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Wyqer

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

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Glad to hear. :)

If it's a public you could name the data and I'll put it in the public server list on GitHub.

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1 hour ago, Wyqer said:

Glad to hear. :)

If it's a public you could name the data and I'll put it in the public server list on GitHub.

 

It's not. It's a server for our unit, the 506th. Running our custom modpacks and whatnot. Although we have had talk of a public server recently. If you've ever seen Jester814 on YouTube, we're that 506th.

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No, never heard that name, sorry.

But well, was only a thought, don't worry :)

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Why when controlling the infantry CTRL+ M does not work?

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Hi! USMC combat vet here;

 

While I love the changes, me and my gaming buddies, also vets, would really appreciate a way to completely automate the supplies side of things again, as we really don't see any kind of point. You basically introduced a dozen hoops to do the exact same thing as was available before... Please implement a parameter to do a completely passive supply income again.

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There is no way for a "passive income" like in 0.94, due to the fact that resources aren't just numbers on the hud anymore. As they are now real objects in the game and so they are no global values it is not possible. How should the "old passive income" know on which FOB you want to have the resources for example?

That's the reason I've implemented the logistic menu for the commander (which is basicly meant to be used by smaller groups as a replacement of the passive income).

From a post before concerning that:

On 23.5.2017 at 5:21 PM, Wyqer said:

You can also set up the mission with "get 100,000 supplies from the factory where I produce supplies at the moment and bring them to the FOB", even if you only have 1 Truck in the group.

That will lead to the "passive income replacement", as the Truck will start loading, maybe see that there are no 300 supplies at the factory (logi groups will always load all trucks before continue) and then he will wait so long until 300 supplies are in the storage area of the factory. Then he will continue his mission with driving to the FOB and unload it (he will also wait, if there is maybe no space to unload all crates). And as then his mission still says "get me also the remaining 99,700 supplies", he will drive back to the factory and so on. :)

 

The values etc. for the resource gain has to be balanced in the future, as you've quite many resources after a short while.

If you really dislike the new resources system, the 0.94 version is still on GitHub and fully functional:

https://github.com/Wyqer/kp_liberation/releases

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So from the Tutorial the radio towers look like they are supposed to work much like the old liberation mission So ? about that and if they work the same way have others found that they are not Seeing the Becons from picking up radio interfearence?

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Wyqer, I am not too chatty but just want say a big thank you for your hard work on this mission.

This idea was initially a great one but you polished you even more... 

 

Just a general feedback based on my experience related to Taunus map. That one is a great looking map, marvelous one I can say, but unfortunately it have two main issues. The first one it is compute resource intensive and the second one it is very buggy. Textures that hide enemies which are shooting, walking through walls, elevators shaft traps (can enter but not able to get out )... and other. AI are spawning some times in some rooms which are actually sunk into the ground so that cannot access them. My solution to that was to blow up entire building so that can have access to trapped AI. 

 

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@DruidicRifleman

Since 0.94:

Replaced: Old hostile markers (exclamation marks) with a unit count sensitive area marking system

 

@Abburo

Glad you like the changes and the way Liberation goes at the moment, thanks :).

Yeah, the Taunus map is really nice from "visual and terrain aspect" but a fully customized map and so the buildings are sometimes buggy and it's a very resource intensive map for clients and servers.

The buildings with AI inside the floor or ground is sometimes quite annoying, yes. But mostly I've encountered them in the large industrial buildings rather then in the "normal" village buildings.

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Ok I am stuck, I take a small town, I have resources stored, I select Build Supply Factory and it says I don't have enough resources? 

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It should tell you what you are missing at the top right when you try and build a factory.

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Where do the supplies need to be, I have unloaded them, I tried Storing them, I tried leaving them in the truck???  I have all 3 correct quantities but it does build.

 

Update, like he said it takes awhile.

 

Thanks

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25 minutes ago, vengeance1 said:

Where do the supplies need to be, I have unloaded them, I tried Storing them, I tried leaving them in the truck???  I have all 3 correct quantities but it does build.

If you are building in a sector, you would put them in the sector's storage. If that isn't working I would do a ticket and/or restart your server.

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In the worst case the refresh of the stored resources in a sector storage takes up to one minute.

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Finally we started, with my small group, for now training. A question; At the time of exit the server automatically saves but does not save  a.i. soldiers  Built, At new start  A.I soldiers are re-converted into resources ?

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Soldiers in a player squad won't get saved.

Full AI squads will be saved. (if near a FOB, like with vehicles)

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I did some investigations and I can confirm, that AI Squads won't be saved atm.

In the preset files there is the Fireteamleader classname missing in the infantry units array and there is a need to a classnames array for the save_manager check. (won't make savegames incompatible)

Will be fixed in 952 at the next weekend.

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So the proper way to build a Factory for Supplies, Fuel or Ammo is to put the required resources inside the Storage Area in the Town? 

 

Also not quite getting how to setup the AI Transfer? 

 

Is this documented somewhere or a YouTube?

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A question, what are the settings of difficulty levels? Normal difficulty corresponds to which skill and accuracy parameters ? (for example, the bohemian normal difficulty is setting ability 0.70 precision 0.50), and the number of enemies  changes to the set difficulty ?

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@vengeance1

The wiki is just be written these days. But some pages before applejakerie posted some informations about it.

 

@Danilik

The difficulty affects the skill in the:

\scripts\shared\set_skill.sqf

 

There you see how the status of the unit etc. will effect the skills of the unit. :)

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? is there a way to Build Storage at a factory if the storage pads get glitched on a server restart or if someone forgets to build a storage area before the commanded tells it to produce supplies

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The action to place a storage area at a capture or factory sector is always available if:

- You've building permissions

- There is no storage area at the sector

 

So you should be able to build them. If there is no storage area you also shouldn't have the actions to establish facilities.

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