AlphaAce 1 Posted September 4, 2016 The only mods I use are RSH US + RSH Russian army and the "ATLAS" mod. Ill try adding ACE and let you know here in case someone else experiencing the same problem, thank you 1 Share this post Link to post Share on other sites
Applejakerie 45 Posted September 5, 2016 @basilhare; What dvdbrewster said is essentially the get go but I'm going to describe my own process and you might find it a little simpler. So install this, it's called PBO Manager and makes editing the mission.pbo file possible. Once installed get your mission.pbo (doesn't really matter where as you're not editing the actual map) and right click it, then it's PBO Manager > Extract to "name of mission.pbo file". Now open that folder, gameplay_constants is right there in the root of the folder, so just make the edit I mentioned above. After, right click the folder this time, PBO Manager > Pack into "name of the folder".pbo, NOT .ifa. Then overwrite your old .pbo of course and upload the new .pbo as your playable mission. @AlphaAce; That's really strange, who/what version are you using and just to be sure, you get no option to -CAPTURE- on any of the surrendering soldiers? You should be able to do this as any of the roles and I don't believe Commander Privileges have any control over this option either. Everyone needs to be able to bring PoW back to an FoB otherwise that'll complicate things further. Do you not see anything breaking in your logs? Check your client and your server logs, or run your launcher to show errors on screen. Just to be clear, I have a working RHS and Atlas mission, Atlas is a little messy still but yer, -CAPTURE- definitely shows and works. Even with full squads you're still able to add a PoW to the squad they just become a little trick to control. (You have to press F12 (Steam's Screenshot Default v_v) to see any squad members past 11, (so past 10 AI + you), to give them any commands. Or just use the ` key to select all AI in your squad.) Share this post Link to post Share on other sites
M. Crow 0 Posted September 10, 2016 Latest Version: v0.924 (July 3rd) Download from GitHub Download from ArmaHolic Previous releases: GitHub Overview Altis has fallen to the CSAT forces, and it's up to you to take it back. Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all the major cities of the island. Experience a massive CTI campaign with over 150 different capturable settlements across the entire island, Cooperate with 0 to 40 other players, with a commander role and recruitable AI troops to fill the gaps, Buy troops and vehicles using three different types of resources, Build the FOB of your dreams with an ingame "what you see is what you get" system, Fight aggressive and cunning hostile forces who react and adapt to your actions, Learn that every window is a threat thanks to the custom urban combat AI, Accomplish meaningful secondary objectives that will benefit your progression, Never lose your progress with the built-in server-side save system. How to play / How to start Tutorial video by Phlonk: https://www.youtube.com/watch?v=jC9sk7AzHAY Wiki by Bramjam: http://greuh-liberation.wikia.com/wiki/GREUH_Liberation_Wikia Bug reports It's a beta, things will break :) If you encounter a bug and want it looked into, you should be providing: SERVER LOGS (rpt files), Client logs (rpt files - one is fine, more is better), Headless client(s) logs, if applicable, Version of the mission you've been using, Modifications you've made to the original mission files, if any, Mods you're using, if any, Screenshots showing the issue, if applicable, Reproduction steps, if applicable. The more the better, fixing broken stuff is easy, reproducing issues is tough, and that's where you can really help! Follow the development > Trello You can follow the progress and see the upcoming features on Trello. If you create an account (for free) you can comment and vote, so feel free to help us prioritize the upcoming features ;) > GitHub The mission is published under the MIT license, so you can modify and redistribute it with no limitation as long as you credit me and don't hold me liable for anything. You can make the modifications you want, adding more mods for example. You can even participate in the development by submitting your own pull requests for fixes and features. > Twitter I'll be tweeting about releases and other important infos about the project, but nothing too spammy. Thanks Bohemia Interactive Studios for making such an awesome software, Farooq for FAR Revive, Jus61 and Nic547 for the German translation, Phlonk and Braghee from AUGamers for all the late night testing and their tutorial videos, Bramjam for the wiki and beta-testing effort, Larrow for his arsenal blacklist script, Aeroson for his loadout saving/loading scripts, Quiksilver for his cleanup script, Regiregi22 for the Spanish translation, All the beta testers for their invaluable feedback and bug reports. Liberation Youtube Playlist How do i add mod cars to the build list i did what the file says or i think i did anyway but its not working. Share this post Link to post Share on other sites
Hedge373 0 Posted September 11, 2016 Not sure if someone has already asked, sorry if this is a repeat question Is there anyway I can get it so the mission will allow me to use Apex vehicles? Or is there an updated PBO for that? Cheers Share this post Link to post Share on other sites
Applejakerie 45 Posted September 11, 2016 Check my signature for a Tanoan version with Apex units and vehicles. I'll be releasing a tonne of content soon alongside another author, hopefully this'll have everything you guys ever want/need. @Midnight, could you post the relevant section of your classnames.sqf/classnames_extension.sqf here as spoilers, or as pastebin links. 1 Share this post Link to post Share on other sites
Dexious 12 Posted September 12, 2016 Check my signature for a Tanoan version with Apex units and vehicles. I'll be releasing a tonne of content soon alongside another author, hopefully this'll have everything you guys ever want/need. @Midnight, could you post the relevant section of your classnames.sqf/classnames_extension.sqf here as spoilers, or as pastebin links. Nice to hear that you are going to release another one! By the way i have added some extras in my Tanoa version like Ambient Combat AI (It really gave us a challenge + epic base defence combats) and the ability to transfer loadout to AI. If you are interested to add something like that you can have a look on my Github (Tanoa version only at the moment) or you can PM me :) Share this post Link to post Share on other sites
Rampaginae 0 Posted September 12, 2016 On the 0.924 Altis version there's a bug where there's no icons indicating that weapons or gear are DLC objects. Causing a lot of pain for my friends who are new to the game and don't have the DLC. Share this post Link to post Share on other sites
Applejakerie 45 Posted September 12, 2016 Thanks Dexious! It's been a while because I've been dealing with some other stuff but right now, we're just waiting on the last content to be put in before we make an appearance. I'll definitely give you a PM as that builds directly into something I have planned, in fact I'll send you a PM now and just get back to me when you can, might be worth chatting on Steam? I could share some of the newer features we have in mind with you privately. :) @Rampaginae - Do you mean within the Virtual Arsenal? As far as I knew it's only recently they added those icons to the Arsenal? Simply put though they shouldn't even see anything they don't have as a mod. The Arsenal list should be less or more depending on the mods loaded by the client. This is why it's important to use a secure mod list on your server, otherwise you may think your server mods are fine but someone with the French Armes mod will be able to load a highly explosive .50 cal sniper rifle from the Arsenal lol. Regardless of if you use the mod personally on the server or not, Arsenal will always adapt to the client using it. Share this post Link to post Share on other sites
S1ERRA 117 0 Posted September 12, 2016 Hello, I have been playing Liberation for awhile now, however this is my first time creating an account. Anyways I was wondering if there was anyway I could, with your assistance port this mod to the Fallujah map. I know it's a pretty small map. All I want is for the enemy's to spawn in buildings and w/no vehicles and if possible middle eastern style enemy troops and the USA-W(RHS). -SIERRA117 Share this post Link to post Share on other sites
Tajin 349 Posted September 12, 2016 Just take a look at the mission in the editor. You'll see that porting it to a different map is in fact pretty easy. and the ability to transfer loadout to AI.Funny, I did the same :) Share this post Link to post Share on other sites
S1ERRA 117 0 Posted September 12, 2016 Just take a look at the mission in the editor. You'll see that porting it to a different map is in fact pretty easy.Funny, I did the same :) So all I need to do is Just copy and paste everything? Because of the size of the map I was thinking one maybe 3 cities and a airport(would be marked as fuel . Should I edit the map and add a Military base for ammo, and a tower for the awareness level? Share this post Link to post Share on other sites
Dexious 12 Posted September 12, 2016 So all I need to do is Just copy and paste everything? Because of the size of the map I was thinking one maybe 3 cities and a airport(would be marked as fuel . Should I edit the map and add a Military base for ammo, and a tower for the awareness level? Have you read this one? Hope it helps. http://greuh-liberation.wikia.com/wiki/How_to_port_liberation_to_a_new_map Share this post Link to post Share on other sites
ArmedWarrior 8 Posted September 12, 2016 Along with some other customizations I've made in several Liberation versions there's one I decided to share here as I always thought time management part is incomplete. In parameters, you can set daylength by setting up a time acceleration to the corresponding value and then there's a switch you can further accelerate the nightpart of the day with. The issue is that while you actually make the whole daylength shorter with turning the shorter nights switch on comparing to the daylength you expect from parameter settings, night (vision) part of the day will still be too long (according to my taste) in most of the daylength setups. To resolve this "inconsistency" I've entirely changed the code in the file "...\scripts\server\game\manage_time.sqf" to the following: private [ "_accelerated_time" ]; while { true } do { if (GRLIB_shorter_nights) then { _accelerated_time = GRLIB_time_factor * 3; if (daytime > 18 || daytime < 6) then { if (_accelerated_time > 100) then { _accelerated_time = 100; }; setTimeMultiplier _accelerated_time; } else { if (_accelerated_time > 100) then { _accelerated_time = 20; } else { _accelerated_time = GRLIB_time_factor * 0.6; }; setTimeMultiplier _accelerated_time; }; } else { setTimeMultiplier GRLIB_time_factor; }; sleep 10; }; While this code exactly compensates daylength shortening that results from turning shorter night switch on it makes daylight part of the day even longer comparing to night (vision) part. This correction should work with all versions of Liberation. Note: using this code any value of GRLIB_time_factor parameter greater then 100/3 (~33.33) will be limited out so the shortest day that can be set up is ~3/4 hour long. 1 Share this post Link to post Share on other sites
CalDasiri 0 Posted September 13, 2016 Hello, are there any setting i need to change if i run Liberation on a dedicated server as mpcti. So far its working as long as soldiers are not asking for HQ-support. It is not showing up in the Support-Tab (using Keys 0-8). With using Advanced Ai Command (AiC) it's possible to get remote access to the HQ-object. In this moment messages are showing up that Support is now available. But they are unuseable as its only showing up for the admin who is remote controlling the HQ-Object - and this is not playable (Under water, no map etc etc.) Also it looks like that Admin is not able to get into Zeus position. Message is showing up when he is getting into Zeus position but typing the Zeus key is not showing the Zeus options like it should - Ping-sound only. May i missed something and i would apprecciate any help to get this running with full functionallity. Sorry for my english if it's not understandable but it's not my native language. kind regards Cal Share this post Link to post Share on other sites
Applejakerie 45 Posted September 13, 2016 Eve, the Commander slot is a bit funny. Sometimes dying helps! Jump on your grenade or hit respawn and hopefully Zeus should work from then on! As for the rest, I'm not really too sure what it is you're after? I haven't used AiC yet, although I'm going to look into it. Share this post Link to post Share on other sites
DieselJC 196 Posted September 13, 2016 This looks really great..I would like to add ACE in for medical and revive..however I see that FAR Revive is included..is there anything specific I need to do or take out in order to use ACE for the Revive? I am using the Greuh Lib0924 AJ Tanoa version. Any help would be great! Looking forward to running this! Diesel Share this post Link to post Share on other sites
Applejakerie 45 Posted September 13, 2016 @diesel - Thanks for using my version!:D If you want ACE, you'll need to edit the mission to include the ACE modules if they aren't already. On top of that, make sure you disable FAR revive in the mission parameters. You can either do this on the mission start lobby, in-game (but every time). Or you can go to mission_params.sqf (just search "param" in the top right Window search whilst inside the root of the .pbo) and change the values there so that by default, FAR revive is disabled. Just to clarify, you can install ACE no problem but if FAR is still ENABLED, it will overwrite and work above ACE. You'll have a lot of issues basically. Hope this helps, if you need any more info' I suggest searching this topic for "modules" or something that'll find you the posts to do with ACE modules. 1 Share this post Link to post Share on other sites
DieselJC 196 Posted September 13, 2016 @diesel - Thanks for using my version! :D If you want ACE, you'll need to edit the mission to include the ACE modules if they aren't already. On top of that, make sure you disable FAR revive in the mission parameters. You can either do this on the mission start lobby, in-game (but every time). Or you can go to mission_params.sqf (just search "param" in the top right Window search whilst inside the root of the .pbo) and change the values there so that by default, FAR revive is disabled. Just to clarify, you can install ACE no problem but if FAR is still ENABLED, it will overwrite and work above ACE. You'll have a lot of issues basically. Hope this helps, if you need any more info' I suggest searching this topic for "modules" or something that'll find you the posts to do with ACE modules. Thanks for the reply..much appreciated..I use ACE in all my stuff so I have all that just wanted to know about the FAR revive..great version on Tanoa..thanks for all the hard work! Diesel 1 Share this post Link to post Share on other sites
Applejakerie 45 Posted September 13, 2016 (edited) Ah well! I didn't need to explain half of that then! Good to know you should be fine from here then though. Aha, no worries! Thanks for the feedback. Lots of great content coming soon so check back sometime soon. We're looking for competition members. Kind regards, Apple. ^^ I wanted to add I'm really looking forward to zBugs next release. -3- Any news or am I being cheeky?;3 Edited September 13, 2016 by Applejakerie Share this post Link to post Share on other sites
CalDasiri 0 Posted September 14, 2016 Eve, the Commander slot is a bit funny. Sometimes dying helps! Jump on your grenade or hit respawn and hopefully Zeus should work from then on! As for the rest, I'm not really too sure what it is you're after? I haven't used AiC yet, although I'm going to look into it. Thanks for your fast help. I tried this suicide thing and it worked for Zeus :-). But my main problem i ve is the fact thatin MP mode it´s not possible to ask for Extraction-/Insertion-, Artilery- or any Bombardment-Support like in SP mode. Did i miss something in setup or is it just not wanted in MP mode? kind regards Cal Share this post Link to post Share on other sites
DieselJC 196 Posted September 14, 2016 Would changing the access to Zues instead of commander using "adminLogged" change anything as far as the way the mission runs? I always am hesitant with Zeus as next thing you know you have tons of stuff all over the place. Diesel Share this post Link to post Share on other sites
Applejakerie 45 Posted September 14, 2016 @Eve, do you mean the support options that came up under the number 8? Because they have been removed in a previous update buddy! You can always, place an AI in your squad on a mortar/artillery and when you're on the battlefield, command him to attack via the map. Same goes for transports, if I know I may want a transport, I leave 1 AI in a chopper back at base and call him over when I need him, asking him to disembark makes him land. @Diesel, there's actually a great edit by Dexious to create a Admin Zeus alongside the Commander role Zeus. This way you can have the Commander Zeus as usual Zeus whereas the Admin Zeus can come with any extra edits you want but need admins only for. Share this post Link to post Share on other sites
sowens 71 Posted September 14, 2016 @Applejakerie, using your mission and turning it into Vietnam on Tanoa. Is there anyway to speed up the spawning of AI near an objective? We find we can walk into an objective almost and have the enemy spawn late. I have the range set to 1000 meters in gameplay_constants. Using Dedicated Server and at 48 FPS server side so not sure where the it is choking at. We used to use POGOMAN Insurgency scripts to spawn AI and then move it along the route of march/flight/drive and it worked great, but we switched to ARMA 3 and those don't work here.5 Share this post Link to post Share on other sites
Applejakerie 45 Posted September 15, 2016 Funny you'd say this, we just did the same port and ran into the same issue. I have a feeling it's to do with the mod content and how it loads + filling the spawn list with too many options. Also, the issue with Tanoa is the smaller range value, as in, most villages in Altis are 1km apart, most in Tanoa are 400-600m apart, so whilst you're attacking 1, many are loading. :( Am looking into as many opportunities for optimisation as possible. If you want a lead to follow though, look into different ways of managing the spawn, even if that is just different list variants to see if it makes much difference. Share this post Link to post Share on other sites
sowens 71 Posted September 15, 2016 We had kind of the same issues on altis. I am wondering if passing AI to a headless client would speed things along. If I can't get it to work, I am going to either fix it or pay someone to rewrite the arma 2 code we have. We used to spawn AI and move it in front of the direction of travel so there were always AI as they didn't have to respawn, they were moved. It made the outer roads of Fallujah a shooting gallery with RPG's passing between vehicles and the best AI spawner I have seen. We miss it. Share this post Link to post Share on other sites