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

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These are not errors. They show you an overview on what's going on the server, how many sectors are active each time etc.

 

 

I was just about to post that I clicked onto that idea, just a little late.  Sorry, it is 5:00am. 

 

What it is not showing is any active sectors.  It's like the vehicles are spawned in as static objects instead of part of the script, so sectors do not appear active but vehicles are present.  Starting only with Base Chimera, no FOB.

 

Here's an example of just a few lines of the RPT:

 

 

 5:11:45 "Full sector scan at 236.539, active sectors: []"

 5:11:49 "Source: Server - Time: 240.381 - FPS: 19.6319 - Total units: 20 - Hostile units: 0 - Local units: 20 - Vehicles: 540 - Unitcap: 180"

 5:12:08 "Full sector scan at 259.788, active sectors: []"

 5:12:31 "Full sector scan at 282.85, active sectors: []"

 5:12:49 "Source: Server - Time: 300.444 - FPS: 19.6802 - Total units: 23 - Hostile units: 0 - Local units: 23 - Vehicles: 543 - Unitcap: 180"

 5:12:54 "Full sector scan at 305.785, active sectors: []"

 5:13:17 "Full sector scan at 328.521, active sectors: []"

 5:13:41 "Full sector scan at 352.25, active sectors: []"

 5:13:49 "Source: Server - Time: 360.551 - FPS: 19.6802 - Total units: 23 - Hostile units: 0 - Local units: 23 - Vehicles: 543 - Unitcap: 180"

 5:14:04 "Full sector scan at 374.955, active sectors: []"

 5:14:27 "Full sector scan at 398.193, active sectors: []"

 5:14:49 "Source: Server - Time: 420.564 - FPS: 19.6802 - Total units: 22 - Hostile units: 0 - Local units: 22 - Vehicles: 542 - Unitcap: 180"

 5:14:50 "Full sector scan at 421.732, active sectors: []"

 5:15:13 "Full sector scan at 444.712, active sectors: []"

 5:15:36 "Full sector scan at 467.658, active sectors: []"

 5:15:49 "Source: Server - Time: 480.63 - FPS: 19.536 - Total units: 22 - Hostile units: 0 - Local units: 22 - Vehicles: 542 - Unitcap: 180"

 5:15:59 "Full sector scan at 490.735, active sectors: []"

 5:16:23 "Full sector scan at 514.092, active sectors: []"

 5:16:46 "Full sector scan at 537.385, active sectors: []"

 5:16:49 "Source: Server - Time: 540.745 - FPS: 19.6802 - Total units: 22 - Hostile units: 0 - Local units: 22 - Vehicles: 542 - Unitcap: 180"

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If you want i can have a look on your mission if you give me a link to download it.

 

I have some spare time right now.

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Thanks Dex, will just tweak a few more things and will upload and post a link.  One thing to note, I just went into Zeus when testing one of the ports and had a fly around.  Although the server monitor on the map indicated vehicles were spawned in I saw nothing on my travels.  It appears to be a bug with the monitor rather than any actual vehicles spawning on the map.  At least that means performance is not being affected, it's just a little off putting.

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I ported to Kunduz, everything's the same and I'm assuming I'm missing something very simple but now whenever I die, my mission ends. :S

 

The server is definitely set to persistent. What else should I be checking?

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I ported to Kunduz, everything's the same and I'm assuming I'm missing something very simple but now whenever I die, my mission ends. :S

 

The server is definitely set to persistent. What else should I be checking?

 

 

  Just silly but if you passed over the editors MP virtues.. then It could be default that mission ends when all players are dead(no respawn). 

  [ any way I'd  like a finished vers. Kunuz port..  MayB even syndikate resistance? or RHS chdz_guerrilla?  which is it?)

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Thanks Dex, will just tweak a few more things and will upload and post a link.  One thing to note, I just went into Zeus when testing one of the ports and had a fly around.  Although the server monitor on the map indicated vehicles were spawned in I saw nothing on my travels.  It appears to be a bug with the monitor rather than any actual vehicles spawning on the map.  At least that means performance is not being affected, it's just a little off putting.

 

 

  I think sometimes Vehicles is anything thats not a Object, or is part of a Group. Sometimes .sqm files say vehicles and itsa squadleader that is auto grouped to a unit..?

  Say too  ( I wish I was there when they started building missions at the start)  SAY your sector leaders go to "Heaven" as mission is design.. loaded patrameters for difficulty etc...  they would be vehicles in some  maps mayB not ZBugs.    This values should change with difficulty, aggression/ player count if this is true.

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  Just silly but if you passed over the editors MP virtues.. then It could be default that mission ends when all players are dead(no respawn). 

  [ any way I'd  like a finished vers. Kunuz port..  MayB even syndikate resistance? or RHS chdz_guerrilla?  which is it?)

 

What it was was, the Revive feature in editor was set to disabled but one of the checkboxes was set for player single player death screen. Even disabled those options still take affect. 

Actually, I don't mind releasing it but it's a little controversial and done as a filler for a few days for friends. The enemy is ISTS. There is some CSAT pockets in features they don't have units for. 

 

It depends on the map mod, RHS:USAF, RHS:AFRF and Project OPFOR. It's like, a ground combat challenge as flying is difficult with all the M2's around. 

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What it was was, the Revive feature in editor was set to disabled but one of the checkboxes was set for player single player death screen. Even disabled those options still take affect. 

Actually, I don't mind releasing it but it's a little controversial and done as a filler for a few days for friends. The enemy is ISTS. There is some CSAT pockets in features they don't have units for. 

 

It depends on the map mod, RHS:USAF, RHS:AFRF and Project OPFOR. It's like, a ground combat challenge as flying is difficult with all the M2's around. 

 

 

  Enemy is ISIS ?   neato.  Based on .924 right?   Might be a blast to play on Kunduz. 

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We play Liberation on Tanoa and sometimes we need to restart a server because untaken sectors turn BLUE in the line but name remains red - and no enemy units spawn at all. When we freshen up the server with restart, everything is back to normal. Any ideas?

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  Enemy is ISIS ?   neato.  Based on .924 right?   Might be a blast to play on Kunduz. 

 

I'll try remember to send you a link but it's ISTS, not ISIS. 

 

We play Liberation on Tanoa and sometimes we need to restart a server because untaken sectors turn BLUE in the line but name remains red - and no enemy units spawn at all. When we freshen up the server with restart, everything is back to normal. Any ideas?

 

The mission kinda breaks after 10 hours, it's good to restart it every 6 hours or so. 

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We play Liberation on Tanoa and sometimes we need to restart a server because untaken sectors turn BLUE in the line but name remains red - and no enemy units spawn at all. When we freshen up the server with restart, everything is back to normal. Any ideas?

 

Mission gets weird after some hours. You better restart the server every 3-6 hours as it's recommended on the mission wiki page.

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Applejakerie what faction/units/mod did you use for Kunduz?

I'm looking for one to use on Al Rayak since it's an eastern map.

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Applejakerie what faction/units/mod did you use for Kunduz?

I'm looking for one to use on Al Rayak since it's an eastern map.

 

I'm using RHS:USAF and RHS:AFRF as well as ProjectOPFOR. 

ProjectOPFOR serves for the ISTS faction, RHS:AFRF is the bulk of their used weapons and RHS:USAF is the bulk of the units and vehicles players are using.

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Hello Altis Liberation question, how you control time hour here? open the game on day, star to play on night,  what the hell......

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Hello Altis Liberation question, how you control time hour here? open the game on day, star to play on night,  what the hell......

 

If you want to change the time while inside the game your best bet is to use Zeus.

 

Although you'll have to modify some scripts in order to make the module work since by default all Zeus modules have restricted permissions in the scripts.

 

You can look my mission on Github and checkout the file located here:

Tanoa_Lib0924_Dex_r1.Tanoa\scripts\server\game\zeus_synchro.sqf

On that file i have only the "Commander Zeus" to be restricted.

 

Open the mission too and see how it's setup on the Zeus modules.

 

After that your own Zeus module is free to use anything and you can change the time.

 

Another option for you is to use MCC mod. That could work too.

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Hello

Ok i am pretty sure it's not the Mission but it only happens in this Mission so maybe someone is able to help me.

here's the problem, everytime we try to take a big city the fps starting drop down to 40 thats ok

after 20min. down to 30 fps, 60 min down to 20 and after 2 hours or so  10fps

server fps say's 45fps

headless client say's 45fps

me and my friends have to  restart oure game because the fps are not gonig up again (even after restarting the server)

Mods we use:

@cba_a3;

@ace3;

@asdg_jr;

@bwa3;

@rhs_afrf3;

@rhsusaf;

@rhs_gref;

@sma; (special military arms)

@em; (enhanced movement)

@task_force_radio;

Clientside mods:

Bluehud

Statushud

Dragonfire Eden (soundmod)

btw oure hardware specs are not the problem we all have badass pc's.

we love this mission and having so much fun with it  

i hope someone is able to help

 

All I can say is that it is a Memory leak. Arma 3's Memory allocators are quite bad which does cause the FPS to drop the more you play. Many players have this problem. I fixed this problem from a Forum I saw already made on this problem. All you have to do is Go to the Arma 3 Directory, scroll down till you see a folder called 'Dll', then you must delete all the files inside it. What this does is make it so Arma 3 can't find the standard, bad, memory allocators, so it resorts to the Windows allocators, which a much, much better. It might not work for all people but it will improve performance, if not remove the worsening FPS as time goes on.

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Would it be possible to add a feature where you could select a town/sector you are planning to attack, and when selected, makes the unit spawn in advance in the chosen sector ?

 

What do you think ?

I read this a lot, complaints about how towns spawn. This is just how Arma runs no way around it trust me. If you increase the spawn distance to 2km and such, you will end up populating 10 or more towns and complain to mission maker about poor fps.

What you all need to do: build a mobile respawn vehicle from support menu, build a infantry unit from infantry menu, put the soldier into driver of the vehicle, send the vehicle to the edge of the town you are going to work on, tell ai to disembark once there so your respawn doesn't get blown. I've been doing this for years and it always manages to blow someone's mind. I know, no coding necessary!

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Excellent job on the mission but is it possible for you to add a feature or script that will let players drag and revive AI and vice veras?

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I'm not sure how effective but there is a script to make AI medic act more as medics than AI. When 1 of their squad is injured they'll drop their current task and go straight to heal injured automatically.

 

Can be a bit messy in the middle of a firefight however.

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hi all ! firso of all i love this mood. 

 

at the momant i play the Greuh_Lib0924_AJ.Tanoa and i love it. 

 

but i have a litle proble, withe the zeus mode. i sporne a helicopter withe pilot and can easily give him orders to lift oh and go to a given position but a dont know hau i give the order to land. can someone help me ? 

sorry for the bad english 

 

thx for you time 

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hi all ! firso of all i love this mood. 

 

at the momant i play the Greuh_Lib0924_AJ.Tanoa and i love it. 

 

but i have a litle proble, withe the zeus mode. i sporne a helicopter withe pilot and can easily give him orders to lift oh and go to a given position but a dont know hau i give the order to land. can someone help me ? 

sorry for the bad english 

 

thx for you time 

 

Using the Commander Zeus you can link him to your group and give him the command to "Disembark".

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hi all ! firso of all i love this mood. 

 

at the momant i play the Greuh_Lib0924_AJ.Tanoa and i love it. 

 

but i have a litle proble, withe the zeus mode. i sporne a helicopter withe pilot and can easily give him orders to lift oh and go to a given position but a dont know hau i give the order to land. can someone help me ? 

sorry for the bad english 

 

thx for you time 

 

"G" works for disembark, I had difficulty finding that one out.

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thx for this information is very usefull. 

 

but how can i give a pilote (not in my squad) to land ? i have a helicopter in the air and neet to give him the comannt to land. how dose it worke ? 

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Did you try pressing G? As far as I knew that worked in Zeus whether the unit was grouped to you or not, of course it may be different in different MP's. 

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