pSiKO 124 Posted December 7, 2021 hi, default classnames: scripts\shared\default_classnames.sqf for supports and building: scripts\shared\classnames.sqf side classnames definition is located in mod_template folder mod_template\<Mod Used>\classnames_west.sqf (all units for player side) mod_template\<Mod Used>\classnames_east.sqf (mostly for recyclable units) Share this post Link to post Share on other sites
Fiero_185th 1 Posted December 10, 2021 Hi. Can You check few things on Tanoa (not sure other maps) ? -Thermalvision dosn't work in vehicles. It's working just fine in "nightstalker", special helmets, but for some reason not in vehicles. -When I buy/build "spartan" rocket launcher I cannot connect as gunner. I can be gunner when "spartan" is spawn in Zeus mode. -"Bobcat" only refuel and fix demaged vehicles, it cannot rearm them. Share this post Link to post Share on other sites
pSiKO 124 Posted December 10, 2021 hi, thank for feed back! Quote -Thermalvision dosn't work in vehicles. It's working just fine in "nightstalker", special helmets, but for some reason not in vehicles. my bad, I forgot to check the "Enable Thermal equipments" for vehicles (fixed in next release) Quote -When I buy/build "spartan" rocket launcher I cannot connect as gunner. I can be gunner when "spartan" is spawn in Zeus mode. yes, because they have integrated AI (as gunner), I can plan to add a switch about this.... Quote -"Bobcat" only refuel and fix demaged vehicles, it cannot rearm them. strange ! the behaviour depend on side you play (Bluefor/Opfor/etc..) for example, in file "mod_template\A3_BLU\classnames_west.sqf", you found vehicle_rearm_sources_west = [ "B_APC_Tracked_01_CRV_F" ]; I just test with Bluefor and it works (note that there is a cooldown between each refill) Share this post Link to post Share on other sites
pSiKO 124 Posted December 13, 2021 Hi all, a new update is out (github) add the FOB sign (owner + hof) add Advanced rappelling integration + rewrite ejection add the disable_death_chat server option add the possibility to define a fixed price for the item in loadout add more time to defend the city add penalty for death / injured add damage manager for static AI (10 times more armor) add automatic AI repair (like ammo) fixed vehicle respect GRLIB_thermic fixed not overloading unit when handing in ammo add more objects (pawnee, lamps) need testing before steam update have fun! 1 Share this post Link to post Share on other sites
varrkan_ua 6 Posted December 13, 2021 56 minutes ago, pSiKO said: add penalty for death / injured Sorry, could you please describe more this behaviour? Share this post Link to post Share on other sites
socjoe 10 Posted December 13, 2021 Updated and can now play. How do we get commander/Zeus working? Share this post Link to post Share on other sites
zegolem 1 Posted December 14, 2021 Hello! You need to play as commander and login as admin. Share this post Link to post Share on other sites
pSiKO 124 Posted December 14, 2021 20 hours ago, varrkan_ua said: add penalty for death / injured Sorry, could you please describe more this behaviour? the Idea is to limit rushing/careless of tactics when you are wounded (and at least rank > CORPORAL) you've got a small penalty (from 1 to 3 xp points) and if you respawn, another penalty (from 10 to 30 xp points) Share this post Link to post Share on other sites
zegolem 1 Posted December 14, 2021 That's a good one IMHO, because it's easy to count on your teammates and rush stupidly especially with a tent near (if you planed your assault well 😉 ). In the same idea, I wondered if it could be possible to let some of our IAs die after too many "deaths" to avoid the "we are enough in the center of an assault place to die repeatedly till the enemy was bored enough so we counter attack" situation (lived once 🙄 ). 1 Share this post Link to post Share on other sites
varrkan_ua 6 Posted December 14, 2021 6 hours ago, pSiKO said: the Idea is to limit rushing/careless of tactics when you are wounded (and at least rank > CORPORAL) you've got a small penalty (from 1 to 3 xp points) and if you respawn, another penalty (from 10 to 30 xp points) Hm... Could it be done as a configurable behaviour? Or, at least, to make a check about is there someone near a wounded who can help (AI or a teammate). Share this post Link to post Share on other sites
varrkan_ua 6 Posted December 16, 2021 @pSiKO is it possible to change player's marker color on the map for example into an orange, if a player is in unconscious state? Share this post Link to post Share on other sites
pSiKO 124 Posted December 16, 2021 3 minutes ago, varrkan_ua said: @pSiKO is it possible to change player's marker color on the map for example into an orange, if a player is in unconscious state? that's a good idea ! should be possible I look how to set it 1 Share this post Link to post Share on other sites
varrkan_ua 6 Posted December 16, 2021 1 minute ago, pSiKO said: that's a good idea ! actually that's not mine. It's from Apex Framework, if I remember right. so, thanks for idea to @fn_Quiksilver. Share this post Link to post Share on other sites
Komaros 10 Posted December 16, 2021 i will also try to adapt objectives from Apex_Framework to lIberation as side missions, just started learning that 😛 but it will decrease performance... BTW on my server i have deactivated FAR Revive script, and it has now approx 30% more fps with 25+ players online Share this post Link to post Share on other sites
pSiKO 124 Posted December 17, 2021 hi, good news try to use the a3w framework already present note: PAR Revive script is client side only, so it shouldn't impact the server perf Share this post Link to post Share on other sites
Komaros 10 Posted December 17, 2021 than how? we still use FAR from your old framework. Than maybe if clients have better performance, than overall server got more fps? Share this post Link to post Share on other sites
pSiKO 124 Posted December 23, 2021 maybe, surely if client run faster, the server don't wait for them I'll investigate this Share this post Link to post Share on other sites
pSiKO 124 Posted January 3, 2022 Mission Update Happy new year !! - store player stuff in the grave box - re activate vehicle auto defense - Update Simplified Chinese and add Traditional Chinese (thanks to mihuan-0) - Reformating stringtable.xml. (thanks to Varrkan82) - limit tents per player - add FOB owner - add select duration for day and night - add store player stuff in the grave box - add CUPS USMC template (tanks to Cobr4) - fix OPTRE file path - fix paratroopers logic - rewrite update side missions - rewrite civilian manager - code clean-up - others fix 🙂 - add R3F template (tanks to Cobr4) - add FFAA_SPAIN template (tanks to Cobr4) Summary of MOD template available: MOD Preset - Friendly: A3 NATO A3 CSAT A3 AAF CUP BAF Desert CUP USMC R3F WEST Desert R3F WEST Wood RHS USAF RHS AFRF FFAA SPAIN Desert FFAA SPAIN Wood GM WEST GM WEST Winter OPTRE West WS UNA MOD Preset - Enemy: A3 CSAT A3 NATO A3 AAF A3 CSAT Urban CUP Takistan EJW Taliban R3F WEST Desert R3F WEST Wood RHS USAF RHS AFRF FFAA SPAIN Desert FFAA SPAIN Wood GM EAST GM EAST Winter OPTRE East WS FIA 1 Share this post Link to post Share on other sites
muzashi1964 10 Posted January 3, 2022 Hi pSiKO, really having a great time with your updated RX Lib. However, I have a question - when the Sidemission (Wrecked aircraft - pilot rescue) spawns, after a while the marker disappears, so we cannot find the mission on the map. (We were busy taking a town, so did not take notice of the location of the Sidemission). It has happened a few times now, so it locks Sidemissions until we find it. Is there any way to find this mission or re-trigger the marker? Maybe put the location in a briefing? And sorry if this has been asked and answered. Share this post Link to post Share on other sites
pSiKO 124 Posted January 3, 2022 hi muzashi1964 thanks for your feedback ! note that these side mission are time limited you have the remaining time for each mission displayed with the mission's marker the default time for completing a side mission is 60 minutes if I misunderstand you, feel free to explain me in details Share this post Link to post Share on other sites
Screenfacer 2 Posted January 3, 2022 Why did you remove headless client support? I'm an idiot Share this post Link to post Share on other sites
muzashi1964 10 Posted January 4, 2022 Hi pSiKO, Thanks for the reply, but this is what happens:- The mission spawns, with a time limit, but after the time limit, the sidemission marker disappears. The sidemission stays active, so trying to start a new one is impossible. I have to try and find the mission with no marker, and then do the mission. This only seems to occur with the Aircraft wreck/pilot rescue missions. All the others fail after the 60 minutes time out, and a new sidemission then spawns, which is normal behaviour. Playing on Altis btw. Standard Nato and CSAT Mods: CBA_A3, Cup, JSRS, RHS, NiArms all in one, SMA. Hello pSiKO, whatever it was, seems to have sorted itself out. I restarted the server and it has not re-occurred Thanks I do have another question. Is there any way to turn off the redeploy and HALO for human squad members? Human players spawn in the air with no parachute when I HALO in as squad leader, I would rather have the human players pick their own deployment or HALO sites. Cheers Muz Share this post Link to post Share on other sites
pSiKO 124 Posted January 6, 2022 Hi Muz, very good point! I'll will disable the follow Halo/Redeploy for the others human players in a squad. Thanks Share this post Link to post Share on other sites
Fiero_185th 1 Posted January 6, 2022 2 hours ago, pSiKO said: very good point! I'll will disable the follow Halo/Redeploy for the others human players in a squad. Finally 🙂 Can You also do something with mobile spawns and restore them as they were ? They losing ability to spawn when they unlock/abandon. 1 Share this post Link to post Share on other sites
pSiKO 124 Posted January 6, 2022 2 hours ago, Fiero_185th said: Can You also do something with mobile spawns and restore them as they were ? They losing ability to spawn when they unlock/abandon. for mobile spawns, you can choose how many spawn points you want to allow (MaxSpawnPoint) for abandoned spawn points (tents or vehicles abandoned by the player), another player must take ownership (by locking vehicle or by packing / unpacking tent) for locked spawn points (vehicle only), they do not appear on the spawn list (and do not count as a resource) Share this post Link to post Share on other sites