1para{god-father}   105 Posted May 5, 2021 Not sure if its possible , but any chance we could have a Save Kit and position when you disconnect , so  when you re-join you get your kit and spawn back in the same location when you left the game  ?   Share this post Link to post Share on other sites
maccrawinthejaw   25 Posted May 6, 2021 Also, I might be missing something - is there an option to disable the initial limited amount (as in variety, not quantity) of troops one is able to enlist at the start of the game? Vanilla Liberation has all infantry units and most vehicles unlocked from the get-go and I'm quite fond of that system rather than having to unlock automatic rifleman, marksmen, etc.  Another question too - can the commander enter High Command to give orders to squads? How does that work? Share this post Link to post Share on other sites
pSiKO   124 Posted May 6, 2021 11 hours ago, 1para{god-father} said: Not sure if its possible , but any chance we could have a Save Kit and position when you disconnect , so  when you re-join you get your kit and spawn back in the same location when you left the game  ?   Hi 1Para, it could be possible. that need change to load/save system can be an option. I keep in mind 🙂  Share this post Link to post Share on other sites
pSiKO   124 Posted May 6, 2021 5 hours ago, maccrawinthejaw said: Also, I might be missing something - is there an option to disable the initial limited amount (as in variety, not quantity) of troops one is able to enlist at the start of the game? Vanilla Liberation has all infantry units and most vehicles unlocked from the get-go and I'm quite fond of that system rather than having to unlock automatic rifleman, marksmen, etc.  Another question too - can the commander enter High Command to give orders to squads? How does that work?  The best way to have access to all infantry at start, is to use the "Admin menu" when connected, give you 200Xp (many time you want).  If you connect as "Commander" you can build squad/armored with AI and you can use the HCI (ctrl+space) to command them.  Share this post Link to post Share on other sites
zegolem   1 Posted May 7, 2021 Hello!  I was playing with the editor to test things and found this one in the .rtp when opening Arsenal in MP game:  Quote  21:57:37 Error in expression <nalOpened SEH called"  };; waitUntil { !isNil "BIS_fnc_arsenal_target" }; if (> 21:57:37  Error position: <!isNil "BIS_fnc_arsenal_target" }; if (> 21:57:37  Error Erreur générique dans une expression 21:57:37 File C:\Users\tdgol\OneDrive\Documents\Arma 3\mpmissions\Liberation_RX.Malden\addons\LARs\blacklistArsenal\functions\override\fn_initOverride.sqf..., line 26 21:57:37  ➥ Context:    [] L337 (plp\PLP_AdvArsenal\functions\fn_arsenal.sqf)    [] L338 (plp\PLP_AdvArsenal\functions\fn_arsenal.sqf)    [] L1955 (plp\PLP_AdvArsenal\functions\fn_arsenal.sqf)    [] L1956 (plp\PLP_AdvArsenal\functions\fn_arsenal.sqf)    [] L59 (A3\functions_f\Misc\fn_callScriptedEventHandler.sqf)    [] L49 (A3\functions_f\Misc\fn_callScriptedEventHandler.sqf)    [] L51 (A3\functions_f\Misc\fn_callScriptedEventHandler.sqf)    [] L54 (A3\functions_f\Misc\fn_callScriptedEventHandler.sqf)    [] L26 (C:\Users\tdgol\OneDrive\Documents\Arma 3\mpmissions\Liberation_RX.Malden\addons\LARs\blacklistArsenal\functions\override\fn_initOverride.sqf)  <- 21:57:37    [] L122 (C:\Users\tdgol\OneDrive\Documents\Arma 3\mpmissions\Liberation_RX.Malden\scripts\client\actions\open_arsenal.sqf)    [] L126 (C:\Users\tdgol\OneDrive\Documents\Arma 3\mpmissions\Liberation_RX.Malden\scripts\client\actions\open_arsenal.sqf)    [] L130 (C:\Users\tdgol\OneDrive\Documents\Arma 3\mpmissions\Liberation_RX.Malden\scripts\client\actions\open_arsenal.sqf)    [] L146 (C:\Users\tdgol\OneDrive\Documents\Arma 3\mpmissions\Liberation_RX.Malden\scripts\client\actions\open_arsenal.sqf)    [] L23 (plp\PLP_AdvArsenal\functions\fn_arsenal.sqf)  Share this post Link to post Share on other sites
pSiKO   124 Posted May 8, 2021 thx zegolem,  I can't reproduce the error in MP, anyway I remove some debug code that can cause this..  Share this post Link to post Share on other sites
zegolem   1 Posted May 11, 2021 Hello,  The issue seems related to the presence of the EricJ weapon pack. In fact, if we don't use limited liberation's Arsenal we got all the stuff in the lists (even the blacklist_bag ones). If we activate the limitation, the filter works but we just could see 4 weapons from the EricJ mod, the others are wiped even when in the whitelist. That also seems to make the menu and the Arsenal taking more time to load. I saw that you added CUP, RHS and GM specific code to handle them. What do I need to add to make EricJ working properly?  Question for my players, do an airdrop for arsenal still planned? and, the static amobox was removed and replaced by vehicle one, correct? so, what is the range of rearming for static defenses?  And thank you again for those missions, we are very fond of them! Share this post Link to post Share on other sites
pSiKO   124 Posted May 11, 2021 3 hours ago, zegolem said: Hello,  The issue seems related to the presence of the EricJ weapon pack. In fact, if we don't use limited liberation's Arsenal we got all the stuff in the lists (even the blacklist_bag ones). If we activate the limitation, the filter works but we just could see 4 weapons from the EricJ mod, the others are wiped even when in the whitelist. That also seems to make the menu and the Arsenal taking more time to load. I saw that you added CUP, RHS and GM specific code to handle them. What do I need to add to make EricJ working properly?  Question for my players, do an airdrop for arsenal still planned? and, the static amobox was removed and replaced by vehicle one, correct? so, what is the range of rearming for static defenses?  And thank you again for those missions, we are very fond of them!  hi zegolem !  you're right, I need to update the arsenal code to support "EricJ mod"  (i don't have this mod, i need more info) try yourself, look at "core.liberation\addons\LARs\liberationArsenal.sqf" in short, add a code bloc for "EricJ mod" like for other (cups/gm) in the bloc it's just a filter on configClasses or send me a screenshot from the configClasses of a EricJ 's weapons if its work send me the update  if nothing above speaks to you, please wait a bit until I can test the mod 😄     Quote  the static amobox was removed and replaced by vehicle one, correct? yes, or any vehicle in "vehicle_rearm_sources" , range is 30m   Share this post Link to post Share on other sites
zegolem   1 Posted May 12, 2021 Hello,  Based on the other mods I tried to add the EricJ weapons myself to not take too much on your time 😉  Quote // Add EricJ Weapons if ( GRLIB_EJW_enabled ) then {    GRLIB_EJW_Blacklist = [    ];    (       "       getText (_x >> 'DLC') == 'ej' &&       toLower (configName _x) find '_coyote' < 0 &&       !((configName _x) in GRLIB_EJW_Blacklist)       "       configClasses (configfile >> "CfgWeapons" )    ) apply { GRLIB_whitelisted_from_arsenal pushback (configName _x) } ;    (       "       ((configName _x) select [0,6]) == 'ej_' &&       (configName _x) find '_Tracer' < 0       "      configClasses (configfile >> "CfgMagazines")    ) apply { GRLIB_whitelisted_from_arsenal pushback (configName _x)} ; };  and add the corresponding cfgpatch to the fetch-params.sqf  Quote //Detect Addons ACE ACRE OPTRE GM EricJW GRLIB_ACE_enabled = isClass(configFile >> "cfgPatches" >> "ace_main"); // Returns true if ACE is enabled GRLIB_ACRE_enabled = isClass(configFile >> "cfgPatches" >> "acre_main"); // Returns true if ACRE is enabled GRLIB_OPTRE_enabled = isClass(configFile >> "cfgPatches" >> "OPTRE_Core"); // Returns true if OPTRE is enabled GRLIB_GM_enabled = isClass(configFile >> "cfgPatches" >> "gm_Core"); // Returns true if GlobMob is enabled GRLIB_CUPW_enabled = isClass(configFile >> "CfgPatches" >> "CUP_Weapons_AK"); // Returns true if CUP Weapons is enabled GRLIB_EJW_enabled = isClass(configFile >> "CfgPatches" >> "Ej_u100"); // Returns true if EricJ Weapons is enabled  But I'm actually not sure about the "Ej_u100" class as there are many in the config viewer, how have you chosen the good one for CUP (for example)?  Seems the "Ej_u100" is not the good one or I made another error, with a limited arsenal I've got a totally empty arsenal and an error. Share this post Link to post Share on other sites
pSiKO   124 Posted May 19, 2021 hi Zegolem,  I'm think you pretty good,  just look at fetch param .sqf on how to build the Boolean variable (GRLIB_EJW_enabled) just check for the first weapon in Mod    edit: I'm downloading the mod, then I update LRX to support EricJ weapons Share this post Link to post Share on other sites
pSiKO Â Â 124 Posted May 19, 2021 Update is out ! Â - move all markers to client side - retro fix from PvP version - New admin menu (include offline players) - classname update - various fix ! Â Â Share this post Link to post Share on other sites
pSiKO   124 Posted May 20, 2021 @zegolem: I have update LRX to support EricJ Weapons looks good to me, please update and test  btw great mod ! Share this post Link to post Share on other sites
varrkan_ua   6 Posted May 20, 2021 @pSiKO hi. Could you please add some parameter to enable/disabled payments for default ammunition on respawn? Few fast deaths of a newbies and they spawns naked and without weapons... 🙃 Share this post Link to post Share on other sites
pSiKO   124 Posted May 21, 2021 8 hours ago, varrkan_ua said: @pSiKO hi. Could you please add some parameter to enable/disabled payments for default ammunition on respawn? Few fast deaths of a newbies and they spawns naked and without weapons... 🙃  Hi ! I see what you mean 🙂  you have two option to limit spawn cost. - for all player you can choose an default template for player (ForcedLoadout in server params) so player spawn with very limited stuff (for 5ammo 🙂 ). or - teach players they can choose spawn stuff when they choose deployment point, a dropdown list with your saved arsenal preset is upon the map   Share this post Link to post Share on other sites
pSiKO   124 Posted May 21, 2021 Hello everyone,  To make Liberation RX easier to use with Mod (GM, Cups, RHS, EJW, etc.),  I'm preparing a new design with two powerful new options.   in server config: ModPresetWest = 0; // Select MOD Preset for Friendly side - values = "A3_BLU", "A3_OPF", "CPUS", "GM_WEST", "GM_WEST_WINT" ModPresetEast = 0; // Select MOD Preset for the enemy side - values = "A3_OPF", "A3_BLU", "A3_IND", "CUPS", "GM_EAST", "GM_EAST_WINT", "EJW", "CP_TA",  how it works?  In the scripts folder, there was a new directory named "mod_template" containing definition of all class names to be used by a Mod.  arsenal.sqf             <- Definition of Arsenal White / Black lists classnames_r3f.sqf        <- Definition of R3F logistics objects classnames_civ.sqf        <- Definition of civilians and vehicles classnames_west.sqf    <- Class name when used as friendly side classnames_east.sqf     <- Class name when used as enemy side  The folder can only contain one 'classnames_east.sqf' if the mod set is just for an enemy side. (see A3_IND)  each file is now quite small and should be easy to edit.  how to use ?  In the lobby, choose the combination of your choice (the mod must be installed of course!)  For each side,  and tadaaa!  that means you can play,  CSAT vs INDP on Weferlingen or  BLU vs GM_EAST on chernarus or  CUPS_RF vs BLU on Altis etc, etc ..  without changing anything, apart a server restart 😉  endless fun!   forcing You can force the Modset for each side in the 'gameplay_constants.sqf'. file of map.  example for a red vs blue only: ... GRLIB_mod_west = "A3_OPF"; GRLIB_mod_east = "A3_BLU"; ... After that, the lobby selection is ignored. note: it is not recommended to change sides after the game was started.   it's stil work in progress, I've finish the Arma and GM classnames I need to do CUPS (USA/RAF/OTAN/RF/TA) and maybe RHS once it's stable enought I comit to master  for now it's on the 'mod_template' branch for those who want to test 😄   Tell me what you think 1 Share this post Link to post Share on other sites
varrkan_ua   6 Posted May 21, 2021 15 hours ago, pSiKO said:  Hi ! I see what you mean 🙂  you have two option to limit spawn cost. - for all player you can choose an default template for player (ForcedLoadout in server params) so player spawn with very limited stuff (for 5ammo 🙂 ). or - teach players they can choose spawn stuff when they choose deployment point, a dropdown list with your saved arsenal preset is upon the map   I mean not actually that. I'm about to disable payment for default loadout at all if player goes below some limit of Ammo or to change its cost to some symbolic price. Share this post Link to post Share on other sites
1212PDMCDMPPM   200 Posted May 22, 2021 Hello pSiKO, seeing how succesfull the SOG Prairie Fire CDLC is, shall I advise to add US NAM, ARVN, VC and NVA to your supported faction ? 🙂  Thx ! Share this post Link to post Share on other sites
Harlekin999   0 Posted May 22, 2021 Hello pSiKO,  is it possible to deactivate the red exclamation marks, which indicate enemy locations? And is a port to Lythium possible in the near future? :) Keep up the good work. Great mission.  Greetings Harlekin   Share this post Link to post Share on other sites
pSiKO   124 Posted May 22, 2021 3 minutes ago, Harlekin999 said: is it possible to deactivate the red exclamation marks, which indicate enemy locations?  hi, yes in server params try  FancyInfo = 0;  you can even remove all Opfor markers with  HideOpfor = 1; Share this post Link to post Share on other sites
pSiKO   124 Posted May 22, 2021 1 hour ago, 1212PDMCDMPPM said: Hello pSiKO, seeing how succesfull the SOG Prairie Fire CDLC is, shall I advise to add US NAM, ARVN, VC and NVA to your supported faction ? 🙂  Thx !  copy!  added to todo list  I will need some help to make all theses classmap !! Share this post Link to post Share on other sites
pSiKO   124 Posted May 22, 2021 9 hours ago, varrkan_ua said: I mean not actually that. I'm about to disable payment for default loadout at all if player goes below some limit of Ammo or to change its cost to some symbolic price.   oookay !  not easy to balance with others players, free stuff break the economic model. (just sell the free stuff, to be millionar !!) even with a symbolic price you will end with zero ammo.  managing your resource is a part of the game.  I still can find a solution 🙂 Share this post Link to post Share on other sites
varrkan_ua   6 Posted May 22, 2021 47 minutes ago, pSiKO said: just sell the free stuff, to be millionar But you could prohibit selling things from free loadout... Share this post Link to post Share on other sites
zegolem   1 Posted May 22, 2021 Hello! Just returning back to Arma after a big loaded week of work, thanx for the update for EricJ Weapons, it's working nicely!  The new approach for mods looks promising! Share this post Link to post Share on other sites
varrkan_ua   6 Posted May 22, 2021 @pSiKO is it possible to disable Ammo decrease for respawn? Share this post Link to post Share on other sites
pSiKO Â Â 124 Posted May 22, 2021 21 minutes ago, varrkan_ua said: @pSiKO is it possible to disable Ammo decrease for respawn? Â nope directly, because it's linked to your stuff cost and this calculation is used everywhere. Â but, I can add a parameter to enable/disabled payments for initial loadout (and respawn). Â I don't want to alter the sell system , by adding a blacklist (which need to be updated, and different for each mod) Â Â Â Â Share this post Link to post Share on other sites