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

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Hi, ive been having some issues regarding adding vehicles from the RHS mods into the mission. I have put in the said vehicles codes onto the classname text file and have had no luck. Can anyone help me out? the link below shows what the text file looks like with my code in it. Can anyone spot the problems? the only parts i have changed are on the Blufor vehicles part.

https://docs.google.com/document/d/1wmznoT-wbuK00HRzw2RLZkxDqoo7fEK8x56dbZWJSn0/edit?usp=sharing

 

Thanks ahead  :)  :)

 

That's the classnames_extension.sqf, by setting overwrite to true, you're replacing the original list with the list there. By keeping it as the default false, the list there will append to the original list.

Best thing to do is check there are commas where you need them and no comma at the very end of every list. Also make sure all your classnames are correct, case sensitive too.

 

Amazing mission guy thank alot, Lynix200 rigth,ALTIS  we need add RHS vehicles, but guys can you add compatible with ACE_3 Mod please?

 

I'm pretty sure ACE is compatible, it just takes some work to set up. RHS Vehicles definitely work though, no doubt there.

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  @ sil

 

  "roger that" man,  I play with ace3 as well.  I have additional  server playing RHS ( all three factions). So the versatility of Zbugs beta mission has always been enjoyable. 

  I shall await your final composition for A Challenging Campaign.

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Applejakerie - 

 

Quick question - We've noticed that at some objectives there is an unarmed civilian Hummingbird that will start up and take off when the objective is under attack. Does it provide recon and share info on what it sees with CSAT on the ground? Also, when we kill the pilot, it invariably just explodes while sitting on the ground. No damage to helicopter at all. Is this intentional?

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Hey there Panic!

 

They shouldn't be blowing up on the ground without the assistance of some explosives but those unarmed Hummingbirds are actually Syndikat forces I'd imagine! Within the militia spawn, I included the Syndikat pilot and their helicopter (Syndikat M900). As a result, the helicopter spawns empty as you come near, then a pilot jumps in and will lift off. I am almost 100% sure that they do report info in a sense yes, as when one Opfor units spots you, all do (in the usual circumstances). I've seen no end of screenshots on these guys, caught in trees, stuck on a building etc. Usually tho, they work well I'd say. For a militia based enemy. 

 

I've actually just done a bunch of work so in a minute I'll have GitHub updated and edit in some info here. Stick around. 

 

Check Github! (Signature Link) All feedback is appreciated! Am interested in how your servers are handling, mine's only 6GB and doing well. If we've hit a point of FPS loss I'm happy to lose some sectors.

 

Greuh_Lib0924_AJ.Tanoa


()Ported Liberation 0.924 to Tanoa, I hope you enjoy. This mission uses zBug's and McKeewa's original Liberation 0.924. Much credit to zBug and McKeewa for this beautiful mission, it's simply a wonder.
()Added a fair few more sectors plus some objects. Don't be afraid, my FPS has always been fine and I wouldn't call my system medium even.
()Updated the map again as of 08/08/2016. Removed a lot of objects to be restored after some testing, added a few more sectors and went over with a finer comb so to speak. Consider it my v2 of the map.
()There are 25 opfor_airspawns, 300+ opfor_points, 180+ sectors (100+ PoI, 28 Factories, 30 Radio Towers, 8 Bases and 10 Large Cities!).
()Independents are aggressive to BluFor and not OpFor, as they are now primarily Syndikat.
()All infantry, vehicles and objects have been updated to Apex where available, you are NATO (Pacific & Recon) and CTRG fighting Syndikat and CSAT (Pacific & Viper).
()CSAT specialist squads appear between 35% and 75% and CSAT Viper squads spawn after 75% for added challenge. They can take 8 bullets without even dropping a breath.
()The mission is ready for the F-16C and the F/A-18 Super Hornet mods, it's optional still but the mods will work 'out of the box' so to speak. Note: F-16C Requires FIR_WeaponsSystems as well.

()All English dialogue has been updated to be less mission specific. For instance, you're working in 'a region', Altis, Tanoa, be it whatever and all references, i.e. BLUFOR, or OPFOR are now friendly, or enemy/hostile.
()This means any conversion and your dialogue will still be correct! (Excluding line 10 in stringtables.xml, the mission description.) This includes the ingame tutorial too!
()A small tutorial is available for anyone who wants to make minor, or maybe even major edits. Comments in files too, they're very helpful and will make it very easy to adjust enemy spawns or your "BUILD" menu options. Stop asking!
()Secondary Objectives are now 15, 10 and 5 for FOB Hunting, Convoys and SAR respectively. Check tutorial if you want to change these.

    IDEAS
>Rappelling, this may be a mod only implement.
>Fast roping, this may be limited to the ACE mod.
>Towing, once I find a decent tow script.
>Secondary Objective #4.

    TO DO
? = Not important, may not even happen.
! = Priority, will happen when I can be bothered.    

?Change up the enemy spawn a little, look for a better balance.
?Finish all translations. (5%) Know anyone?
!Update Original Resistance loadout.
!Restore some objects to 'Checkpoint' sectors at least.
!Fully unlock Zeus! Or create an "Admin Zeus", I feel that it'd be nice to have a little control over the mission.

    KNOWN ISSUES
>Zeus interface not loading, try dying/respawning for a quick fix.
Edited by Applejakerie
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Hey Applejakerie thank you for the Tanoa version we have a lot of fun with it ! :)

btw I would like to apply some (one actually) custom texture to flag I can build from FOB but I didn't figure out where to set up the SetFlagTexture command, any idea ? if possible.

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Well thanks, I'm glad to hear it!

 

I didn't know this was possible! I'm not a scripter. ^^' However the only place the flag within the code would be the object build menu in classnames.sqf, so you could try here or you could write it as a separate script I suppose? To replace the original flag with the original flag + custom texture.

 

That would be my guess.

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Hey guys, i figured out what was wrong. For anyone that is having problems editing the mission file when it comes to adding vehicles and infantry to the mix, you have to drag the txt file out of the .Pbo to get rid of its digital signature. This stops it from resetting the txt file to original file. Ill be posting a full rhs version for Altis if anyone wants to download it later. Although im nor sure whether the US should use the desert or woodland variant for uniforms and camos. The cost of different vehicles will wary although, since ive just been messing around with the different vehicles to see whats Op etc. 

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Hey Applejakerie thank you for the Tanoa version we have a lot of fun with it ! :)

btw I would like to apply some (one actually) custom texture to flag I can build from FOB but I didn't figure out where to set up the SetFlagTexture command, any idea ? if possible.

 

This could work, I think.

 

Line 250, \scripts\client\build\do_build.sqf.

				if ( (_classname in uavs) || manned ) then {
					[ _vehicle ] call F_forceBluforCrew;
				};

				if ( _classname == FOB_box_typename ) then {
					[ [_vehicle, 3000 ] , "F_setMass" ] call BIS_fnc_MP;
				};
				
				if ( _classname == "Flag_NATO_F" ) then {
					_vehicle setFlagTexture "flag_texture.paa";
				};
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@Matosh Do you have to set the flag_texture.paa path or should it definitely find it in the res folder?

 

Does anyone know why Zeus would work fine in editor and not at all on a paid for server.

Right now it doesn't even ping like it does when it doesn't recognise you as the commandant unit for your first lifetime, or like it does when you're another role entirely pinging Zeus.

 

So I've got the Zeus module set to all addons (and unofficial), the module is synced to the commandant and the variable name matches the owner field of the module. 

I've deleted the sync between the costs module, (basically so I can control the server pick a little more and make for a more narrative game with some friends) and that is all. 

 

I've also deleted the respective lines in zeus_synchro.sqf as well. This worked as of last night. 

		_zgm  setCuratorCoef ["edit", -1e8];
		_zgm  setCuratorCoef ["place", -1e8];
		_zgm  setCuratorCoef ["synchronize", 0];
		_zgm  setCuratorCoef ["delete", 0];
		_zgm  setCuratorCoef ["destroy", -1e8];

It's simply like Zeus doesn't exist anymore. :/

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the module is synced to the commandant and the variable name matches the owner field of the module

 

Don't sync Zeus module to any unit.

Place it down, define the owner variable and then use the same variable to a unit.

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@Matosh Do you have to set the flag_texture.paa path or should it definitely find it in the res folder?

 

If memory serves me right, having no path would mean it's in the mission's root folder. So for example; Mission.pbo/flag_texture.paa.

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If memory serves me right, having no path would mean it's in the mission's root folder. So for example; Mission.pbo/flag_texture.paa.

 

This.

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Ah okay. I still can't access Zeus, it's like the servers not loading the DLC as there's no ping or icon on screen. I've checked this tho. 

 

I un-synced it from the unit to be sure. Any other suggestions?:/ Works perfectly in editor, not in MP. 

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@Applejakerie This should add all players to Zeus list so that they are visible to him, which also makes player able to ping him. I think.

 

So you are also saying that the Zeus doesn't work when player commander joins the first time, but can be fixed by respawning?

 

onPlayerRespawn.sqf

if ( isNil "GRLIB_respawn_loadout" ) then {
	removeAllWeapons player;
	player linkItem "NVGoggles";
} else {
	sleep 4;
	[ player, GRLIB_respawn_loadout ] call F_setLoadout;
};

{_x addCuratorEditableObjects [[player],FALSE];} count allCurators;

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Yea it's strange, I've never had this problem before and all I changed was whether or not it was synced to the commandant. 

But basically, if you're Commander and you hit your Zeus key, nothing happens. No interface, no icon, no ping. If you're any other role, nothing happens still, no ping. 

 

Yet in editor it's working perfectly fine. 

 

I'll try that, thanks!

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I noticed with my stratis edit zeus is not available until the commandant had respawned.

Have not yet looked into why this happens.

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Try checking this; open up the mission.sqm in Editor, go to the said city and base and look for opfor_point markers, are there some within the city and base? Could be the issue. If it's constant and all over though, I'm not really sure. But just to be certain, if you leave the OE, by about 400m I think it is, they'll despawn and respawn. They shouldn't be spawning on top of you tho. :C What's your server specs?

I

 

Not sure what you mean here, the server specs were posted earlier, Ill give the link again here: http://steamcommunit...s/?id=728739004

We haven't played since as the issue is a game breaker, or we are just doing something wrong, but we really want to play this campaign.. Any help will be greatly appreciated, We have died when fighting the first wave, and it gets us both killed, we re spawn and then yes we will be outside the OE until we halo in again, or use the mobile re spawn on the outside of the capture zone, could that be the trigger once we re enter it re spawns everything again? And after we close in from a certain height? It seemed to me that after halo in to the cap zone, it wouldn't be till about 50m off the ground they all suddenly insta popped. It never happened in a town the first time, but did the 2nd time, because... Only 1 of us died the first time. Meaning my friend revived me and remained in the cap zone. Maybe this is the problem, but is there a solution to it? Its a bit hard and frustrating.

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Don't worry about the editor stuff, that was a pretty bogus idea by me. 

 

Not sure what you mean here, the server specs were posted earlier, Ill give the link again here: http://steamcommunit...s/?id=728739004

This is your mission parameters, how are you running your server? Is it paid for? Dedicated or local host?

 

We haven't played since as the issue is a game breaker, or we are just doing something wrong, but we really want to play this campaign.. Any help will be greatly appreciated, We have died when fighting the first wave, and it gets us both killed, we re spawn and then yes we will be outside the OE until we halo in again, or use the mobile re spawn on the outside of the capture zone, could that be the trigger once we re enter it re spawns everything again? And after we close in from a certain height?.

Correct-amundo. Once you've left the area, the sector will reset. When you halo back in and you've dropped to say 400m, the mission will read that and spawn the relevant enemies in. If you find it's taking too long to spawn them in, this could be a lack of server power on your end, or it could just simply be that you're jumping in quicker than the mission can keep up. Sometimes (when I'm running a heavy test mission), the AI can take longer to spawn. Usually it's best not to Halo in when there is no one else there though. 

 

 It never happened in a town the first time, but did the 2nd time, because... Only 1 of us died the first time. Meaning my friend revived me and remained in the cap zone. Maybe this is the problem, but is there a solution to it? Its a bit hard and frustrating.

Just to be concrete, once 0 players are in an OE, the OE will despawn any AI. You can get around this when playing 2 player, if you both go down, one of you respawn and halo back in. The other who is 'dying' on the floor, will keep the sector alive. So the second player can get back and respawn you, without having to lose your progress on the mission. If none of this happened like this, every OE would load AI constantly and your server would crumble and die. :)

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@Applejakerie This should add all players to Zeus list so that they are visible to him, which also makes player able to ping him. I think.

 

So you are also saying that the Zeus doesn't work when player commander joins the first time, but can be fixed by respawning?

 

onPlayerRespawn.sqf

if ( isNil "GRLIB_respawn_loadout" ) then {
	removeAllWeapons player;
	player linkItem "NVGoggles";
} else {
	sleep 4;
	[ player, GRLIB_respawn_loadout ] call F_setLoadout;
};

{_x addCuratorEditableObjects [[player],FALSE];} count allCurators;

I'm sure this worked, as it just adds players to the CuratorEditableObjects and I can't access Zeus to check this. :L

I'm one step from giving up, it only seems to be this way on the one mission I made for friends, not my Vanilla Tanoa work. 

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This could work, I think.

 

Line 250, \scripts\client\build\do_build.sqf.

				if ( (_classname in uavs) || manned ) then {
					[ _vehicle ] call F_forceBluforCrew;
				};

				if ( _classname == FOB_box_typename ) then {
					[ [_vehicle, 3000 ] , "F_setMass" ] call BIS_fnc_MP;
				};
				
				if ( _classname == "Flag_NATO_F" ) then {
					_vehicle setFlagTexture "flag_texture.paa";
				};

Yup it works, it's not permanent but it works, if the flag builder log off and reconnect flag have default texture back.

Build a custom one last night, reconnect this morning, flag is there with default texture (Flag_White_F)

I just have to raise the flag at every connection before going to fight for the glory of my unit, but that's fun :) Is that what they call roleplaying ?

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Don't worry about the editor stuff, that was a pretty bogus idea by me. 

 

This is your mission parameters, how are you running your server? Is it paid for? Dedicated or local host?

 

Correct-amundo. Once you've left the area, the sector will reset. When you halo back in and you've dropped to say 400m, the mission will read that and spawn the relevant enemies in. If you find it's taking too long to spawn them in, this could be a lack of server power on your end, or it could just simply be that you're jumping in quicker than the mission can keep up. Sometimes (when I'm running a heavy test mission), the AI can take longer to spawn. Usually it's best not to Halo in when there is no one else there though. 

 

Just to be concrete, once 0 players are in an OE, the OE will despawn any AI. You can get around this when playing 2 player, if you both go down, one of you respawn and halo back in. The other who is 'dying' on the floor, will keep the sector alive. So the second player can get back and respawn you, without having to lose your progress on the mission. If none of this happened like this, every OE would load AI constantly and your server would crumble and die. :)

Thanks for coming back to me, the server is a LAN, we are playing using Hamachi. And we will try this new tactic when my friend returns from a holiday. Unless the server type we are using is going to make a difference and their is a possible fix there? Thanks so far mate. 

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But some make the Liberation Altis with compatible ACE_3, please add the link to donw load, I am noob abaut edit scrip,  thank guys  :)

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Yea a LAN server could face quick overload issues but should still operate decently with just 2 players. Have a look at dedicated servers if you haven't already, or look for a cheap server host. HostHavoc are my personal fav right now.

If you hit a particularly busy area, all the enemy spawns + enemy AI commands + friendly AI commands are going to overload. So either enemies won't spawn, won't be very reactive or your allies will be as useful as a squad of cats. ;)

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But Add new  vehicle to MAP how  respawn on "Liberation Altis", some one help me please

Add a Vehicle Respawn module in editor to the map. Sync it to the vehicle you want respawning, or any amount of vehicles even, then set the variables and all is good.

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I just got myself a server from Host Havoc after your recommendation Applejakerie

Quick question though, does anyone know if it's possible to get the dedicated server up and running on the same save that we used while playing via LAN?

Or if that's to tricky to answer does anyone know where the save files are located?

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