pSiKO 124 Posted July 9, 2020 Hi, I push a small update - add a server option to select player's default loadout (see file "core.liberation\scripts\loadouts\vanilla\player_set1.sqf") - rewrite the squad management code - better ACE support - some fixes Share this post Link to post Share on other sites
O360_A1AD 1 Posted July 9, 2020 it could be due to my environment. but I inform you that "sell cargo" function is always shows 0 ammo. let me know if something wrong on your script. otherwise it must be my fault. Share this post Link to post Share on other sites
pSiKO 124 Posted July 9, 2020 1 hour ago, O360_A1AD said: it could be due to my environment. but I inform you that "sell cargo" function is always shows 0 ammo. let me know if something wrong on your script. otherwise it must be my fault. hi, note that selling cargo only works with weapons I just tested it works here Share this post Link to post Share on other sites
O360_A1AD 1 Posted July 10, 2020 14 hours ago, pSiKO said: note that selling cargo only works with weapons I just tested it works here Now i get it ! Thanks. Share this post Link to post Share on other sites
O360_A1AD 1 Posted July 10, 2020 hi how can i change penalty point for player's death? Share this post Link to post Share on other sites
O360_A1AD 1 Posted July 13, 2020 I found that "Unitcap" and "Difficulty" params which are in mission_params.hpp is not working correctry. when I turn both params to lowest setting(which are 50% and Tourist), they are still normal value in the game and not affected. Share this post Link to post Share on other sites
Komaros 10 Posted July 14, 2020 Hello pSiKO i have problem with mod CUP Vehicles. I have added units from this to classnames.sqf to be built in game, and when i built it this unit is not possible to damage, I was shooting to it, and tried to crash, doesnt matter if local host or dedicated (on this its not possible to recycle that unit). I have added units from RHSUSAF and it works all good, can recycle, and its possible to damage it. All other required mods were loaded I have checked CUP Vehicles on my other mission, and vehicles spawned from zeus are possible to damage, and also CUP Vehicles works on KP Liberation without problems. Do you have any idea what can cause this? i use your old build: GRLIB_build_date = "24/04/2020"; GRLIB_build_time = "17:48:43"; Share this post Link to post Share on other sites
pSiKO 124 Posted July 15, 2020 Hi friends, I'm on vacation right now I'll answer you as soon as I get home ! I can't connect to my github thanks to the hotel's wifi 🙂 Share this post Link to post Share on other sites
Komaros 10 Posted July 16, 2020 ok, have fun on vacation 😄 Share this post Link to post Share on other sites
pSiKO 124 Posted July 17, 2020 On 7/14/2020 at 6:30 PM, Komaros said: (...) and when i built it this unit is not possible to damage, I was shooting to it, and tried to crash, doesnt matter if local host or dedicated (on this its not possible to recycle that unit). I have added units from RHSUSAF and it works all good, can recycle, and its possible to damage it. All other required mods were loaded I have checked CUP Vehicles on my other mission, and vehicles spawned from zeus are possible to damage, and also CUP Vehicles works on KP Liberation without problems. Do you have any idea what can cause this? Hi Komaros, If i'm not wrong there are only two list of units that are protected in the game - civilian vehicles (when driven by civilian) ('civilians' ' in classnames.sqf) - static weapons units ('static_vehicles' in classnames.sqf) make sure that the units you want to use are not on these lists. if it's a particular unit give me its classname, i'll try at home anyway you can send me the mission's pbo in private I'll be glad to take look 🙂 Share this post Link to post Share on other sites
pSiKO 124 Posted July 17, 2020 On 7/13/2020 at 4:30 AM, O360_A1AD said: I found that "Unitcap" and "Difficulty" params which are in mission_params.hpp is not working correctry. when I turn both params to lowest setting(which are 50% and Tourist), they are still normal value in the game and not affected. Hi, in fact, they work;) but when they are used from the Parameters menu (on mission's lobby) or from the server config file. but you're right, you can't use decimal value for the default in hpp files (arma 3 design) only integer from wiki: // Default values that are not whole numbers do not work. Param will default to 0 (or 1 if defined) you have to use the menu or the server file for fine tuning. an example of use of the server's parameters is in the file "mission_param.cfg" Share this post Link to post Share on other sites
O360_A1AD 1 Posted July 19, 2020 On 7/18/2020 at 1:04 AM, pSiKO said: Hi, in fact, they work;) but when they are used from the Parameters menu (on mission's lobby) or from the server config file. but you're right, you can't use decimal value for the default in hpp files (arma 3 design) only integer from wiki: // Default values that are not whole numbers do not work. Param will default to 0 (or 1 if defined) you have to use the menu or the server file for fine tuning. an example of use of the server's parameters is in the file "mission_param.cfg" got it thanks. incidentally, could you tell me which file is connected to "Difficulty" params ? I want change configuration of difficulty "Tourist" but i don't know which file is connected. i tried search it with string search software but nothing founded. Share this post Link to post Share on other sites
pSiKO 124 Posted July 19, 2020 6 hours ago, O360_A1AD said: got it thanks. incidentally, could you tell me which file is connected to "Difficulty" params ? I want change configuration of difficulty "Tourist" but i don't know which file is connected. i tried search it with string search software but nothing founded. rather to change the value in multiple files, just 'hardcode" it : in file "core.liberation\scripts\shared\fetch_params.sqf" at the very end of the file add: GRLIB_difficulty_modifier = 0.5; GRLIB_unitcap = 0.5; Share this post Link to post Share on other sites
O360_A1AD 1 Posted July 21, 2020 I'm trying to add script to save_manager.sqf like below but not working correctly. do_build.sqf is already completed. please let me know what is wrong with it if you could. if ( _nextclass isKindOf "Tank" ) then { _nextbuilding call { if (isServer) then { _this lockTurret [[0], true]; _this lockTurret [[0,0], true]; _this lockCargo true; _this addMPEventHandler ["MPKilled", { if (isServer) then { _d = driver (_this select 0); _g = gunner (_this select 0); if (!isNull _d) then {deleteVehicle _d}; if (!isNull _g) then {_g setDamage 1}; }; }]; }; if (!isDedicated) then { _this addEventHandler ["GetIn", { enableSentences false; _tank = _this select 0; _unit = _this select 2; _unit allowDamage false; _unit action ["EngineOn", _tank]; _unit action ["MoveToGunner", _tank]; _tank lock true; _tank switchCamera "EXTERNAL"; _tank addAction [localize "str_action_getout", { _this select 0 removeAction (_this select 2); _this select 1 action ["GetOut", _this select 0]; }, "", 3, false, true, "GetOver"]; _tank spawn { waitUntil {!isNull gunner _this}; _ai = createAgent [ typeOf gunner _this, [0,0,0], [], 0, "NONE" ]; _ai allowDamage false; _ai moveInDriver _this; }; }]; _this addEventHandler ["GetOut", { _tank = _this select 0; _unit = _this select 2; deleteVehicle driver _tank; _unit allowDamage true; _unit action ["EngineOff", _tank]; _tank lock false; enableSentences true; }]; }; }; }; Share this post Link to post Share on other sites
O360_A1AD 1 Posted July 21, 2020 plz foget it. I sovled the problem by myself. Share this post Link to post Share on other sites
pSiKO 124 Posted July 21, 2020 3 hours ago, O360_A1AD said: plz foget it. I sovled the problem by myself. hehe , the right way to fix issue !! Share this post Link to post Share on other sites
pSiKO 124 Posted July 21, 2020 Hi folks, A new release is out. Update : - repair off-road not on the road - better IA defence - new lobby - dog find run - ammo round is now free - XP reward is capped - cosmetic fix (menu, dialog) - better ACE support (and MOD in general) - better squad management - better loadout filter - Add server option: Force player default loadout - Add server MOD signature: Force loadout filter based on MOD - Add auto naming for markers (city, base, etc) - Add Global Mobilization - weferlingen - units/weapons/vehicles note: this update may need a save game wipe Have fun ! Share this post Link to post Share on other sites
pSiKO 124 Posted July 21, 2020 5 hours ago, O360_A1AD said: I'm trying to add script to save_manager.sqf like below but not working correctly. just a warning, be very careful when editing this file it save the gamestate every 60s, if you do a bug / problem and the script crashes, you corrupt the save file. if you change the gamestate format, the next reboot could crash you have to 'wipe' the save game to fix Share this post Link to post Share on other sites
pSiKO 124 Posted July 24, 2020 info: thanks to this script by Vandeanson, I add a wild life manager 🙂 available in next update Share this post Link to post Share on other sites
Komaros 10 Posted August 4, 2020 static_vehicles = [ ["B_UGV_02_Demining_F",0,5,0,GRLIB_perm_inf], ["B_Static_Designator_01_F",0,5,0,GRLIB_perm_inf], ["B_HMG_01_F",0,10,0,GRLIB_perm_log], ["B_HMG_01_high_F",0,10,0,GRLIB_perm_tank], ["B_GMG_01_F",0,20,0,GRLIB_perm_log], ["B_GMG_01_high_F",0,20,0,GRLIB_perm_tank], ["B_static_AA_F",0,50,0,GRLIB_perm_air], ["B_static_AT_F",0,50,0,GRLIB_perm_air], ["B_Mortar_01_F",0,500,0,GRLIB_perm_max], ["B_AAA_System_01_F",10,500,0,GRLIB_perm_max], ["B_Ship_Gun_01_F",10,1500,0,GRLIB_perm_max] ]; Hi, everything in Static vehicles is unable from taking damage ? Also why UAVs must be declared? uavs = [ "B_UAV_01_F", "B_UAV_02_F", "B_T_UAV_03_F", "B_UAV_06_F", "B_UGV_01_F", "B_UGV_01_rcws_F", "B_UGV_02_Demining_F" ]; if ( isNil "uavs" ) then { uavs = [] }; Share this post Link to post Share on other sites
pSiKO 124 Posted August 7, 2020 On 8/4/2020 at 2:01 PM, Komaros said: everything in Static vehicles is unable from taking damage ? Also why UAVs must be declared? yes all static weapons are protected from damage (otherwise they are too weak) can be disabled in "scripts\client\misc\protect_static.sqf" and uavs are kind of special units and require specific processing (auto crew, action manager, etc..) Share this post Link to post Share on other sites
hernanvenegas 0 Posted August 8, 2020 On 7/21/2020 at 11:17 AM, pSiKO said: Hi folks, A new release is out. Update : - repair off-road not on the road - better IA defence - new lobby - dog find run - ammo round is now free - XP reward is capped - cosmetic fix (menu, dialog) - better ACE support (and MOD in general) - better squad management - better loadout filter - Add server option: Force player default loadout - Add server MOD signature: Force loadout filter based on MOD - Add auto naming for markers (city, base, etc) - Add Global Mobilization - weferlingen - units/weapons/vehicles note: this update may need a save game wipe Have fun ! thanks for keep working on the mod. after the new update I'm unable to see the -build (crew)- butom on the build menu. I'm may just be missing something but i have try on my dedicated server and on the ingame host option. Share this post Link to post Share on other sites
pSiKO 124 Posted August 8, 2020 8 hours ago, hernanvenegas said: thanks for keep working on the mod. after the new update I'm unable to see the -build (crew)- butom on the build menu. I'm may just be missing something but i have try on my dedicated server and on the ingame host option. Hi you must be Colonel to see this menu it on the right in build menu Share this post Link to post Share on other sites
hernanvenegas 0 Posted August 9, 2020 11 hours ago, pSiKO said: Hi you must be Colonel to see this menu it on the right in build menu I'm a colonel and still cant see the the build crew option. i use the add 200 points option on the admin menu to a total of 2800 pints. Share this post Link to post Share on other sites