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Congratulations for the work you do and for your results, I would like to know if it is possible to solve a problem with the mod... "Advanced Sling Loading Refactored", which after a death, disappears from the menu to use it, perhaps the creator of the I should find a solution myself but the strange thing is that it only happens to me with this mission, thanks.

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9 hours ago, gapone said:

Congratulations for the work you do and for your results, I would like to know if it is possible to solve a problem with the mod... "Advanced Sling Loading Refactored", which after a death, disappears from the menu to use it, perhaps the creator of the I should find a solution myself but the strange thing is that it only happens to me with this mission, thanks.

Hi

 

thanks for kind words 🙂

I can take a look on this mod

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Hi all people!

I have committed two MODs recently:

 

can be used as mod template creation too.

cause, I face some lake of information, before I can build a working mod.

 

 

- DogMod

 the dog logic (find enemies, warn danger, report wounded, bring weapons, etc..)

support Dog model from MRF 🙂
can be used on any mission, just load the Mod.

Steam WKS : https://steamcommunity.com/sharedfiles/filedetails/?id=2995881614

Github : https://github.com/tbox1911/LRX_MOD/tree/main/LRX_Dog

 

 

- PAR Revive

complete AI vs Player vs AI revive system

based on the great work of "Farooq" and  "Pierre MGI", (I own you you so much!, one day,  I'll take a beer with you! )

heavily adapted !

 

can be used on any mission, just load the Mod.

all units in your group will be protected.

 

Steam WKS : https://steamcommunity.com/sharedfiles/filedetails/?id=2996342068

Github : https://github.com/tbox1911/LRX_MOD/tree/main/PAR

 

Feedback welcome !
I played the classic missions with the mods and it was great!

 

btw: last version of LRX add new fix / features:
 

- Artillery support

- TF Radio support (at least !)
- ACE HC client fix

- Side Mission localized ! ( thank Varkkan!)

- Vehicles Air drop fix
- New side mission "Kill the Officer"
- RHS mod upgrade

 

a fistful of bugfix!

 

Have fuuuun !

 

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Dog enhancement:

  • dog bring back gun / launcher
  • dog patrol and attack
  • passively detect mines
  • each dog have a unique voice/tone
  • add dog marker (real time)

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Excellent all the improvements you do, I love them, thanks for the fix of the mod... "Advanced Sling Loading Refactored". One more thing about the mod... "Project injury Reaction (PiR)", I like it a lot and I would like to know if it is possible to implement its compatibility with Liberation RX, I haven't tried it in your latest updates but at first we couldn't revive or Heal us, maybe you could disable the RX respawn time, I hope you understood, thanks.

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hi!
thanks for kind words,

disabling PAR when "Project injury Reaction (PiR)" is loaded? sound ok to me.

btw, did you know the configpath of this mod ?
like (configfile >> "CfgPatches" >> "task_force_radio") or  (configFile >> "cfgPatches" >> "ace_main")

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hello, can you help me solve an issue? I'm trying to test my preset running on the chernarus 2020 map (using a fork) but im running into an issue where no matter what faction preset i choose (including my own) the game seems to revert to the default NATO and CSAT. Attached is the PBO I am using. the preset im attempting to test is "CDF_GSFL" using the green sea foreign legion mod.

 

https://drive.google.com/file/d/1z9uhfFQPW9hD_v2WfhpI6224-DWJNn7V/view?usp=sharing

 

 

 

 

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hi Garuda_,

I'll take a look,  I let you know

 

I don't have nor the map nor the cdf  mod here, so I just look at syntax or missing info.

the edition you made seems good tome, nice work


just one thing is missing:
in the file mod_init.sqf, you miss an array:


GRLIB_mod_list_name = [

    ["A3_BLU", "ArmA3 NATO"],

    ["A3_OPF", "ArmA3 CSAT"],


which define a "texte" description for a template.
so maybe you just need something like
...
["CDF_GSFL", "Sea Foreign Legion"],
..


note :since you have make the file for enemy side (classnames_east.sqf), you can also add it to enemy list (GRLIB_mod_list_east)

 

test and tell me.


just to be sure I understand correctly,

you start the mission,

you login as admin,

choose to open settings at startup (mission parameter in lobby) or use the Mission settings when in game.
you select CDF as your friendly side, then save the settings
logout, exit lobby

re connect (as normal  player) and start the game normally.   (you should spawn in the correct template)

If this still fail, I need to read the server rpt file to diag the issue. (for better effect start the server with: -showScriptErrors)
and send me the server.rpt file plz

 

 

 

 


 

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Hello pSIKO,

 

One word ..... thx , thx , many thx ... we play with your scénario since 6month ( in private server) and i have one word ! super !!

 

bon mon anglais est pas terrible, mais en Français c'est pareil : génial ! très bon boulot.

 

j'en profite, pour une petite question : sait tu ou on modifie les heures de jours et nuit, pas trouvé dans le scénario ni dans l'éditeur , je trouve que les limites et facteurs de temps.

 

good job.

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merci mon copain!

les heure de lever/coucher du soleil, sont particulier à chaque carte (et meme a la date saison)

du coup tu trouvera ca dans le fichier:  gameplay_constants.sqf de chaque map.

et dedans:
 

GRLIB_nights_start = 19.5;

GRLIB_nights_stop = 4.5;


soit,  la nuit commence à 19h30 et fini a 4h30

vote on Steam !!

 

-----------------------------------------------------

 

thank you my friend!

 

sunrise/sunset times are specific to each map (and even to the season date)

 

so you will find it in the file: gameplay_constants.sqf of each map.

 

and inside:

 

GRLIB_nights_start = 19.5;

GRLIB_nights_stop = 4.5;

 

that is, the night begins at 7:30 p.m. and ends at 4:30 a.m.

 

Voting on Steam!!

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( voté ... check ... ) 🙂

 

pour le temps, je vois que c'est les heures à laquel la multiplication horaire peut changer en fonction du day/night :

 

_accelerated_time = GRLIB_day_factor;

    if (daytime > GRLIB_nights_start || daytime < GRLIB_nights_stop) then {
        _accelerated_time = GRLIB_night_factor;
    };

    setTimeMultiplier _accelerated_time;

mais pas le declenchement de la nuit ou du jour, qui reste de 19h a 7h sur enoch ... altis, j'avais de 22 à 5 ( pour les même réglages )

 

ou alors je rate kekchose .....

 

sinon pas de soucis , je vais jouer sur l'acceleration .... 

 

bonne journée à toi.

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qu'on se comprenne bien.

 

moi j’accélère le temps quand je decide (un peu au jugé) que c'est le debut de la nuit, sur une map donnée, à une date donnée, à une heure donnée.

par observation in game.

idem pour le jour.

il n'y a pas de "declenchement de la nuit ou du jour" ca depend de la carte (de sa position géographique et de la date in game) et de l'heure (sur la montre in game)

si tu veux que le jour se lève plus tot, il faut se mettre en été à l'équinoxe.  mais tu pourras pas faire se lever le soleil a 3h du mat ! 🙂


si tu veux controller le debut du jour et de la nuit tu dois jouer avec "skipTime' pour avancer dans le temps.

--------------------

 

that we understand each other well.

I speed up time when I decide (a bit guesswork) that it's the beginning of the night, on a given map, on a given date, at a given time. by in-game observation. same for the day.

 

there is no "night or day triggering" it depends on the map (its geographical position and the in-game date) and the time (on the in-game watch)

 

if you want the day to rise earlier, you have to go to summer at the equinox. but you can't make the sun rise at 3am! 🙂

 

if you want to control the start of day and night you have to play with 'skipTime' to advance in time.

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Hello guys,

Don't forget to translate in English (there are some on line translator, if I'm right). Or, use private messages if you want to speak in native language.

Just some hints:

Yes Arma maps have sunset/sunrise, with a little difference between winter and summer (due to latitude, probably), but also moon phases along with date and season!

 

In debug console run: utils3 and choose your preferred date for a full moon. That can help when playing IFA3 or else, without NVG!

 

If you're familiar with astronomy, you can even recognize a true ceiling with true constellations and polar star is at North!

You can script of night or day, using the simple sunOrMoon command.

Usually, when I make a scenario without possible NVG (WW2), I'm setting date (and hour) with setDate on server, and I'm accelerating the night durations (in a loop).

 

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15 hours ago, pierremgi said:

Hello guys,

Don't forget to translate in English (there are some on line translator, if I'm right). Or, use private messages if you want to speak in native language.

Just some hints:

Yes Arma maps have sunset/sunrise, with a little difference between winter and summer (due to latitude, probably), but also moon phases along with date and season!

 

In debug console run: utils3 and choose your preferred date for a full moon. That can help when playing IFA3 or else, without NVG!

 

If you're familiar with astronomy, you can even recognize a true ceiling with true constellations and polar star is at North!

You can script of night or day, using the simple sunOrMoon command.

Usually, when I make a scenario without possible NVG (WW2), I'm setting date (and hour) with setDate on server, and I'm accelerating the night durations (in a loop).

 

 

 

Hello Pierre, sorry for that,I translate right now !

"If you're familiar with astronomy, you can even recognize a true ceiling with true constellations and polar star is at North!",  yep, this game is amazing !
I'll do the same for my mission, with a selectable factor for day or night

thanks for sunOrMoon command, I I didn't know it.

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On 7/8/2023 at 3:21 PM, pSiKO said:

hi!
thanks for kind words,

disabling PAR when "Project injury Reaction (PiR)" is loaded? sound ok to me.

btw, did you know the configpath of this mod ?
like (configfile >> "CfgPatches" >> "task_force_radio") or  (configFile >> "cfgPatches" >> "ace_main")


Thanks! It worked, it was simpler than I thought. I'm having only one problem, when I get hurt even if I press the space bar to die and return to the game, it doesn't, I'm left suffering on the ground and the only way to return to the game is to kill me or have a teammate heal me, I tried disable many features of the mod "Advanced Sling Loading Refactored" but apparently it is not a problem of the mod, thanks for your help.

Edited by gapone
was in spanish

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excuse me for my english and my "french in text", 🙂 thx pSIKO and pierremgi,

 

I understand what you mean pSIKO, and i'm ok for that.

 

interesting order (sunormoon) pierremgi , thanks !

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Hello @pSiKO,

 

Congratz for this very nice mission and work you did on it ! The configuration in-game is really good. But, we tried to play with ACE and we wanted to not use the ACE medical. I know there is a configuration inside a file but, would it be possible to add this configuration directly inside the mission as for the others configurations ?

 

In the meantime, could you confirm to me the way to disable ACE medical and keep your revive script ? (We are on dedicated server GTX Gaming)

 

Thank you a lot !

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On 8/11/2023 at 9:50 PM, generalgui said:

Hello @pSiKO,

 

Congratz for this very nice mission and work you did on it ! The configuration in-game is really good. But, we tried to play with ACE and we wanted to not use the ACE medical. I know there is a configuration inside a file but, would it be possible to add this configuration directly inside the mission as for the others configurations ?

 

In the meantime, could you confirm to me the way to disable ACE medical and keep your revive script ? (We are on dedicated server GTX Gaming)

 

Thank you a lot !

 

Hi buddy!

you can edit and save ace features when you open mod settings in arma and choose ace component.

if you want to make it persistent, export the ace settings and copy them in "cba_settings.sqf" file

to disable only ace medical, I go through the @ace folder (for me in S:\Steam\steamapps\common\Arma 3\!Workshop\@ace\addons)
and I delete all file starting by "ace_medical*"

 

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hey, hey soldiers !!

New LRX release is out:

New alternative ending mission !!
huge work on AI movements strategy
global clean up vehicle/objects (faster)

better end screens

add allow_redeploy Parameters
add Arsenal at FOB only Parameters

fix load squad in cargo
fix export game at start
fix ..., so many little things !

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Hello, in the initial parameters I no longer see the factions as the SOG DLC, maybe they are no longer there? Thank you!

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On 8/21/2023 at 2:35 AM, gapone said:

Hello, in the initial parameters I no longer see the factions as the SOG DLC, maybe they are no longer there? Thank you!


Mod template are now in a dedicated Mod named (LRX_Template)

https://steamcommunity.com/sharedfiles/filedetails/?id=3014195090

load this mod on client and server

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v1.8.26 is out!

add UFP arsenal filter
fix FOB reveal sectors
fix protect static
fix platoon & squad awarness info
fix static spawn in water
fix ai spawn in rock
fix priso anims mp

increase timer for despawn sector
allow enter to (locked) static

+ new template in LRX_Template

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v1.8.28

 

fix player marker, +ai name

weather server side only (avoid desync)

add little random in reward (kill enemy veh)

fix trap ied sound

add error msg for veh halo when loaded

rework clean vehicles, no more vehicle despawn randomly (I hope!)

fix empty parachutes

fix priso flee when redeploy/halo

taxi no trigger enemy sectors

fix save cargo/inv for vehicles in support (hmtt med, etc)

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hello guys i wanna play liberation rx altis in single player mode because playing at servers drives me crazy
is is possible to save progression of my game in single player mode or i need to have computer opened 24/7 with arma3? 

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7 hours ago, phcore69 said:

hello guys i wanna play liberation rx altis in single player mode because playing at servers drives me crazy
is is possible to save progression of my game in single player mode or i need to have computer opened 24/7 with arma3? 


hi,
that planned 🙂

just host local multiplayer session.

the mission save by itself the state of the game when you logoff.
you profile and state are loaded back when you reconnect to the mission.

(do not use Arma3 Save/Load feature)

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