Leopard20 813 Posted June 14, 2018 @pSiKO Sorry for constantly asking questions, but I'm wondering why do you disable the AI attack feature? Shouldn't they at least cover the medic while he revives the player?! Share this post Link to post Share on other sites
pSiKO 124 Posted June 15, 2018 You are very welcome ! 13 hours ago, Leopard20 said: @pSiKO why do you disable the AI attack feature? Shouldn't they at least cover the medic while he revives the player?! As my avatar say: You're fu**ing damn right !! :) I'll try so many orders and code to stop them, I was a bit desperate ! I'll remove enableattack false . btw: Tanoa Beta is out :) 1 Share this post Link to post Share on other sites
Leopard20 813 Posted June 15, 2018 Thanks! I'll check it out! Share this post Link to post Share on other sites
damsous 329 Posted June 28, 2018 Nice job i really enjoy playing this version of liberation. I got a question about the arsenal, if i want to port this mission on an other map with the RHS mod, the script will detect the Faction loadout ? or i need to enter each classname ? Share this post Link to post Share on other sites
pSiKO 124 Posted June 29, 2018 Hi to add another asenal, you have to edit the file : "scripts\loadouts\*" to add a new layout for RHS, and customize unit equiipments. "core.liberation\scripts\shared\classnames.sqf" to add new units , vehicle (air/tank), building. maybe tweaking a bit R3F logistics to enable support for new items (like "core.liberation\R3F_LOG\addons_config\Liberation.sqf") "core.liberation\addons\LARs\liberationArsenal.sqf" to choose arsenal side (and blacklist) and take a look at "fn_createList.sqf" to build new arsenal list this code come from Larrow (https://forums.bohemia.net/profile/770615-larrow/) who can help you on this library (btw : many, many, thanks Mr Larrow, you teach me so many things !) Mission is now available on all A3 official Maps, I plan to port on some CUP Island (there is a beta on Takistan) I add "spawn beacon" items recently, the mission core code is updated frequently Thank a lots for your interest ! Share this post Link to post Share on other sites
pSiKO 124 Posted June 29, 2018 Open question : - how to find all tents on a map ? I can't use 'vehicles' function , because tents are objects. So , I use smtg like : } forEach nearestObjects [player, ["Land_TentDome_F"], 9999]; but I'm not very pleased, plus you have a 'hardcoded" radius ! - how to spawn an object in front of a player (really!) ? I use this code _pos = _caller modelToWorld [0,1,0]; createVehicle ["Land_TentDome_F", _pos, [], 0, "NONE"]; but the object is not always in front of player (almost never :) ) thanks for the fish 1 Share this post Link to post Share on other sites
damsous 329 Posted June 29, 2018 "core.liberation\scripts\shared\classnames.sqf" to add new units , vehicle (air/tank), soliders. So the classname_extension.sqf is not working for change the unit ? Share this post Link to post Share on other sites
pSiKO 124 Posted June 29, 2018 I have a lot of confilct when I use both files. so I decide to use only "shared\classnames.sqf", it's much simpler for me. i keep "classname_extension.sqf" empty as a model that act the same :) Share this post Link to post Share on other sites
pSiKO 124 Posted June 29, 2018 btw I see in orginal LIberation mission (0.923) a layout for rhs, and many reference I can look to re add rhs support Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted June 29, 2018 53 minutes ago, pSiKO said: - how to find all tents on a map ? Hello there pSiKO ! Try this: I don't know though , if you have this in mind . { //if (typeOf _x in _array) then if (_x isKindOf "Land_TentDome_F") then { _marker = createMarker ["Tent" + str(_forEachIndex), getPos _x]; _marker setMarkerShape "ICON"; _marker setMarkerType "mil_marker"; _marker setMarkerColor "ColorYellow"; _marker setMarkerSize [1,1]; _marker setMarkerText "Tent"; }; } forEach allMissionObjects "All"; 1 Share this post Link to post Share on other sites
pSiKO 124 Posted June 29, 2018 Hi George, you make my day ! On 29/06/2018 at 6:52 PM, GEORGE FLOROS GR said: forEach allMissionObjects "All"; the meaning of this is to monitoring some objects on the map, like my beacon tents thank you very much for the help add note: parsing "all" object is very depending, we can use : } forEach allMissionObjects "Land_TentDome_F"; 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted June 29, 2018 1 hour ago, pSiKO said: - how to spawn an object in front of a player (really!) ? Try: (and play with the numbers to get the position) _Object1_Pos = player getRelPos [1, 12]; createVehicle ["Land_TentDome_F", _Object1_Pos, [], 0, "CAN_COLLIDE"]; Share this post Link to post Share on other sites
pSiKO 124 Posted June 29, 2018 ok, I'll test this, maybe the key is 0 radius plus "CAN_COLLIDE" update: I test the both solution and they work very fine ! making the action more friendly once again, thx a lot george ;) 1 Share this post Link to post Share on other sites
damsous 329 Posted June 29, 2018 6 hours ago, pSiKO said: I have a lot of confilct when I use both files. so I decide to use only "shared\classnames.sqf", it's much simpler for me. i keep "classname_extension.sqf" empty as a model that act the same :) I ask that cause i already got 3 classname_extension.sqf for different faction USA, French, Turkish, Islamic coallition, i just need to replace this file i will try it and see if its work. Share this post Link to post Share on other sites
damsous 329 Posted June 30, 2018 On 29/06/2018 at 12:06 PM, pSiKO said: I have a lot of confilct when I use both files. so I decide to use only "shared\classnames.sqf", it's much simpler for me. i keep "classname_extension.sqf" empty as a model that act the same :) I just think about something you mean there is conflict for the side arsenal if i use the classname_extension ? Share this post Link to post Share on other sites
pSiKO 124 Posted July 1, 2018 15 hours ago, damsous said: I just think about something you mean there is conflict for the side arsenal if i use the classname_extension ? Yes, I experienced missing vehicles, and others "fuzzy" behaviors ! keeping all units class in a single file make the update/change easier On 30/06/2018 at 12:09 AM, damsous said: I ask that cause i already got 3 classname_extension.sqf for different faction USA, French, Turkish, Islamic coallition, i just need to replace this file i will try it and see if its work. I'm very interested about your classname_extension.sqf customization, could I ask you to send me one of these files ? On 29/06/2018 at 7:17 PM, GEORGE FLOROS GR said: _Object1_Pos = player getRelPos [1, 12]; createVehicle ["Land_TentDome_F", _Object1_Pos, [], 0, "CAN_COLLIDE"]; after more testing, it appears that : for backpack item only, others items ,I've tested (like tents) works fine all the time : for medium or long range ( > 4m ) it's work fine , object placed at expected position. but for short range (~ <4m) object are still paced in a random position ,in sort of 'safe zone" around the player. I try these codes without success :) _pos = player modelToWorld [1,0,0]; _pos = player getPos vectorAdd [1,0,0]; _pos = player getRelPos[1, 0]; createVehicle ["B_Kitbag_Base", _pos, [], 0, "CAN_COLLIDE"]; I want to mimic the behaviours when you drop your backpack manually (and it stand on your feet) player action ["PutBag"]; 1 Share this post Link to post Share on other sites
damsous 329 Posted July 1, 2018 9 hours ago, pSiKO said: 9 hours ago, pSiKO said: I'm very interested about your classname_extension.sqf customization, could I ask you to send me one of these files ? Yes, https://drive.google.com/open?id=17q5rRSSIMV4WT_KGPe_wEMYv87_GcnX0 Its a .rar there a txt file in each folder for the required mod Share this post Link to post Share on other sites
damsous 329 Posted July 1, 2018 There an other thing that need to be tweaked to get better performance and better gameplay experience especially in big town -you can increase the sector size to 300 in gameplay_constant. -Reduce the amount of IA that spawn inside the building and increase the radius here : "scripts\server\sector\manage_one_sector" try with this value : (line 15) _building_range = 200; if ( _sector in sectors_bigtown ) then { blablabla..... _building_ai_max = round (30 * _popfactor) ; _building_range = 300; if ( _sector in sectors_capture ) then { blablabla..... _building_range = 150; if ( _sector in sectors_factory ) then { blablabla.... _building_ai_max = round ((floor (20 + (round (combat_readiness / 10 )))) * _popfactor); _building_range = 200; I also modify something because it can be a pain to find 3 last guy that just wait in their room : "scripts\server\ai\building_defense_ai" change to this value : _unit setUnitPos "AUTO"; _unit enableAI "MOVE"; _move_is_disabled = false; _resume_movement = true; With this setting we got a solid 30-45 fps client side in big town. Share this post Link to post Share on other sites
damsous 329 Posted July 3, 2018 I got a question about the special side mission (rank colonel) my score is up to 1000 and i didn't find how to activate this new mission, i try it at the FOB and Chimera, i can just do the side mission (FOB, Convoy, Rescue) Share this post Link to post Share on other sites
pSiKO 124 Posted July 3, 2018 thanks a lot for the tweaked to get better performance, I implement them right now ! why you don't change "sectors_military & sectors_factory" range ? Original "GRLIB_sector_size" is 1000; I changed to 300 in fact "The special side mission" is an (abusive) term for the original Commander's sides mission witch is not accessible to player before the rank of colonel. when, the base will be stable enought, I plan to add underwater and others specific sides missions (in relation of your customization of classname_extension.sqf ) in a3w format update: pbo updated Share this post Link to post Share on other sites
damsous 329 Posted July 3, 2018 4 hours ago, pSiKO said: why you don't change "sectors_military & sectors_factory" range ? Original "GRLIB_sector_size" is 1000; I changed to 300 Be carefull GRLIB_sector_size its the activation radius, maybe 300 its a little bit short maybe 500-800 can be a good deal Share this post Link to post Share on other sites
damsous 329 Posted July 3, 2018 5 hours ago, pSiKO said: in fact "The special side mission" is an (abusive) term for the original Commander's sides mission witch is not accessible to player before the rank of colonel. Im colonnel the mission are not showing, in the secondary objective Share this post Link to post Share on other sites
damsous 329 Posted July 3, 2018 Got an other question, we have trying the tk punishment, and me and a friend are banned from our server how can i remove the banned player ? Share this post Link to post Share on other sites
pSiKO 124 Posted July 4, 2018 18 hours ago, damsous said: how can i remove the banned player ? You can't by yourself the server need to be restarted to clear the TK bans list (maybe and update to add a dialog to remove ban; but I suffer a lot in editing dialog !) it's possible to use the BE ban filter instead Share this post Link to post Share on other sites
pSiKO 124 Posted July 4, 2018 23 hours ago, damsous said: Im colonnel the mission are not showing, in the secondary objective thank for the info, I'll check there was an update, secondary objective are now available from the rank of Major update: the last version is working properly update your .pbo Share this post Link to post Share on other sites