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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)

 

 

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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.

 

 

 

 

 

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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)

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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!

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56 minutes ago, pSiKO said:

 

add penalty for death / injured
 

Sorry, could you please describe more this behaviour?

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Updated and can now play. How do we get commander/Zeus working?

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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)

 

 

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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 🙄 ). 

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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).

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@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?

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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

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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.

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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 

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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

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than how?

we still use FAR from your old framework. Than maybe if clients have better performance, than overall server got more fps?

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maybe,

surely if client run faster, the server don't wait for them

 

I'll investigate this

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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

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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.

 

 

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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

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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

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Hi Muz,

 

very good point!

I'll will disable the follow Halo/Redeploy for the others human players in a squad.

 

Thanks

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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.

 

 

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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)

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