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

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v0.916 is out

 

Changelog:

- Fixed the bug where you'd die instantly with no revive screen,

- Fixed the bug where the commander wouldn't be able to buy anything when their own squad is full,

- (hopefully) Fixed the buildings that moved slightly between each save reload,

- Fixed the AI vehicle crews being saved twice (once inside once outside),

- Fixed a rare case of sector activation getting stuck until server restart.

 

Secondary objectives are still progressing on another branch, hopefully I'll be able to push the first part next weekend.

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Thanks for all of the hard work you put into this mission.  We're in no hurry..

 

I would like to say that the Intro centimatic to Liberation is the best I've seen in a long time. Good work.

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Congratulations, this mission is one of the best out there for arma3, if not the best.
I want to contribute my bit to improve the mission.
I think should be included in the file redeply_manager.sqf, the set custom aim precision coefficient for weapon sway, tremble lest both, with 0.2 doing very well.

    player setFatigue 0;
    if ( GRLIB_fatigue == 0 ) then {
        player enableStamina false;
        player setCustomAimCoef 0.2;
    };
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Ok, I'll look into it

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Great mission. Thank you for your work. One issue I'm having is when the server is restarted, all the parameters go back to their default settings. Is it possible to hardcode the parameters I want into the mission or a way to change the default parameter settings? I've cracked open the .pbo file but I don't see an obvious way to do this. Not asking for a detailed tutorial, just a point in the right direction.

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Hi Zbug,

 

merci for your great mission!

 

One question: are the reinforcing troops just spawning in the target as such or are they really coming along the roads? I'm asking this as the "securing the road xyz" using mines, ambushes, what ever kind of blockers to slow down the reinforcements would perhaps add some more realism.

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They're definitely coming from other sectors using roads when possible, so mines would have their use :)

 

It becomes especially obvious when the alert level is high and you have any kind of overwatch, you'll see them coming for sure ;)

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They're definitely coming from other sectors using roads when possible, so mines would have their use :)

Oooh, excellent! I see already all kind of massive operations! ;-)

Now we just need a capable commander to lead...

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All credit to Bravo Company

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To edit my weapon kits in the BI Virtual Arsenal  has stopped working for some reason. I can select any of my saved kits and they work , just can't Edit them.  My team mate that was playing last night didn't show  this problem.

Was using  version .915 , did the new update to .916 and still doing it. Would you know what could be causing this?

 

Thanks

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You should get a picture for the mission selection screen. Great update though,

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Again thanks for yours and your teams' work, liberation is so much fun.

 

I've noticed a bug.  This is from V0.916/a custom terrain, but it has happens in the default versions on Altis, I just never made the parachute connection before.

 

When you build a hummingbird or ghosthawk (I forgot to test the Huron sorry), I think the inventory has parachutes in it that you can't see or interact with.  When you build a hummingbird or ghosthawk some of its inventory space is taken up but there is nothing in the helicopter.  If the helicopter is saved and the server is restarted, it will have a lot of junk + parachutes in it.  If you throw out everything but the parachutes, the parachutes take up the same amount of space that is used up in a freshly spawned hummingbird/ghosthawk.

 

I took some screenshots of it.

 

http://imgur.com/a/x5vUx

 
 
 
As an aside, do you have any idea why on a custom terrain the 3d build preview doesn't work?  I suspect it's something to do with the custom terrain and not Liberation but I'm hoping you might be able to point me in the right direction.  When you go to the build menu it shows the circle for the vehicle/structure you're trying to place, but it doesn't show the vehicle/structure itself.  It makes building a nightmare for us at the moment.
 
edit: nevermind fixed it! I didn't realize ghost_spot had to be on land!
 
Thanks mate.

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Hey man, just came by to say keep up the good work. Really glad this is still in active development.

 

My community has begun running this on one of our dedicated servers and it has been quite popular. Looking forward to seeing any new additions and expansions!

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I've noticed a bug.  This is from V0.916/a custom terrain, but it has happens in the default versions on Altis, I just never made the parachute connection before.

 

When you build a hummingbird or ghosthawk (I forgot to test the Huron sorry), I think the inventory has parachutes in it that you can't see or interact with.  When you build a hummingbird or ghosthawk some of its inventory space is taken up but there is nothing in the helicopter.  If the helicopter is saved and the server is restarted, it will have a lot of junk + parachutes in it.  If you throw out everything but the parachutes, the parachutes take up the same amount of space that is used up in a freshly spawned hummingbird/ghosthawk.

 

Vehicle inventories are being cleaned up because it makes AIs extremely annoying, like going 2km to a random truck you've dumped somewhere just because they need a few magazines. Obviously I've forgotten to do that when the save is being loaded and vehicles are being re-created. As for why the parachutes still take room when they aren't there, I suppose there's an issue with backpacks? Anyways I'll look into it but not finding anything in vehicles happens on purpose ;)

 

Glad you found the missing marker, I was going to point you in that direction :p

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zbug, your Liberation mission is incredible. It's exactly the kind of game I was looking for that would bring my non-ARMA-loving friends into the fold. At this point, we've played on Sundays weekly for the last month and a half, with just the 4 or 5 of us.

 

What we're running into now is how to deal with the vehicles that roll into a town we're clearing. We'll generally be able to take down the one or two vehicles that spawned in at the start, but just as we're about to take the town, the cavalry will roll in. By that point we'll be out of AT, and then promptly mowed down. 

 

Got any tips or pointers? It's starting to become a frustration with my less enthused ARMA friends and they could use some victories. Don't wan't to lose them! =)

 

Looking forward to the Intel and sub-objective stuff!

Best of luck with your development,

Teck

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​Hey there first off i just want to say that this campaign is the best i have ever played so far both with friends and by myself. Well Done.

But was woundering how can i make the commanders Zeus able to edit with out any restrictions im trying to make a single game for my own enjoyment. 

and i want to use the full zeus functionally.

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What we're running into now is how to deal with the vehicles that roll into a town we're clearing. We'll generally be able to take down the one or two vehicles that spawned in at the start, but just as we're about to take the town, the cavalry will roll in. By that point we'll be out of AT, and then promptly mowed down. 

 

Got any tips or pointers? It's starting to become a frustration with my less enthused ARMA friends and they could use some victories. Don't wan't to lose them! =)

 

Yes, there is several ways to achieve that. At the core the mission is a combined arms coop, you need infantry to clean up towns but you have to support it with other assets.

 

When attacking sectors with an high alert level (more than 60% or so) you should always have assets that will stay on the lookout for reinforcements.

That can be:

- A squad of AT and AA specialists sitting on a hilltop nearby, with a good view everywhere around the place you're attacking,

- Armored vehicles in the same kind of spot (if it's MBTs always make sure their cannon can aim downwards enough, the slammer is especially bad at it),

- Attack helicopters such as the blackfoot, or anything similar from mods (the apache from RHS is a beast).

 

If you don't have enough people to do that, you should use AI troops that you can boss around with the commander slot + limited Zeus interface. AI missile specialists are perfect at sitting on a hill and shooting everything that comes in sight, and they're rather cheap for the result.

 

Hope that helps !

 

 

But was woundering how can i make the commanders Zeus able to edit with out any restrictions im trying to make a single game for my own enjoyment. 

and i want to use the full zeus functionally.

 

The Zeus restrictions should come from the Zeus modules (costs and such) that have been put inside the mission. You'll find them near the player entities. Additionally when the commander mode is done, Zeus will get full functionallity for people who want to do some GM work

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Vehicle inventories are being cleaned up because it makes AIs extremely annoying, like going 2km to a random truck you've dumped somewhere just because they need a few magazines. Obviously I've forgotten to do that when the save is being loaded and vehicles are being re-created. As for why the parachutes still take room when they aren't there, I suppose there's an issue with backpacks? Anyways I'll look into it but not finding anything in vehicles happens on purpose  ;)

 

Glad you found the missing marker, I was going to point you in that direction  :P

 

Thanks :) I assumed the vehicle inventory being empty was your intention but not them refilling/or having ghost parachutes.

 

 

 

zbug, your Liberation mission is incredible. It's exactly the kind of game I was looking for that would bring my non-ARMA-loving friends into the fold. At this point, we've played on Sundays weekly for the last month and a half, with just the 4 or 5 of us.

 

What we're running into now is how to deal with the vehicles that roll into a town we're clearing. We'll generally be able to take down the one or two vehicles that spawned in at the start, but just as we're about to take the town, the cavalry will roll in. By that point we'll be out of AT, and then promptly mowed down. 

 

Got any tips or pointers? It's starting to become a frustration with my less enthused ARMA friends and they could use some victories. Don't wan't to lose them! =)

 

Looking forward to the Intel and sub-objective stuff!

Best of luck with your development,

Teck

 

We have this same problem as well.  We tend not to use AI because we're insane, so what we've started doing is bringing mobile respawns up very close to the place we're assaulting to keep pressure up and be able to bring fresh AT/AA.  We've been playing on a different map and we've been incredibly ammo starved, we only just secured a base the other night for ammo.  We get around it by making arsenal loadouts that are just a gun, an AT/AT launcher, and a big carryall backpack full of missiles.  Then we build a cheap transport vehicle next to the FOB, dump the launchers/ammo, go back into arsenal and repeat, then take the vehicle with us.  We also usually bring an AI guy to drive it up to us when the way is clear, but if reinforcements are called you might want to tell him to hop out as the enemy doesn't seem to engage empty vehicles.  Also mobile respawns help us avoid getting caught in a loop of repeated HALO drop reinforcement which is not fun at all.

 

We've also found UAVs are essential for recon and if our whole squad goes down, the UAV will keep the town from reverting to default and respawning everything so we can get back and continue the assault.

 

Yes, there is several ways to achieve that. At the core the mission is a combined arms coop, you need infantry to clean up towns but you have to support it with other assets.

 

When attacking sectors with an high alert level (more than 60% or so) you should always have assets that will stay on the lookout for reinforcements.

That can be:

- A squad of AT and AA specialists sitting on a hilltop nearby, with a good view everywhere around the place you're attacking,

- Armored vehicles in the same kind of spot (if it's MBTs always make sure their cannon can aim downwards enough, the slammer is especially bad at it),

- Attack helicopters such as the blackfoot, or anything similar from mods (the apache from RHS is a beast).

 

If you don't have enough people to do that, you should use AI troops that you can boss around with the commander slot + limited Zeus interface. AI missile specialists are perfect at sitting on a hill and shooting everything that comes in sight, and they're rather cheap for the result.

 

Hope that helps !

 

 

 

The Zeus restrictions should come from the Zeus modules (costs and such) that have been put inside the mission. You'll find them near the player entities. Additionally when the commander mode is done, Zeus will get full functionallity for people who want to do some GM work

 

Solid advice.

 

I think your \scripts\server\game\zeus_synchro.sqf script has a bit that enforces editing limits on ALL curators in the mission.  I need to make some time to test/understand the script, I'm just starting to learn scripting and it's still baby steps.  I wanted to put in a server admin-only fully functional Zeus so I could help/hinder my players as appropriate or just play as a medic and not worry about playing a commander.  The supposedly fully functional zeus can do some things like edit unit health/skill, delete or destroy objects by using the del + end keys, but can't place anything or use any of the special zeus modules like taking over enemies/using arsenal to edit their outfits.  When I insert a fully functioning Zeus into other missions it just works, so I think it's that script/a script.

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You could tweak the Zeus setup but it makes little sense when the commander mode is coming. It will allow to build remotely from the RTS interface, using the mission resources system ;)

 

Also some of the costs set in the script don't work, you need the mission modules synchronised with the Zeus module to restrict moving stuff around, deleting and destroying and such. 

 

Edit: apparently it's been fixed at some point because now the script alone works perfectly, so I've removed the modules

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I dont know if you mention it or not but are you using a script thats preventing the player from placing or editing objects in zeus. because no matter how many times I edit the zeus modules in editior it keeps telling me that placeing objects is not available. I love the map but i want zeus fully unlocked I dont know what else to do. ATM asside form removing the modules wholesale.

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I dont know if you mention it or not but are you using a script thats preventing the player from placing or editing objects in zeus. because no matter how many times I edit the zeus modules in editior it keeps telling me that placeing objects is not available. I love the map but i want zeus fully unlocked I dont know what else to do. ATM asside form removing the modules wholesale.

 

Right now you have the ingame modules + the script. But I've tested it again just now, and the script alone works in every case (it's been fixed at some point apparently), so from v0.917 it's all in zeus_synchro.sqf

 

Nope, still need script + modules to make sure deleting and destroying is blocked x(

 

So if you want to be able to delete you need to remove the cost modules + remove the setCuratorCoef lines in zeus_synchro.sqf

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