Artyom Bevilitski 0 Posted January 22, 2017 (edited) Hi, I'm sure this has been covered previously, but how can I change it to where Zeus can place/edit things? Thanks in advance. Edited January 22, 2017 by Artyom Bevilitski Share this post Link to post Share on other sites
DieselJC 196 Posted January 22, 2017 1 hour ago, Artyom Bevilitski said: Hi, I'm sure this has been covered previously, but how can I change it to where Zeus can place/edit things? Thanks in advance. Check back a few pages I think there was an issue and someone had a fix for it awhile back with the zues_synchro script if I remember right..I don't use Zues so I haven't checked it out. Diesel Share this post Link to post Share on other sites
DieselJC 196 Posted January 22, 2017 1 hour ago, Artyom Bevilitski said: Hi, I'm sure this has been covered previously, but how can I change it to where Zeus can place/edit things? Thanks in advance. Share this post Link to post Share on other sites
D-man9000 6 Posted January 25, 2017 On 1/21/2017 at 11:02 AM, jus61 said: Liberation Taunus Edit: http://www.file-upload.net/download-12256523/KP_Liberation_Taunus.xcam_taunus.pbo.html ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Addons: -mod=@CBA_A3;@CUP_Core;@CUP_Maps;@xCam_Taunus;@RHSAFRF;@RHSUSAF; ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ userconfig/VCOM_AI/AISettingsV2.hpp: Are you having compatiblity issues with VComm AI and RHS stuff? When I used it, the RHS tanks would never use their main gun, and the artillery pieces would fire in strange bursts. Share this post Link to post Share on other sites
vastiny 21 Posted January 26, 2017 I'm having issues enabling the extension classnames list for usage with RHS units, I've set each overwrite line from "false" to "true" and everything is proper including commas and ; wherever they need to be. Yet when testing the units are standard NATO blufor, CSAT opfor and AAF insurgents. This is being done on a fresh install of Liberation so there's no issue with other edits AFAIK Spoiler // This file allows you to add content to the mission without conflict issues after each update of the original classnames.sqf // If you want more modifications to be supported by this file, let's discuss it on the forums. // *** SUPPORT STUFF *** // Setting a value here will overwrite the original value found from the mission. Do that if you're doing a total conversion. // Each of these should be unique, the same classnames for different purposes may cause various unpredictable issues with player actions. Or not. Just don't try. FOB_typename = "US_WarfareBBarracks_Base_EP1"; // Default "Land_Cargo_HQ_V1_F"; FOB_box_typename = nil; // Default "B_Slingload_01_Cargo_F"; FOB_truck_typename = nil; // Default "B_Truck_01_box_F"; Arsenal_typename = "B_CargoNet_01_ammo_F"; // Default "B_supplyCrate_F"; Respawn_truck_typename = "rhsusf_M1083A1P2_B_M2_d_MHQ_fmtv_usarmy"; // Default "B_Truck_01_medical_F"; huron_typename = "RHS_CH_47F_light"; // Default "B_Heli_Transport_03_unarmed_F"; ammobox_b_typename = nil; // Default "Box_NATO_AmmoVeh_F"; ammobox_o_typename = nil; // Default "Box_East_AmmoVeh_F"; opfor_ammobox_transport = nil; // Default "O_Truck_03_transport_F"; // Make sure this thing can transport ammo boxes (see box_transport_config down below) otherwise things will break commander_classname = nil; // Default "B_officer_F" crewman_classname = nil; // Default "B_crew_F"; pilot_classname = nil; // Default "B_Helipilot_F"; // *** FRIENDLIES *** // Each array below represents one page of the build menu // Format : [ "classname", manpower, ammo, fuel ] // Example : [ "B_APC_Tracked_01_AA_F", 0, 40, 15 ], // If overwrite is set to true, then the extension list will entirely replace the original list defined in classnames.sqf. Otherwise it will be appended to it. // Useful for total conversions to RHS and such, without having to alter the original file. infantry_units_overwrite = true; infantry_units_extension = [ ["rhsusf_army_ucp_rifleman_m4", 1, 0, 0], ["rhsusf_army_ucp_grenadier", 3, 0, 0], ["rhsusf_army_ucp_medic", 3, 0, 0], ["rhsusf_army_ucp_rifleman_m590", 4, 0, 0], ["rhsusf_army_ucp_marksman", 5, 0, 0], ["rhsusf_army_ucp_machinegunner", 5, 5, 0], ["rhsusf_army_ucp_aa", 5, 10, 0], ["rhsusf_army_ucp_javelin", 5, 10, 0], ["rhsusf_army_ucp_helipilot", 1, 0, 0], ["rhsusf_army_ucp_crewman", 1, 0, 0] ]; light_vehicles_overwrite = true; light_vehicles_extension = [ ["B_Quadbike_01_F", 0, 0, 1], ["rhsusf_mrzr4_d", 0, 0, 2], ["I_G_Offroad_01_F", 0, 0, 3] ["I_G_Offroad_01_armed_F", 0, 10 ,3], ["rhsusf_m998_d_4dr_fulltop", 0, 0, 3], ["rhsusf_m1025_d", 0, 0, 3], ["rhsusf_m1025_d_m2", 0, 10, 3] ]; heavy_vehicles_overwrite = true; heavy_vehicles_extension = [ ["rhsusf_M1232_usarmy_d", 0, 0, 15], ["rhsusf_M1232_M2_usarmy_d", 0, 25, 15], ["rhsusf_M1117_D", 0, 40, 15], ["B_APC_Wheeled_01_cannon_F", 0, 75, 20], ["rhsusf_m1a1aimd_usarmy", 0, 100, 25], ["rhsusf_m109d_usarmy", 0, 250, 40] ]; air_vehicles_overwrite = true; air_vehicles_extension = [ ["B_Heli_Light_01_F", 0, 0, 12], ["B_Heli_Light_01_armed_F", 0, 50, 12], ["RHS_CH_47F_light", 0, 0, 50], ["RHS_UH60M_d", 0, 75, 25], ["RHS_AH64D_CS", 0, 100, 75], ["rhsusf_f22", 0, 100, 40], ["RHS_A10", 0, 150, 60], ["RHS_A10_AT", 0, 200, 60], ["RHS_C130J", 0, 0, 100] ]; static_vehicles_overwrite = true; static_vehicles_extension = [ ["RHS_M2StaticMG_D", 0, 10, 0], ["RHS_MK19_TriPod_D", 0, 20, 0], ["RHS_M252_D", 0, 40, 0], ["RHS_TOW_TriPod_D", 0, 60, 0], ["RHS_TOW_TriPod_D", 0, 80, 0] ]; buildings_overwrite = false; buildings_extension = [ ]; support_vehicles_overwrite = false; // If you're going to overwrite this, make sure you have at least Arsenal_typename, Respawn_truck_typename, FOB_box_typename and FOB_truck_typename in there support_vehicles_extension = [ ["JNS_Skycrane_Pod_Bench_BLU_Black", 5, 0, 0], ["JNS_Skycrane_Pod_Ammo_BLU_Black", 5, 0, 0], ["JNS_Skycrane_Pod_Medical_BLU_Black", 5, 0, 0], ["JNS_Skycrane_Pod_Repair_BLU_Black", 5, 0, 0], ["JNS_Skycrane_Pod_Transport_BLU_Black", 5, 0, 0] ]; // All the UAVs must be declared here, otherwise there shall be UAV controlling issues. Namely: you won't be able to control them. uavs = [ ["B_UAV_01_F", 0, 0, 5], ["B_UGV_01_rcws_F", 0, 30, 15], ["B_UAV_02_CAS_F", 0, 60, 30] ]; // Pre-made squads for the commander build menu. These shouldn't exceed 10 members. // Light infantry squad blufor_squad_inf_light = ["rhsusf_army_ucp_grenadier","rhsusf_army_ucp_medic","rhsusf_army_ucp_marksman","rhsusf_army_ucp_riflemanat"]; // Heavy infantry squad blufor_squad_inf = ["rhsusf_army_ucp_grenadier","rhsusf_army_ucp_medic","rhsusf_army_ucp_machinegunner","rhsusf_army_ucp_machinegunnera"]; // AT specialists squad blufor_squad_at = ["rhsusf_army_ucp_grenadier","rhsusf_army_ucp_medic","rhsusf_army_ucp_javelin","rhsusf_army_ucp_rifleman_m4"]; // AA specialists squad blufor_squad_aa = ["rhsusf_army_ucp_grenadier","rhsusf_army_ucp_medic","rhsusf_army_ucp_aa","rhsusf_army_ucp_rifleman_m4"]; // Force recon squad blufor_squad_recon = ["rhsusf_socom_marsoc_teamleader","rhsusf_navy_sarc_w_fast","rhsusf_socom_marsoc_cso_light","rhsusf_socom_marsoc_sniper"]; // Paratroopers squad blufor_squad_para = []; // *** BADDIES *** // All OPFOR infantry. Defining a value here will replace the default value from the original mission. opfor_sentry = "rhs_vdv_des_rifleman"; opfor_rifleman = "rhs_vdv_des_rifleman"; opfor_grenadier = "rhs_vdv_des_grenadier"; opfor_squad_leader = "rhs_vdv_des_junior_sergeant"; opfor_team_leader = "rhs_vdv_des_sergeant"; opfor_marksman = "rhs_vdv_des_marksman"; opfor_machinegunner = "rhs_vdv_des_arifleman"; opfor_heavygunner = "rhs_vdv_des_machinegunner"; opfor_medic = "rhs_vdv_des_medic"; opfor_rpg = "rhs_vdv_des_LAT"; opfor_at = "rhs_vdv_des_at"; opfor_aa = "rhs_vdv_des_aa"; opfor_officer = "rhs_vdv_des_officer_armored"; opfor_sharpshooter = "rhs_vdv_des_marksman"; opfor_sniper = "rhs_vdv_des_marksman"; opfor_engineer = "rhs_vdv_des_engineer"; opfor_paratrooper = nil; // OPFOR Vehicles to be used in secondary objectives opfor_mrap = "rhs_tigr_3camo_vdv"; opfor_mrap_armed = "rhs_tigr_sts_3camo_vdv"; opfor_transport_helo = "RHS_Mi8mt_Cargo_vdv"; opfor_transport_truck = ""; opfor_fuel_truck = "RHS_Ural_Fuel_VDV_01"; opfor_ammo_truck = "rhs_gaz66_ammo_vdv"; opfor_fuel_container = nil; opfor_ammo_container = nil; opfor_flag = nil; // Militia infantry. Soldier classnames the game will pick from randomly militia_squad_overwrite = true; militia_squad_extension = [ "LOP_ISTS_Infantry_SL", "LOP_ISTS_Infantry_Corpsman", "LOP_ISTS_Infantry_Rifleman", "LOP_ISTS_Infantry_Rifleman_2", "LOP_ISTS_Infantry_AT", "LOP_AM_Infantry_Rifleman_5" ]; // Militia vehicles to choose from militia_vehicles_overwrite = true; militia_vehicles_extension = [ "LOP_ISTS_Landrover", "LOP_ISTS_Landrover_M2" ]; // All the vehicles that can spawn as sector defenders and patrols opfor_vehicles_overwrite = true; opfor_vehicles_extension = [ "rhs_btr80_vdv", "rhs_tigr_m_3camo_vdv", "rhs_tigr_3camo_vdv" ]; // Same with lighter choices to be used when the alert level is low opfor_vehicles_low_intensity_overwrite = true; opfor_vehicles_low_intensity_extension = [ "rhs_tigr_m_3camo_vdv", "rhs_tigr_3camo_vdv" ]; // All the vehicles that can spawn as battlegroup members opfor_battlegroup_vehicles_overwrite = true; opfor_battlegroup_vehicles_extension = [ "rhs_btr80_vdv", "rhs_sprut_vdv" ]; // Same with lighter choices to be used when the alert level is low opfor_battlegroup_vehicles_low_intensity_overwrite = true; opfor_battlegroup_vehicles_low_intensity_extension = [ "rhs_tigr_m_3camo_vdv", "rhs_btr80_vdv" ]; // All the vehicles that can spawn as battlegroup members (see above) and also hold 8 soldiers as passengers. // If something in here can't hold all 8 soldiers then buggy behaviours may occur opfor_troup_transports_overwrite = true; opfor_troup_transports_extension = [ "RHS_Ural_VDV_01" ]; // Battlegroup members that will need to spawn in flight. Should be only helos but, who knows opfor_choppers_overwrite = true; opfor_choppers_extension = [ "RHS_Mi24V_vdv" ]; // Opfor military aircrafts opfor_air_overwrite = true; opfor_air_extension = [ "RHS_Su25SM_CAS_vvsc" ]; // Other stuff // civilians civilians_overwrite = false; civilians_extension = [ ]; // civilian vehicles civilian_vehicles_overwrite = false; civilian_vehicles_extension = [ ]; // Everything the AI troups should be able to resupply from ai_resupply_sources_extension = [ "US_WarfareBBarracks_Base_EP1", "B_CargoNet_01_ammo_F", "rhsusf_M977A4_AMMO_usarmy_d" ]; // Everything that can resupply other vehicles vehicle_repair_sources_extension = [ "rhsusf_M977A4_REPAIR_usarmy_d" ]; vehicle_rearm_sources_extension = [ "rhsusf_M977A4_AMMO_usarmy_d", "rhs_gaz66_ammo_vdv" ]; vehicle_refuel_sources_extension = [ "rhsusf_M978A4_usarmy_d", "RHS_Ural_Fuel_VDV_01" ]; // Elite vehicles that should be unlocked through military base capture. elite_vehicles_extension = [ "rhsusf_m1a1aimd_usarmy", "rhsusf_m109d_usarmy", "RHS_A10_AT", "RHS_AH64D_CS", "B_UAV_02_CAS_F" ]; // Blacklisted arsenal items such as deployable weapons that should be bought instead // Useless if you're using a predefined arsenal in arsenal.sqf blacklisted_from_arsenal_extension = [ "RHS_Podnos_Bipod_Bag", "RHS_Podnos_Gun_Bag", "RHS_Metis_Gun_Bag", "RHS_Metis_Tripod_Bag", "RHS_AGS30_Tripod_Bag", "RHS_AGS30_Gun_Bag", "RHS_DShkM_Gun_Bag", "RHS_DShkM_TripodHigh_Bag", "RHS_DShkM_TripodLow_Bag", "RHS_Kord_Tripod_Bag", "RHS_Kord_Gun_Bag", "RHS_M2_Gun_Bag", "RHS_M2_Tripod_Bag", "rhs_M252_Gun_Bag", "rhs_M252_Bipod_Bag", "RHS_M2_MiniTripod_Bag", "RHS_Mk19_Gun_Bag", "RHS_Mk19_Tripod_Bag", "RHS_NSV_Tripod_Bag", "RHS_NSV_Gun_Bag", "RHS_SPG9_Gun_Bag", "RHS_SPG9_Tripod_Bag", "rhs_Tow_Gun_Bag", "rhs_TOW_Tripod_Bag" ]; // Configuration for ammo boxes transport // First entry: classname // Second entry: how far behind the vehicle the boxes should be unloaded // Following entries: attachTo position for each box, the number of boxes that can be loaded is derived from the number of entries box_transport_config_extension = [ [ "greuh_eh101_gr", -6.5, [0, 4.2, -1.45], [0, 2.5, -1.45], [0, 0.8, -1.45], [0, -0.9, -1.45] ] ]; Share this post Link to post Share on other sites
D-man9000 6 Posted January 26, 2017 @vastiny How are you running the mission? For my friends and I, I don't bother packaging it back up into a PBO, since we keep tweaking stuff. Because I'd left it unpacked and didn't remove the PBO file, I had two copies showing up. Make sure you're not doing the same thing. Otherwise, I don't see anything wrong with your classnames_extension file. Share this post Link to post Share on other sites
vastiny 21 Posted January 26, 2017 12 minutes ago, D-man9000 said: @vastiny How are you running the mission? For my friends and I, I don't bother packaging it back up into a PBO, since we keep tweaking stuff. Because I'd left it unpacked and didn't remove the PBO file, I had two copies showing up. Make sure you're not doing the same thing. Otherwise, I don't see anything wrong with your classnames_extension file. I run it using TADST, not re-packed into a .pbo, dunno what's going on with this lol. I definitely don't have duplicates either, but I'll try repacking it and all that Share this post Link to post Share on other sites
D-man9000 6 Posted January 26, 2017 @vastiny I run it in TADST without packing it back into a PBO, so that should be fine. Try running it in just the MP listen mode(go to MP and select host or whatever) see what happens Share this post Link to post Share on other sites
madpat3 29 Posted January 28, 2017 On 21.9.2016 at 2:44 AM, Applejakerie said: Anyone else have this lingering around with any idea of a fix? File a3\modules_f_curator\curator\functions\fn_moduleCuratorSetAttributes.sqf, line 21. anyone??? Share this post Link to post Share on other sites
blowitup! 10 Posted January 29, 2017 Hi, Can someone please tell me how to purchase aircraft at liberated airports. As we can't build a FOB within 300m of a captured area, is there another way to do this that we haven't worked out yet? Thanks. Share this post Link to post Share on other sites
Vigil Vindex 64 Posted January 29, 2017 Does anyone have a download link for 0.924 on Tanoa with either CUPS or RHS? Share this post Link to post Share on other sites
daterxies 10 Posted January 30, 2017 Hey, is any server rental sufficient for this mod? I have a private 8 player server, maybe 4 or 5 max people on at once.. am I likely to see terrible performance issues later into the game? Thanjs Share this post Link to post Share on other sites
God111111111111 0 Posted January 30, 2017 2 Questions: 1 . How do i make it so i can have 2 Zeus commanders? 2 . I would like to add some more structures to the build items. I successfully got them in the build menu, and they spawn as expected however there is no recycle option. Can i get pointed in the right direction as to how to change that? The tent hangar and large military tower are what i tested Share this post Link to post Share on other sites
Applejakerie 45 Posted January 31, 2017 On 1/29/2017 at 8:36 AM, blowitup! said: Hi, Can someone please tell me how to purchase aircraft at liberated airports. As we can't build a FOB within 300m of a captured area, is there another way to do this that we haven't worked out yet? Thanks. You can select the option on the container to build FOB and then run 150m closer to the centre of a captured area before actually constructing the blueprint FOB. 1 hour ago, God111111111111 said: 2 . I would like to add some more structures to the build items. I successfully got them in the build menu, and they spawn as expected however there is no recycle option. Can i get pointed in the right direction as to how to change that? The tent hangar and large military tower are what i tested Some of them don't come up with a recycle option, or they do but it is too specific to find. The hangar can be recycled by looking up and centre if I remember correctly. :/ The tower I never could recycle. Share this post Link to post Share on other sites
madpat3 29 Posted January 31, 2017 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"] ]; Share this post Link to post Share on other sites
Mashroom 6 Posted January 31, 2017 Hello, I noticed on the Liberation Wiki Mechanics Page under 'Sector Activation' it says: Sector activation time depends on the number of units (more units = quicker), min 5 seconds, max 60 seconds. Is there a way to change this? I'm assuming this is linked with AI spawning and I find that the AI is taking way too long to spawn, it makes doing quick insertions a bit silly because you can literally get right in the middle of a base before the AI even spawns. Share this post Link to post Share on other sites
Jester504 109 Posted January 31, 2017 Hi, I'm really enjoying playing vanilla Liberation on a local host with 4-5 friends. However, controlling the AI through the basic Zeus interface is extremely frustrating and limiting. I would like to modify the mission so that the Commander's Zeus interface gives him access to everything Zeus with Ares can do (except actually create new units because that's cheating). Any help is greatly appreciated. The only other advice I've seen on the subject (here) is difficult to follow with my lack of editing knowledge but seems to 1) be only for admins on a dedicated server and 2) doesn't include the Ares addon. I tried the advice in the above link by extracting the mission PBO, editing it, and playing it from the multiplayer host menu (not through the editor's play option). It seemed to completely break the mission (for example, there were no parameters options in the lobby and the Commander spawned in the south of the map, not on Chimera). I think giving the Commander much greater leeway to control friendly AI is necessary with small groups such as those I play with. Thanks Share this post Link to post Share on other sites
Applejakerie 45 Posted February 1, 2017 @madpat3 I don't know about attaching textures but I know it is possible. :/ ["SignAd_Sponsor_F; init=this setobjecttexture [0,""pics\gmcartel3.jpg"] Just at a glance though, is this string correct? Specifically the two "" before 'pics'. I mean, you still want the original list layout which is: ["object_to_build_classname",0,0,0], for example and then possibly the string to attach the specific image somewhere else, perhaps not even in classnames or classnames_extension. I don't actually know though, just a guess. Hope it leads you somewhere profitable. @Mashroom There's a unit cap to take into consideration. Are you spread thin and wide? As in, 2 players at one sector, 3 at another, 2 at another etc? This'll mean 3 sectors are trying to load, meaning load time is longer. Another thing would be the specs of your server, low specs would mean low load speeds. As long as one player is within 1250m the sector will activate if the unit cap isn't reached. If it's taking too long, I'd look towards your server specs/player count. You can send a UAV to hover at and around your target sector at an appropriate altitude to avoid being shot down, as long as the UAV is there the sector will activate/stay activated without units on the ground nearby. The same thing works by placing an infantry within the sector, get him to hold fire and hide well. These two methods also avoid the sector resetting when you end up wiped out an need to respawn (leave the sector). @Jester504 Having a Commander able to view and operate the battlefield simultaneously is also cheating. I recommend you and your friends get used to using 'Commands', as squad leaders. Think, 4 or 5 players can be 40 or 50 units, with up to 11 soldiers per squad it's actually a tad more. What you're asking for is a tonne of edits and quite possibly not possible due to Zeus already being tied to costs and stuff for a future update I'm not sure is happening anymore. (Would love to hear otherwise.) Share this post Link to post Share on other sites
Jester504 109 Posted February 1, 2017 (edited) 1 hour ago, Applejakerie said: @Jester504 Having a Commander able to view and operate the battlefield simultaneously is also cheating. I recommend you and your friends get used to using 'Commands', as squad leaders. Think, 4 or 5 players can be 40 or 50 units, with up to 11 soldiers per squad it's actually a tad more. What you're asking for is a tonne of edits and quite possibly not possible due to Zeus already being tied to costs and stuff for a future update I'm not sure is happening anymore. (Would love to hear otherwise.) The Commander can already control AI squads through Zeus so making that more intuitive wouldn't be cheating. I just want to be able to use the squad functions that Zeus/Ares offers already because they make commanding AI much more intuitive and tactical. Besides, human players don't always like being squad leaders. I know it's possible because there are guides out there for adding full Zeus functionality back in, including placing units. I don't want that. I just want the modules and Ares back. Edited February 1, 2017 by Jester504 Share this post Link to post Share on other sites
Positive_B 0 Posted February 1, 2017 Hi guys! Thank you for the awesome mission - our group have many great moments on it. Yesterday I started adding new vehicles to the mission and I wonder - how to make it able for the vehicle to board ammo boxes? Where should I look fir this? Share this post Link to post Share on other sites
Applejakerie 45 Posted February 1, 2017 @Jester504 Sorry bud, just offering my tidbit. I unlocked Zeus entirely previously and had access to all vehicle/units but no extra control past point and click (or double click to run). @Positive_B Here's a good script, there's a fair few though I believe. Diesol's Ammo Box Script If you read the few posts below, you can hide the box once it's loaded too to avoid clipping and texture problems. Share this post Link to post Share on other sites
madpat3 29 Posted February 1, 2017 9 hours ago, Applejakerie said: @madpat3 I don't know about attaching textures but I know it is possible. :/ ["SignAd_Sponsor_F; init=this setobjecttexture [0,""pics\gmcartel3.jpg"] Just at a glance though, is this string correct? Specifically the two "" before 'pics'. I mean, you still want the original list layout which is: ["object_to_build_classname",0,0,0], for example and then possibly the string to attach the specific image somewhere else, perhaps not even in classnames or classnames_extension. I don't actually know though, just a guess. Hope it leads you somewhere profitable. i placed that object on map in eden. in it's init-line, i put this: this setobjecttexture [0,"pics\gmcartel3.jpg"]; and it works the picture is shown. now i want it to be a buildable object during the mission, when you're at a FOB. so i put this into the classnames_extension.sqf: buildings_overwrite = false; buildings_extension = [ ["SignAd_Sponsor_F",0,0,0] ]; but how do i attach that picture to it? Share this post Link to post Share on other sites
Mashroom 6 Posted February 1, 2017 14 hours ago, Applejakerie said: @Mashroom There's a unit cap to take into consideration. Are you spread thin and wide? As in, 2 players at one sector, 3 at another, 2 at another etc? This'll mean 3 sectors are trying to load, meaning load time is longer. Another thing would be the specs of your server, low specs would mean low load speeds. As long as one player is within 1250m the sector will activate if the unit cap isn't reached. If it's taking too long, I'd look towards your server specs/player count. You can send a UAV to hover at and around your target sector at an appropriate altitude to avoid being shot down, as long as the UAV is there the sector will activate/stay activated without units on the ground nearby. The same thing works by placing an infantry within the sector, get him to hold fire and hide well. These two methods also avoid the sector resetting when you end up wiped out an need to respawn (leave the sector). I'm testing this by myself, first I enabled a teleport and basically just teleported in to the middle of the sector, the balance of power bar goes completely blue for about 40 seconds or so and then the enemy will spawn and it'll go red. What this means is that while you probably won't notice it if you're approaching on foot, if you're flying a helicopter you have time to actually drop people off right in the middle of the sector before there is even any enemies. I've tested it both on my rented server (with and without a headless client) and my own PC which I'm pretty sure is good enough (6700k, 16gb RAM) so I think it's not a performance issue. Share this post Link to post Share on other sites
D-man9000 6 Posted February 1, 2017 On 1/30/2017 at 6:20 PM, God111111111111 said: 2 . I would like to add some more structures to the build items. I successfully got them in the build menu, and they spawn as expected however there is no recycle option. Can i get pointed in the right direction as to how to change that? The tent hangar and large military tower are what i tested I had the same problem. I added Airport towers in, but couldn't delete them. I resolved it by adding in the urban rappelling mod. I was able to rappel off of the tower, and saw about part way down, that I could recycle it. Does anyone know if it's possible to allow Mobile Respawns/Huron to be able to spawn infantry? I don't want to have the full buy menu, just the infantry one. Share this post Link to post Share on other sites
Positive_B 0 Posted February 1, 2017 @Applejakerie thanks! I've dug into the mission's pbo and found a loading scripts which are work for loading into the trucks. My idea was to modify the parameters that allow using it for the V44X or zamak too. Or it's not possible? Share this post Link to post Share on other sites