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

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Hello, I was wondering if it was possible to make this mission playable as opfor or independent? If so, does anyone know the files I need to edit to make this happen? Thanks for your reply in advance!

 

It is! Involves some hard edits tho and I've not done it myself. Has anyone yet? 

 

Hello.

 

As I've seen on the video, this mission quite awesome. Create Video!

But if i tried to play this it gives me such an error: 

http://dc705.4shared.com/img/jxrG-go8ba/s23/1584ebd3ab0/IMG_20161110_131235

 

As i understand,  i need to download some addons.

I'm noob on the Arma topic.

 

Maybe someone can help me out.

 

Cheers,

J. 

 

You're missing the Arma 3 DLC and that edit includes some objects from those DLC. Altho some of those shouldn't be dependent regardless, mainly 3DEN. 

Just so you know Curator is Zeus and I'm pretty sure the rest are part of Apex?

 

Guys' it gets asked so often but the mission can be ported to any map - mod or original in very little work really. 

 

 

hi zbug

 

how do make suicide bomber car or man enemy in liberation ?

 

how do put this  script ?

Put the script
 
Put the script
 

 

 

You need to find scripts for this, possible one for each. So a IED-type vehicles script and a suicide bomber script, then just do as they say for install.

You'll want PBO Manager, free and easy to find through google. It's used to open the .pbo mission into the files that make it, then you make the necessary edits to those files and re-pbo them back into a working mission format. 

 

I've been really inactive lately and need to come back soon just to let certain people know I'm still alive haha, hopefully then some of you who make edits will be interested in building a repository of options? 

Edited by Applejakerie

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Hey jus61 can you make the Chernaurus/Takistan version but without the need to download RHS and all the other mods? Cheers

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Hello folks.

I Have a problem... If I want to go in the virtual Arsenal andbedit my loadout i cant choose any weapons clothes or items so in short nothing.

What could be the peoblem ?

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hi

plz can someone help me :rolleyes:

i want to know how i can show icon group (hexagon)

for all players in the same squad

default i can see the hexagon icon for few meters

anyway to change it  like exile mod u can see ur teammates from any distance

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Hello folks.

I Have a problem... If I want to go in the virtual Arsenal andbedit my loadout i cant choose any weapons clothes or items so in short nothing.

What could be the peoblem ?

 

Need much more info. Are you playing default Liberation or a modded version?

 

 

hi

plz can someone help me :rolleyes:

i want to know how i can show icon group (hexagon)

for all players in the same squad

default i can see the hexagon icon for few meters

anyway to change it  like exile mod u can see ur teammates from any distance

 

It was changed to an Arma 3 difficulty option a few patches back. If you're local hosting a server, when you're selecting what mission to host, click game options down the bottom right, go to difficulty, group indicators, and change it to full.

 

If it's a dedicated server, you can follow this guide. https://community.bistudio.com/wiki/server.armaprofile

 

Look at the ARMA 3 example. The setting you want to edit is 

groupIndicators = 1;

to 

groupIndicators = 2;

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Hello folks.

I Have a problem... If I want to go in the virtual Arsenal andbedit my loadout i cant choose any weapons clothes or items so in short nothing.

What could be the peoblem ?

 

arsenal.sqf

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Hello! I just wanted to inform those who had the same question as I did about how to make the game playable as Opfor or Independent; It's really not that hard to achieve. All you need to do is locate this file "Gameplay_Constants.sqf," it should be located in your mission directory. Next, you have to change the friendly side to which ever side you choose, for example, "GRLIB_side_friendly = RESISTANCE;" if you want to play as independent. Continue to assign sides you wish to fight against, and you'll be all good. Hope this helped!

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Oh! And I wanted to ask this kind community if they could help me figure out this issue I'm having. I am trying to port Liberation to another map, and I can't figure out how to choose where the starting FOB spawns. I also can't seem to figure out how to spawn a mobile FOB, or a FOB building box. Currently, when I assign an object as a the mobile FOB, like the hemmit for example, I spawn it in and it never seems to allow me to build a FOB; this also happens with the boxes too. I am currently stumped with no idea what to do. I assume my answer lies within some hard coded scripts, but I can't seem to be able to find them. Oh well, thanks for your reply in advance!

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Oh! And I wanted to ask this kind community if they could help me figure out this issue I'm having. I am trying to port Liberation to another map, and I can't figure out how to choose where the starting FOB spawns. I also can't seem to figure out how to spawn a mobile FOB, or a FOB building box. Currently, when I assign an object as a the mobile FOB, like the hemmit for example, I spawn it in and it never seems to allow me to build a FOB; this also happens with the boxes too. I am currently stumped with no idea what to do. I assume my answer lies within some hard coded scripts, but I can't seem to be able to find them. Oh well, thanks for your reply in advance!

 

The first ones to spawn in are spawned by scripts, and they get their actions like "deploy" etc from those scripts. Open up the original liberation, have a look at the first FOB, and take note of objects that have names. There's a helipad named "huronspawn" and to the NW of that an object called "base_boxspawn". The scripts look for objects with those names and use them to get positions to spawn the huron/FOB box.

 

Basically, make objects and make sure the name matches exactly. If the object was copied and took the name "huronspawn1" for example, the script will fail.

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T.Forks' on the money. You see where the Huron spawns in-game? That's because the helipad underneath is named "huronspawn". Same for the box, find it where it spawns in-game and then look there on the map editor and you will see an invisible object, it's the grass cutting object named "base_boxspawn". The scripts involved look for these objects and spawn the Huron and FOB box on top of them, at certain directions. If anyone's interested in moving the FOB box on the LHD, there's a separate part you need to look at, where the box is spawned at the top centre of the LHD and then moved into position using directions. 

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Hello,

 

 

Is it possible to edit the Settings for ACE 3 ?  like  turn the sound with earplugs more down or   use  basic medical system... How Can I do that ?

 

Thx for help

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userconfig\ace\serverconfig.hpp
 

class ace_hearing_earplugsVolume {
    value = 0.5;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_level {
    value = 2;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_medicSetting {
    value = 2;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_increaseTrainingInLocations {
    value = 0;
    typeName = "BOOL";
    force = 1;
};
class ace_medical_enableFor {
    value = 0;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_enableOverdosing {
    value = 1;
    typeName = "BOOL";
    force = 1;
};
class ace_medical_bleedingCoefficient {
    value = 1;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_painCoefficient {
    value = 1;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_enableAirway {
    value = 0;
    typeName = "BOOL";
    force = 1;
};
class ace_medical_enableFractures {
    value = 0;
    typeName = "BOOL";
    force = 1;
};
class ace_medical_enableAdvancedWounds {
    value = 1;
    typeName = "BOOL";
    force = 1;
};
class ace_medical_enableVehicleCrashes {
    value = 1;
    typeName = "BOOL";
    force = 1;
};
class ace_medical_enableScreams {
    value = 1;
    typeName = "BOOL";
    force = 1;
};
class ace_medical_playerDamageThreshold {
    value = 1;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_AIDamageThreshold {
    value = 1;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_enableUnconsciousnessAI {
    value = 0;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_remoteControlledAI {
    value = 1;
    typeName = "BOOL";
    force = 1;
};
class ace_medical_preventInstaDeath {
    value = 1;
    typeName = "BOOL";
    force = 1;
};
class ace_medical_enableRevive {
    value = 1;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_maxReviveTime {
    value = 1200;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_amountOfReviveLives {
    value = -1;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_allowDeadBodyMovement {
    value = 1;
    typeName = "BOOL";
    force = 1;
};
class ace_medical_allowLitterCreation {
    value = 1;
    typeName = "BOOL";
    force = 1;
};
class ace_medical_litterSimulationDetail {
    value = 3;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_litterCleanUpDelay {
    value = 0;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_medicSetting_basicEpi {
    value = 1;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_medicSetting_PAK {
    value = 1;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_medicSetting_SurgicalKit {
    value = 1;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_consumeItem_PAK {
    value = 1;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_consumeItem_SurgicalKit {
    value = 1;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_useLocation_basicEpi {
    value = 0;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_useLocation_PAK {
    value = 3;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_useLocation_SurgicalKit {
    value = 0;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_useCondition_PAK {
    value = 1;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_useCondition_SurgicalKit {
    value = 1;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_keepLocalSettingsSynced {
    value = 1;
    typeName = "BOOL";
    force = 1;
};
class ace_medical_healHitPointAfterAdvBandage {
    value = 0;
    typeName = "BOOL";
    force = 1;
};
class ace_medical_painIsOnlySuppressed {
    value = 1;
    typeName = "BOOL";
    force = 1;
};
class ace_medical_painEffectType {
    value = 1;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_allowUnconsciousAnimationOnTreatment {
    value = 0;
    typeName = "BOOL";
    force = 1;
};
class ace_medical_moveUnitsFromGroupOnUnconscious {
    value = 0;
    typeName = "BOOL";
    force = 1;
};
class ace_medical_menuTypeStyle {
    value = 0;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_delayUnconCaptive {
    value = 3;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_ai_enabledFor {
    value = 2;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_menu_allow {
    value = 1;
    typeName = "SCALAR";
    force = 1;
};
class ace_medical_menu_useMenu {
    value = 1;
    typeName = "SCALAR";
    force = 0;
};
class ace_medical_menu_openAfterTreatment {
    value = 1;
    typeName = "BOOL";
    force = 0;
};
class ace_medical_menu_maxRange {
    value = 3;
    typeName = "SCALAR";
    force = 1;
};

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Hi can any1 help my dedi not running

15:33:16 [0,60.535,0,"XEH: PreStart started."]15:33:17 [0,60.821,0,"XEH: PreStart finished."]

15:33:17 [XEH]: FFAA_rapel does not support Extended Event Handlers! Addon: @FFAAV604

15:33:17 [XEH]: FFAA_rapelf does not support Extended Event Handlers! Addon: @FFAAV604

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I have a problem..... every vehicle has got a "white  circle" like in arma 2 so you can spot them... but I dont know how to remove them 

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is there a way to put something in the init line of classnames, that are configured in the 'classnames_extension.sqf'?

 

i'd like to make a whiteboard spawnable, with a certain picture attached to it. but i don't know how to do that.

 

i tried it like this, but it doesn't work that way:

 

buildings_overwrite = true;
buildings_extension = [

["SignAd_Sponsor_F; init=this setobjecttexture [0,""pics\gmcartel3.jpg"]; light = ""#lightpoint"" createVehicle [0,0,0]; light setLightBrightness 0.15; light setLightAmbient [1,1,1]; light setLightColor [0,0,0]; light lightAttachObject [this,[0,0,0]]; "",0,0,0]

];

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I just picked up this mission and I have been enjoying it thoroughly but I have recently ran into a problem and cannot for the life of me figure it out. The mission loads fine myself and 15+ others will be playing fine then all of a sudden the game completely freezes. I am able to run around like everything is fine with no issues but all the AI are running in place or Frozen, all the other Players are frozen on my screen. They all tell me that they can run around as-well. We thought it was a server issue but after testing on 3 different servers the problem is consistent. The only constant in all three failures is, during the time of freeze I was using a Titan Compact with AT missiles to lock on and destroy enemy vehicles. I have made small changes to some of the files (nothing rocket related) mainly just adding RHS vehicles to the build menu. I am running modded, with ACE and TFAR.

 

Cheers

Gluttony

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I'm wondering something. We played Liberation on Tanoa for 2 months I think in order to complete it (1 squadnight per week), and we didn't spot a single tank? Is that normal?

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Hey Guys I hpe you can help me ....

 

 I want  a Mission that is working with ace,rhs and Alive mod 

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Icebreakr can you concider aks for permission to add liberation to you Lingor A3 please and release to donw load???  :)

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P.s I can share arsenal.sqf and classnames_extensions.sqf edited to the RHS ( AFRF ver. ), if anybody need it. ;)

 

 

Hey Dude, I would appreciate if you could send me your arsenal.sqf. I got problems whitelisting items.

 

Thx, Vince.

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