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@pSiKO Sorry for constantly asking questions, but I'm wondering why do you disable the AI attack feature? Shouldn't they at least cover the medic while he revives the player?!

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You are very welcome !

 

13 hours ago, Leopard20 said:

@pSiKO why do you disable the AI attack feature? Shouldn't they at least cover the medic while he revives the player?!

 

As my avatar say: You're fu**ing damn right !! :)

 

I'll  try so many orders and code to stop them, I was a bit desperate !

 

I'll remove enableattack false .

 

btw: Tanoa Beta is out :)

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Nice job i really enjoy playing this version of liberation.

I got a question about the arsenal, if i want to port this mission on an other map with the RHS mod, the script will detect the Faction loadout ? or i need to enter each classname ?

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Hi

to add another asenal, you have to edit the file :

"scripts\loadouts\*" to add a new layout for RHS, and customize unit equiipments.

"core.liberation\scripts\shared\classnames.sqf"  to add new units , vehicle (air/tank),  building.

 

maybe tweaking a bit R3F logistics to enable support for new items  (like "core.liberation\R3F_LOG\addons_config\Liberation.sqf")

"core.liberation\addons\LARs\liberationArsenal.sqf" to choose arsenal side (and blacklist) and take a look at "fn_createList.sqf" to build new arsenal list

this code come from Larrow (https://forums.bohemia.net/profile/770615-larrow/)   who can help you on this library

 

(btw : many, many, thanks Mr Larrow,  you teach me so many things !)

 

Mission is now available on all A3 official Maps,

I plan to port on some CUP Island (there is a beta on Takistan)

 

I add "spawn beacon" items recently, the mission core code is updated frequently

 

Thank a lots for your interest !

 

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Open question :

 

- how to find all tents on a map ?

 

I can't use 'vehicles' function  , because tents are objects.

So , I use smtg like :

} forEach nearestObjects [player, ["Land_TentDome_F"], 9999];

 

but I'm not very pleased, plus you have a 'hardcoded" radius   !

 

 

-  how to spawn an object in front of a player (really!) ?

 

I use this code

_pos = _caller modelToWorld [0,1,0]; createVehicle ["Land_TentDome_F", _pos, [], 0, "NONE"];

but the object is not always in front of player (almost never :) )

 

thanks for the fish

 

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"core.liberation\scripts\shared\classnames.sqf"  to add new units , vehicle (air/tank), soliders.

 

So the classname_extension.sqf is not working for change the unit ?

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I have a lot of confilct when I use both files.

 

so I decide to use only "shared\classnames.sqf", it's much simpler for me.

i keep "classname_extension.sqf" empty as a model

 

that act the same :)

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btw I see in orginal LIberation mission (0.923) a layout for rhs, and many reference

 

LibRHS.png

 

I can look to re add rhs support

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53 minutes ago, pSiKO said:

- how to find all tents on a map ?

 

Hello there pSiKO !

 

Try this:

I don't know though , if you have this in mind .

{
	//if (typeOf _x in _array) then 
	if (_x isKindOf "Land_TentDome_F") then 
	{
		_marker = createMarker ["Tent" + str(_forEachIndex), getPos _x];
		_marker setMarkerShape "ICON";
		_marker setMarkerType "mil_marker";	
		_marker setMarkerColor "ColorYellow";
		_marker setMarkerSize [1,1];
		_marker setMarkerText "Tent"; 
	}; 
} 
forEach allMissionObjects "All";

 

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Hi George,

 

you make my day !

On 29/06/2018 at 6:52 PM, GEORGE FLOROS GR said:

forEach allMissionObjects "All";

 

the meaning of this is to monitoring some objects on the map, like my beacon tents

 

thank you very much for the help

 

 

add note:

parsing "all" object is very depending, we can use :

} forEach allMissionObjects "Land_TentDome_F";

 

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1 hour ago, pSiKO said:

-  how to spawn an object in front of a player (really!) ?

 

Try:

(and play with the numbers to get the position)

_Object1_Pos = player getRelPos [1, 12];
createVehicle ["Land_TentDome_F", _Object1_Pos, [], 0, "CAN_COLLIDE"]; 

 

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ok, I'll test this,

maybe the key is 0 radius plus  "CAN_COLLIDE"

 

update:

 

I test the both solution and they work very fine !

making the action more friendly

 

once again, thx a lot george ;)

 

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6 hours ago, pSiKO said:

I have a lot of confilct when I use both files.

 

so I decide to use only "shared\classnames.sqf", it's much simpler for me.

i keep "classname_extension.sqf" empty as a model

 

that act the same :)

I ask that cause i already got 3 classname_extension.sqf for different faction USA, French, Turkish, Islamic coallition, i just need to replace this file i will try it and see if its work.

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On 29/06/2018 at 12:06 PM, pSiKO said:

I have a lot of confilct when I use both files.

 

so I decide to use only "shared\classnames.sqf", it's much simpler for me.

i keep "classname_extension.sqf" empty as a model

 

that act the same :)

I just think about something you mean there is conflict for the side arsenal if i use the classname_extension ?

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15 hours ago, damsous said:

I just think about something you mean there is conflict for the side arsenal if i use the classname_extension ?

 

Yes, I experienced missing vehicles, and others "fuzzy" behaviors !

keeping all units class in a single file make the update/change easier

 

 

On 30/06/2018 at 12:09 AM, damsous said:

I ask that cause i already got 3 classname_extension.sqf for different faction USA, French, Turkish, Islamic coallition, i just need to replace this file i will try it and see if its work.

 

I'm very interested about your  classname_extension.sqf  customization, could I ask you to send me one of these files ?

 

 

On 29/06/2018 at 7:17 PM, GEORGE FLOROS GR said:

_Object1_Pos = player getRelPos [1, 12]; createVehicle ["Land_TentDome_F", _Object1_Pos, [], 0, "CAN_COLLIDE"];

 

after more testing, it appears that :

 

for backpack item only,  others items ,I've tested (like tents) works fine all the time :

 

for medium or long  range ( > 4m )  it's work fine , object placed at expected position.

but for short range (~ <4m)  object are still paced in a random position ,in sort of 'safe zone" around the player.

 

I try these codes without success :)

_pos = player modelToWorld [1,0,0]; 
_pos = player getPos vectorAdd [1,0,0];
_pos = player getRelPos[1, 0];

createVehicle ["B_Kitbag_Base", _pos, [], 0, "CAN_COLLIDE"];

 

I want to mimic the behaviours when you drop your backpack manually (and it stand on your feet)

player action ["PutBag"];

 

 

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There an other thing that need to be tweaked to get better performance and better gameplay experience especially in big town 

 

-you can increase the sector size to 300 in gameplay_constant.

-Reduce the amount of IA that spawn inside the building and increase the radius here :

"scripts\server\sector\manage_one_sector"

 

try with this value : (line 15)

_building_range = 200;

 

if ( _sector in sectors_bigtown ) then {

blablabla.....

_building_ai_max = round (30 * _popfactor) ;
_building_range = 300;

 

if ( _sector in sectors_capture ) then {

blablabla.....

_building_range = 150;

 

if ( _sector in sectors_factory ) then {

blablabla....

_building_ai_max = round ((floor (20 + (round (combat_readiness / 10 )))) * _popfactor);
_building_range = 200;

 

 

I also modify something because it can be a pain to find 3 last guy that just wait in their room :

"scripts\server\ai\building_defense_ai"

 

change to this value :

_unit setUnitPos "AUTO";
_unit enableAI "MOVE";
_move_is_disabled = false;
_resume_movement = true;

 

 

With this setting we got a solid 30-45 fps client side in big town.

 

 

 

 

 

 

 

 

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I got a question about the special side mission (rank colonel) my score is up to 1000 and i didn't find how to activate this new mission, i try it at the FOB and Chimera, i can just do the side mission (FOB, Convoy, Rescue)

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thanks a lot for the tweaked to get better performance, I implement them right now !

 

why you don't change "sectors_military & sectors_factory" range ?

Original "GRLIB_sector_size" is  1000;  I changed to 300

 

in fact "The special side mission" is an (abusive) term for the original Commander's sides mission witch is not accessible to player before the rank of colonel.

 

when, the base will be stable enought,

I plan to add underwater and others specific sides missions (in relation of your customization of classname_extension.sqf )  in a3w format

 

update: pbo updated

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4 hours ago, pSiKO said:

why you don't change "sectors_military & sectors_factory" range ?

Original "GRLIB_sector_size" is  1000;  I changed to 300

 

Be carefull GRLIB_sector_size its the activation radius, maybe 300 its a little bit short maybe 500-800 can be a good deal

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5 hours ago, pSiKO said:

in fact "The special side mission" is an (abusive) term for the original Commander's sides mission witch is not accessible to player before the rank of colonel.

Im colonnel the mission are not showing, in the secondary objective

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Got an other question, we have trying the tk punishment, and me and a friend are banned from our server how can i remove the banned player ?

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18 hours ago, damsous said:

how can i remove the banned player ?

 

You can't by yourself

the server need to be restarted to clear the TK bans list

(maybe and update to add a dialog to remove ban; but I suffer a lot in editing dialog !)

 

 

it's possible to use the  BE ban filter instead

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23 hours ago, damsous said:

Im colonnel the mission are not showing, in the secondary objective

 

thank for the info, I'll check

 

there was an update,

secondary objective are now available from the rank of Major

 

update: 

 

the last version is working properly

update your .pbo

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