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

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Thanks for the update.

 

Couldn't find on the wiki if there are console commands when you are on local server to get ammo/fuel/mens, because sometimes we've got saves issue where we lost some of our ammos, so we would like to "cheat" when we restart server to get back our right amount of ammo.

 

Thanks

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Is there a way to prevent captured prisoners from escaping? They seem impossible now, leaving group after 20-30s and being shot almost immediately after. Is there a trick to capturing them long enough to escort to base? Maybe have them try and escape if there are 2 or fewer escorts with them, or try and steal weapons and kill/run from their captors. I love the idea of then trying to escape and needing to dedicate resources to watching them, but now it seems almost like they can't be captured at all - capturing surrendered troops in a house, they leave group and run before they can enter the occupied car in the street outside that was going to drive them back to base for interrogation.

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Is there a way to prevent captured prisoners from escaping? 

 

Ah, so that's what the new behavior is? We didn't see it on our last game.

I was actually considering adding ACE to our game, specifically for the cable ties.

zbug, any idea if the cable ties would keep them restrained still? We were thinking about building a small prison in our FOB to bring the prisoners to, instead of them just sitting around the vicinity. Even if they despawned by the next time we all logged on to play, it'd be a bit of fun.

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Ah, so that's what the new behavior is? We didn't see it on our last game.

I was actually considering adding ACE to our game, specifically for the cable ties.

zbug, any idea if the cable ties would keep them restrained still? We were thinking about building a small prison in our FOB to bring the prisoners to, instead of them just sitting around the vicinity. Even if they despawned by the next time we all logged on to play, it'd be a bit of fun.

 

I don't think cable ties would help, the problem is that they leave your squad after being in it for about 5 seconds and turn back to opfor, immediately getting lit up by any friendly AI.

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They're not supposed to escape if they have any blufor unit within 100 meters and my tests were working fine, so if you say they escape while being escorted I'll have to debug more

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Hello zbug,

first of all, very nice work, for me and my Friends is an very good alternative for Domination.

 

But we have an Problem, actually we only can play if someone host the Mission, if we put the mission in our Windowsserver (MPMission folder) and i logged in as Admin, chose liberation and press "Continue" ill crash to the Mission Menu back, whitout any errormessage. What can we do to run liberation on our Server, all other Missions we have runs fine.

 

 

Best

Chris

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They're not supposed to escape if they have any blufor unit within 100 meters and my tests were working fine, so if you say they escape while being escorted I'll have to debug more

Seems fixed after a mission restart, I think something was wonky on my server.

 

Is anyone else having issues loading crates? I constantly get the "no nearby vehicle" message when trying to load crates. Happens with the tempest that spawns at bases as well as the HEMTT.

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Shame on me, didnt read all the Posts in this Thread, the Answere of my Problem was always given by another one.

This was it what solve my Problem: https://forums.bistudio.com/topic/183734-mpcti-coop-liberation-beta/

 

 

I (maybe) found a bug, if you cach an Area and the Enemy calls for an counter Attack, the Trooptransporters let all enemy Infantries Disembark in the City/Objective far away outside of the point of attack and they walk in Combatmode to her Objektive, but the Transporters ride empty to your Position and stop.

 

 

 

Sry for my unnecessary question above, have a good day.

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Zbug, I'm guite new to this mission so forgive me if I missed something but please do:

- fast travel to captured blue places and available in these spots

- after session resuming/loading mobile respawns stay where they were placed before (it is really pain in the ass to set them up again every time...)

- player's AI squad can respawn in mobile respawns, fast travel and HALO jump with player

- maybe same for captured prisoners (of course only respawn and fast travel) because it can be frustrating to breake current mission and transport them on long distances to the FOB for interrogation...

 

... and after session restart I have previously captured prisoners at FOB - they're not hostile but they are armed...

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Hi. Good work with this. I have  a question... how i safe jet (a-164, etc...) will not disappear when restart server?

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Zbug, I'm guite new to this mission so forgive me if I missed something but please do:

- fast travel to captured blue places and available in these spots

- after session resuming/loading mobile respawns stay where they were placed previously (it is really pain in the ass to set them up again every time...)

- player's AI squad can respawn in mobile respawns, fast travel and HALO jump with player

- maybe same for captured prisoners (of course only respawn and fast travel) because it can be frustrating to breake current mission and transport them on long distances to the FOB for interrogation...

 

... and after session restart I have captured previously prisoners at FOB - they're not hostile but they are armed...

 

 

 

 

 

 

It's not really nice to ask like this for all these stuff, you could make some SUGGESTIONS but saying "Please do" is not really polite, i think Zbug is really giving a lot of his time on that mission, and we all would like to see it on other islands, with fast travel or more options, but as long as you are not a scripter who can bring his help to the project, i think it is not really appropriate to ask for more and more things if you can't be a part of it...

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Hi. Good work with this. I have  a question... how i safe jet (a-164, etc...) will not disappear when restart server?

Park it near your FOB and it will save.

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@Winter i am haveing same problem except i dont even get the warning about no vehicles nearby and it happens to all vehicles that can load crate i have tried eveything no crate will load

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Great mission zbug.

don't have a problem with prisoners as i usually grab a vehicle, capture them then order them into it.

get the no vehicle nearby msge as well but have been airlifting the boxes out for now. makes good practice at nape of the earth flying :)

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Great Mision zbug

 

Hello, I have found a few possible bugs in Liberation, the first one it is that inside the enemy zones, you the troops appear delantes yours when before they were not, that is to say respwan ahead yours. The second thing is that I have seen units that are capable of crossing the walls and shooting you from the walls and killing you. In the rest of this thing well, might be added of series Alive a mod that improves the AI, or other one some script that improves the AI and that receives reinforcements, already be by means of parachutists or in vehicles of transport of troops. Also secondary missions and that the enemy does ambushes to you, with all that it would be perfect. 

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@Winter i am haveing same problem except i dont even get the warning about no vehicles nearby and it happens to all vehicles that can load crate i have tried eveything no crate will load

 

I have the same problem.  CSAT and NATO ammo boxes won't go into trucks in 0.920.  I don't get any error messages at all, nothing appears to happen.

 

Zbug, I turned on  -showscripterrors and get the following error when I try to load any ammo box into any truck. This is while hosting on a local server, not on a dedicated one.  I haven't tried it on the dedicated server. I haven't made any edits to the mission except for turning the commander into a full Zeus for easier testing.

 

4qnL0IU.png

 

I had a look and I can see the script has changed from previous mission versions but I don't understand scripting well enough to debug the script.  Sorry mate!

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I must comment here,yesterday unit in witch i am in tested out this mission and i need to thank you. This mission is amazing  long time in arma 3 i didnt see so many objectives on ALTIS and FPS like i am playing on empty map :D Thank you man.

Now little request,please add raise lower objects in build mode,or there is already one but i cant figure out.  Overall great mission thank you for your time.

QUESTION: Any posibility to change units from CSAT to RHS Russian forces?

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Ammobox error happens for my group also, so it seems like it's definitely not isolated.  We didn't try sling loading, that might be a temporary work-around for now.


A change that might be good for the next version is for surrendered enemies to show up on the map until they are captured.  In the larger towns, usually we just write it off as a no-intel conquer.  Even with someone as Zeus peeking through buildings, it takes a very long time to find anyone in them.  Since on occasion friendly AI's will shoot surrendered enemies (often just as they surrender, but we've seen friendlies on rare times shoot surrendered and captured enemies as we bring them out of a building), you never even know if there is still a survivor to capture at all.

As for the ammo income stream parameter, can anyone say at what rate it comes in and how often?  How much is each base worth, and how often does the income come in?  Right now I'm certain it's coming in at a very slow rate in larger chunks (I think, since I've never really noticed whenever it might have come in), I think more ideally it'd be every 10 or 15 minutes, earn a small income.

Also, even with the ammo stream turned on, ammo boxes will still appear in bases.  Is the parameter giving ammo stream income in addition to the boxes, or is that parameter simply not functioning correctly?

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I have the same problem.  CSAT and NATO ammo boxes won't go into trucks in 0.920.  I don't get any error messages at all, nothing appears to happen.

 

Zbug, I turned on  -showscripterrors and get the following error when I try to load any ammo box into any truck. This is while hosting on a local server, not on a dedicated one.  I haven't tried it on the dedicated server. I haven't made any edits to the mission except for turning the commander into a full Zeus for easier testing.

 

 

 

T.Fork - We run it on a dedicated server and have the same problem. We can lift the boxes but not load onto transport truck or helo.

 

Great mission Zbug! Our small group played through 0.918 and took 25 days. Keep up the good work!

 

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Great Mision zbug

 

Hello, I have found a few possible bugs in Liberation, the first one it is that inside the enemy zones, you the troops appear delantes yours when before they were not, that is to say respwan ahead yours.

 

I'll throw a +1 on this. Noticed it last night when we played. Enemy units popped in out of nowhere, within 100m of our squads and mowed a lot of us down. It would seem CSAT has moved on from earthquake machines and straight into teleportation technologies.  :P  :D Happened while taking a Radio Tower objective.

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I had a look and I can see the script has changed from previous mission versions but I don't understand scripting well enough to debug the script.  Sorry mate!

 

No worries it's corrected already

 

As for the ammo income stream parameter, can anyone say at what rate it comes in and how often?  How much is each base worth, and how often does the income come in?  Right now I'm certain it's coming in at a very slow rate in larger chunks (I think, since I've never really noticed whenever it might have come in), I think more ideally it'd be every 10 or 15 minutes, earn a small income.

Also, even with the ammo stream turned on, ammo boxes will still appear in bases.  Is the parameter giving ammo stream income in addition to the boxes, or is that parameter simply not functioning correctly?

 

Currently the formula for the ammo tick is 4800 seconds reduced by 18% for each base you control with a minimum of 300 seconds. That rule doesn't change with passive income, only instead of a crate spawn (for 100 ammo) you get a flat bonus (35 + random 35 which i just changed to 50 + random 35)

 

Ammo boxes only appeared in hostile bases with passive income on. I've changed it so that you get a flat bonus (75 + random 50) upon base capture instead.

 

I'll throw a +1 on this. Noticed it last night when we played. Enemy units popped in out of nowhere, within 100m of our squads and mowed a lot of us down. It would seem CSAT has moved on from earthquake machines and straight into teleportation technologies.  :P  :D Happened while taking a Radio Tower objective.

 

This could have so many causes I wouldn't know where to start looking. I've noticed the most broken spawns on servers running at 3 fps (having 4 concurrent arma instances on the same host and no headless client seems to do that). But if you have a server running above 10 fps and if you don't exploit spawn mechanics by rushing the center of the zone because you know the spawning is going to take a while, everything usually works fine.

 

Protip: you can't capture anything if enemies are not spawned yet so there's really no benefit in exploiting spawn mechanics. 

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v0.921 is out

 

Changelog

- FOB headquarters are now invincible, unless the FOB is taken over by hostile forces,

- Passive income will now replace the ammo boxes found in hostile military bases with an ammunition bonus upon base capture,

- Intel should now spawn correctly in hostile military bases (on the ground, but at least it's there),

- Fixed the bug that prevented players from loading ammo crates onto appropriate transport vehicles.

 

As a sidenote, just know that because of the lack of motivation from my own group to play Arma in general (and Liberation in particular), I may have to push a stable 1.0 out of the door sooner than expected, and maybe come back to it later on.

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I was having an issue with convoy missions where the convoy would spawn, and then had no ammo boxes. Upon going to the spawn in initial point for the convoy, the ammo boxes would all be there on the ground. This was in 920 so I don't know if the fix to crate loading has also fixed this, but figured I would mention it.

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So, my friends and I are loving Liberation, but after 4 months of Altis (3 campaigns during), we've decided to try our hand on Chernarus. Everything works fine in it, but the issue is on FOB's, when deploying them, the spheres are considered obstructing objects, so it won't let me build. Also, it notes that I'm in the build radius even though I'm outside of the circle. 

 

Thanks for any help you can give, if you need me to do any rpt logs just let me know.

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Just a quick question how do i change the minimum range to another sector i can build my FOB playing on a smaller map and its tough to find a good spot without being close to a point of interest

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