterBG_F", "InnerBG", "InnerBG_F", "Header","DeployList","DeployButton","DeployMap", "LabelDeploy", "MapButton"}; delete class LoadoutsCombo, LabelLoadout Edit line 56 y = 0.16 * safezoneH + safezoneY; Edit line 64 y = 0.19 * safezoneH + safezoneY; Maybe I forgot something, step 2 is just cutting everything from menu connected with arsenal. Share this post Link to post Share on other sites
Matosh 34 Posted May 11, 2016 That's one way to do it I suppose. But here's another where only loadout list is disabled and respawn loadout is kept. Simpy overwrite content from the files below with content provided in the links. greuh_liberation.Altis\scripts\client\actions\open_arsenal.sqf - http://pastebin.com/raw/yjD6m85r greuh_liberation.Altis\scripts\client\spawn\redeploy_manager.sqf - http://pastebin.com/raw/YzbHguFd 1 Share this post Link to post Share on other sites
mobilemick 13 Posted May 11, 2016 in the whitelist.sqf, is it [123456] or ["123456"] or ["123456]; :) :) Tried all variations but still wont let me be commander :) Share this post Link to post Share on other sites
Matosh 34 Posted May 12, 2016 in the whitelist.sqf, is it [123456] or ["123456"] or ["123456]; :) :) Tried all variations but still wont let me be commander :) GRLIB_whitelisted_steamids = ["XXXXXXXXXXXXXXXXX"]; Share this post Link to post Share on other sites
Tragedynamo 0 Posted May 12, 2016 I've done a another more extensive look to that file and I found some classname typos and missing commas, and because of such errors it made classname_extension.sqf file disabled. CH-53's classname was among the typos. Fixed classname_extension.sqf: http://pastebin.com/raw/y8e66tAZ It works! Thanks for taking a look at it. Share this post Link to post Share on other sites
SiliconPyro 0 Posted May 12, 2016 How can we get all CUP weapons and equipment visible in the Arsenal? Share this post Link to post Share on other sites
zbug 160 Posted May 13, 2016 How can we get all CUP weapons and equipment visible in the Arsenal? By default that's what you get (if you don't modify arsenal.sqf) Share this post Link to post Share on other sites