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Greetings to the World !!


I'm very happy to present you my own version of [GREUH] Zbug Liberation,

 

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liberation.jpg

 

ARMA-3 Liberation - RX

Based on version 0.924

 

Addon:

 

* Private Economy 
* Private Vehicles 
* IA Revive Expert 
* R3F Logistic (can tow vehicles and load item) 
* LARs (Larrow) Arsenal (no ngs, viper, etc..) 
* FAR Revive (drag/stabilize) 
* TK Punishment (autoban) 
* Dynamic Sides Missions 
* Player & Base Protection 
* Group Lock/Unlock 
* Vehicles Lock Managment
* Hearplug (auto) 
* MagRepack 
* Robust Unstuck AI 
* AI follow you when Redeploy/HALO jump

* A new menu to call "Air Support" (drop random vehicles depending on your rank)

* Player / AI loadout now cost ammo

* A new repaint menu

* A new menu to clear vehicles cargo

* A new menu to copy your stuff (loadout) to your AI

* Keep/recover your AI in game, even if your client restart (crash/ reboot)

*  Static weapons (AA/AC/Mortar) auto re-ammo (with support Box)

* And much, much more !

 

* RP oriented

   with ranking system based on player action

  automatic permission granting (build/tank/air)

  unlocking arsenal/units according to rank

 

* Dynamic events (based on A3Wasteland)

* Special Town invasion when opfor is low

* FPS fix and perf

* Admin Menu (teleport/skiptime/God/spawn)

 

 

This mission is designed to avoid the need for a commander, even at first boot, proper rights management, and player permissions are automatically granted.

Example, at the beginning, until the first FOB is build, everyone can pilot helicopters.

 

Most of the important options can be configured via the "Settings" menu

Zeus mode can be used when your are both admin of the server and logged as Commander.

Have Fun !

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Engine and map available for:

* Altis

* Malden

* Stratis (Air Carrier)

* Tanoa

 

 

Take a look at :

github : https://github.com/tbox1911/Liberation-RX

 

Download Mission:
Altis : https://github.com/tbox1911/Liberation-RX/blob/master/build/Liberation_RX.Altis.pbo

Malden : https://github.com/tbox1911/Liberation-RX/blob/master/build/Liberation_RX.Malden.pbo

Stratis : https://github.com/tbox1911/Liberation-RX/blob/master/build/Liberation_RX.Stratis.pbo

Tanoa : https://github.com/tbox1911/Liberation-RX/blob/master/build/Liberation_RX.Tanoa.pbo

 

Arma3 Official Server

A3Serv : arma.liberation-rx.fr


 
Thank you

 

pSiKO

 

  • Like 6
  • Thanks 3

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5 minutes ago, HazJ said:

A lot of errors spamming screen. No mods, hosted from inside the game.

https://pastebin.com/raw/0xFGSixw

 

It should not !!

Please if you run a server take note to the param file :
https://github.com/tbox1911/Liberation-RX/blob/master/mission_param.cfg

 

also note that in SP you have to start a local multiplayer session

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As I said, hosted from inside the game. Not actual dedicated server. Do you use -showScriptErrors parameter? Errors are constantly spamming my screen. :down:

 

EDIT: Altis/Malden version seem okay. Errors only happen on Stratis.

EDIT 2: Get the following error (see screenshot below) when was in enemy zone...

IkIICrC.jpg

Quote

btw: i face an AI behavior trouble and I wonder where i can post my question.

You can post your question, etc here (if related to editing/scripting):

https://forums.bohemia.net/forums/forum/154-arma-3-mission-editing-scripting/

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Okayyyy :)

 

first error message was related to  <build_first_fob> parameter (i should remove it) and it must be set to off

 

I use this parms to run test client
" -hugePages -showScriptErrors -skipintro -noBenchmark  -noPause -nosplash -world=empty

 

for SP ,  do this way :

put the pbo in "SteamApps\common\Arma 3\MPMissions"

 

then in game

Arma Menu -> Multiplayer -> Host Server -> Select Island and Mission

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Okay, let me know when patched. Also, the cheat menu... I assume this is only for logged in admins / host? Can you add parameter to disable this?

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14 minutes ago, HazJ said:

Okay, let me know when patched. Also, the cheat menu... I assume this is only for logged in admins / host? Can you add parameter to disable this?

 

Yes it's limited (and visible) only to admin
I'll add on option to disable it

 

I'm not able to reproduce your issue, still investigating :)
 

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Reproduce:

- Download Stratis build from GitHub

- Put in MPMissions

- Go in-game and host local server

- Select Stratis (default parameters)

- Constant error spam

 

I just joined your server and that version seems fine. No errors at all yet. Nor in the zones.

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very interesting ,

 

I'll purge my player.vars and my cache and test again

 

Thank you very much

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No problem. Happy to help, looks like a very good edition of Liberation.

 

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Th issue was due to save_game name conflict

 

I change the save_key to avoid this

 

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On 07/06/2018 at 5:05 PM, HazJ said:

Reproduce:

- Download Stratis build from GitHub

....

- Constant error spam

 

 

Hi,

I have fixed the two errors you sendme,

I have fixed the key_save_name to avoid confilit

I'have added an option menu to disable the admin cheat menu

 

Can you retry please with your rocket powered PC !!

 

cu :)

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Hi!

Thank you for this mission! Looks good! (haven't tried it yet, but played the original Liberation before!)

What AI behavior trouble are you having? Maybe I can help! :)

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20 hours ago, Leopard20 said:

What AI behavior trouble are you having? Maybe I can help! :)

 

Hi,

Thanks you for your interest !

 

My AI trouble is the following :

 

when a player , that have AI units with him in a squad,  is injured,  I use setcaptive true to "lock" the player until is revived (or is dead)

 

but when I'm doing so, the next IA bot (i don't really know how is it chosen) will take the leadership, and start to issue order to others IA squad

like : "get in that vehicles",  "regroup",  etc..

 

that make the bot move all around, sometime very far away,  and mount in vehicles instead of healing the player.

 

to avoid this ,I spawn this lame code as soon as the player is incapacitated :

 

in short that code wait  until the player is the group leader, and should force other IA  to not enter in vehicles (half work),  and not give orders (don't work)

 

MGI_bros is the list of you AI team mate

(in file core.liberation/addons/FAR_revive/FAR_revive_funcs.sqf)

//Try to disable Order Attack/Getin

[] spawn {

waitUntil {sleep 0.5;leader player != player || !alive player};

if (!alive player) exitWith {};

enableRadio false;

enableSentences false;

while {leader player != player} do {

_ldr = leader player;

_ldr enableAttack false;

[_ldr] orderGetIn false;

group _ldr enableAttack false;

{ unassignVehicle _x } forEach MGI_bros;

sleep 1;

};

enableRadio true;

enableSentences true;

};

 

that end by dialogue like :

4  " 2 get in that vehicles"

2 "No can do"

4  " 2 get in that vehicles"

2 "No can do"

....

:(

 

HazJ, point me to the enableRadio & enableRadio false to stop  the message, but  that just hide the real behaviour.

 

my question is : How to prevent AI squad leader to issue order to the rest of the squad, when the player is captive & unconscious ???

 

Thanks a lot in advance :)

 

 

  • Haha 1

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Yeah. I did look on the Wiki for a command to override behaviour/control, found nothing. Why do you set the player to captive? This will make them civilian side. Does player still lose control in non captive state? Is the rank higher than the normal AI units as well? You could try setting the group leader back to the player?

https://community.bistudio.com/wiki/setLeader

https://community.bistudio.com/wiki/selectLeader

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salut mon ami :)

 

I did it because  otherwise the enemy still firing on the incapacitated player  (or AI)

 

"Is the rank higher than the normal AI units as well?"  very good question, I'll try to check (with addrating ?)

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Salut,

With setUnitRank:

https://community.bistudio.com/wiki/setUnitRank

I think you should try to set the group leader back to the player. Not sure what will happen if you do this while captive. Worth a try.

Also, just found:

https://community.bistudio.com/wiki/commandStop

Quote

In ArmA 1.14, this command will not stop a unit that has been given a move order by means of selecting the unit, then clicking on the in game map (or ground).

 

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good idea Mr Haz!

 

 I'll try to change the rank of all other units bellow the player.

 

commandStop is the same as doStop but with radio ?

 

anyway, I'll try to put the both (commandStop & doStop)  in my loop

 

I'll keep you informed

 

thx :)

 

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@pSiKO That is to be expected! As HazJ said, this will change the player side to civilian, so you no longer "belong" to your squad and they will automatically choose a leader among themselves! ;)

 

setUnitRank doesn't change this behavior, AFAIK. They just choose the highest rank, minus the player!

 

As you said, commandStop is the same as doStop without radio messages. They are both low-level commands though IIRC (I mean lower than player-issued commands, so if you tell your squad to Stop via the command menu, you can't get them out of it using doMove, commandMove, etc)

 

Also, setting doStop to a unit will cause them to disobey their leader. The only way they can follow orders is by using doFollow (or, if you're the leader yourself, call them to formation or order them to move somewhere. The AI themselves can't do that)

 

The only possible fix I can think of is this (not sure if it works):

//create a new Group, but do this before you setcaptive. OR since we're always blufor, instead of side player use    west.
private _newGroup = createGroup (side player);

//Make units join this new group. Also get all their fireteams (red, yellow, etc) so it doesn't get messed up if they were preassigned before!
{
	_team = assignedTeam _x;
	[_x] joinSilent _newGroup;
	_x assignTeam _team;
} forEach units group player;

//If player is still not in the Group, uncomment this line
//player joinSilent _newGroup;

_newGroup setLeader player;
player doFollow player;

The reason I include doFollow player is that if somehow the player's currentCommand changes to Stop, he will not be able to issue orders anymore (instead he says: 2, join group! , etc). You can test in Editor if you want, by setting doStop player!

 

It's probably better to wait until the player is revived before you use _newGroup setLeader player, because it may not work. I'm not sure.

 

Also if the group still moves, add this line:

 

_newGroup move (position player);

Alternatively:

private _waypoints = waypoints _newGroup;
if (count _waypoints != 0) then
{
	{
		deleteWaypoint [_newGroup, (_x select 1)];
	} forEach _waypoints;
};
_newGroup move (position player);

 

I don't think it's necessary to add unassignVehicle anymore, because it's a new group that doesn't have any vehicles!

 

 

Let me know if it works!
 

Regards.

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@pSiKO If you don't mind me asking, what script do you use for AI revive? I hear Advanced wounding system by Psychobastard is a pretty good one and compatible with Liberation!

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@Leopard20 - I believe it is GRUEH's custom revive. I think it is based on FAR's revive with a lot of work to it, not 100% sure. Not looked in a while.

 

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hi,

 

the original AI revive come from this thread : 

 

I tweak it a lot to make it work with FAR Revive and liberation. 

(almost total recode, I make an addon folder structure with scripts and make it client only)

 

Thank a lot Leopard20,  for your input,  that sounds logic :)

 

today, I'll try to  code into Liberation, I keep you in touch

 

again, thanks to all of you

 

 

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You're welcome! Let's hope it works!

I just remembered, if you don't want your squad to move to your position, you can use this instead:

_newGroup move (position (leader _newGroup));

 

I tried your mission today. Everything looked good except for a couple of minor problems:

1. I couldn't build anything from choppers or tanks menu at the start of the game (I got a low score warning). I always build a UAV to scout the area before attacking, which doesn't work in your mission.

2. If you could also add support for RHS units (and if maybe other popular mods) it would be awesome.

 

BTW, can you also make a Tanoa version? It would be very cool IMO!

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I'm fighting with it !

 

if creating a new group and joinSilent AI into this group,  (befor setcaptive) should be enough to stop AI giving orders.

then it's not working (AI still giving orders)

 

note : _newGroup setLeader player;  expect a "Team Member" object , I use selectLeader instead

 

Tanoa is on the way ;)

 

add:

i use this code when the player is injured, but befor is captive or unconsious

		//Try to disable Order Attack/GetinVehicle
		systemchat format ["dbg: curgrp %1", group player];
		_newGroup = createGroup [west, true];
		{
			_team = assignedTeam _x;
			if (isNil "_team") then { _team = "MAIN"};
			[_x] joinSilent _newGroup;
			systemchat format ["dbg: %1 %2 %3",name _x, _team, _newGroup];
			_x assignTeam _team;
		} forEach units group player;
		sleep 0.5;
		_unit setCaptive true;

 

then when player is revived

 

				[player] joinSilent _newGroup;
				_newGroup selectLeader player;
				player doFollow player;

 

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some news,

now I use this code before set captive and ,so far so good, it seems to work.

I need to test in real game
 

        [group player] spawn {
            params ["_grp"];
            waitUntil {sleep 0.5;leader player != player || !alive player};
            if (!alive player) exitWith {};
            _grp enableAttack false;  
            {
                _x enableAttack false;  
                unassignVehicle _x;
                [_x] orderGetIn false;
             } forEach units group player;

        };

 

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