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hello 

dear. pSiKO

 

Please let me know how you can limit your free use of limited Arsenal loadout

The current mission map has very limited Arsenal loadout

 

I would really appreciate it if you let me know how to solve the restriction.

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Hi niveatt,

 

I'll push an update that allow you to enable/disable the limited arsenal. (in Parameter Options)

 

with LimitedArsenal = No

you cannot see all items in the menu,  but you can use any existing layout.

 

for example , you can't see "ViperSP" suit but you can use it from a saved layout

 

let's me knows

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On 2018. 7. 25. at 11:32 PM, pSiKO said:

Hi niveatt,

 

I'll push an update that allow you to enable/disable the limited arsenal. (in Parameter Options)

 

with LimitedArsenal = No

you cannot see all items in the menu, but you can use any existing layout.

 

for example , you can't see "ViperSP" suit but you can use it from a saved layout

 

let's me knows

 

Thank you very much :)

I wish you more success

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You're welcome :)

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Any chance of ACE support?

The biggest issue, (Outside of the revive system needing disabled/removed, and the AI portion changed to look for ACE states and what not)

Look at ace_medical_lastDamageSource or https://github.com/acemod/ACEX/blob/master/addons/killtracker/XEH_postInit.sqf

Basically, handledamage has problems because ACE script handles the killing blow.

So this means you can't get points for killing stuff.

Maybe instigator works? I have no idea.

setShotParents is used for ACE explosions, which makes the explosions work I think.

Some more snippets that might be helpful?

_UNIT addEventhandler ["killed", {
    params ["_unit" ,"_killer"];
    _killer = if (isNull _killer) then {
        _unit getVariable ["ace_medical_lastDamageSource", _killer];
   } else { _killer };

   // do your stuff
}];

Oh nice, I guess the stable release of Liberation has ACE support, lol

I patched in the changes to the killmanager.

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Hi,

 

I dont knows very much how the ACE mod works,

 

but if I understand correctly, when ACE mod is present,

I have to update my kill_manger to support the case when killer is null.

 

that sounds feasible, I don't promise anything , but I'll try to fix it

 

thanks fro the snippets

 

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Hi,

 

I push an new update,

 

ACE should work (not tested)

 

ammo count is now per player

better medic + healing

IA reammo from ammobox

portable respawn beacon

 

+ lot of change/bugfix !

 

feedback welcome :)

 

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Diabling FAR revive in the mission parameters as well as changing the default to "disabled" has not worked for me. It seems to always load and start up with FAR revive initialized which makes it impossible to play with Ace-Medical. 
So maybe this is a bug on my side only or if i'm doing something wrong perhaps. But i can't disable the script. 
Ace3 has been around for ages as well @Psyko it pretty much does half of all the things you guys have scripts for (logistics,player marking,medical,...)
Having a fully compatible mission file with ace is a big plus and dar i say almost a requirement when it comes to Arma.

There are ways to detect if the server has Ace enabled and turn off the revive script and others by default. the Antistasi file for example does an awesome job at it. It auto detects what mods are loaded and turns off unnecessary scripts.

Because of the hierarchy as well i don't seem to be able to just not initialize FAR itself. aka i comment out the line        [] execVM "addons\FAR_revive\FAR_revive_init.sqf";

however doing so makes every other script in the file go nuts and half of them just don't start at all.

 

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I Have the Same Problem Like @ShadowFoxBE. Cant disable it whitout issues . The Far Revive have a nasty bug, Ai's can revive ,but mates not , can only stabilize the player and nothing happend

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Hi,

 

I've made some update (loading order, recycle, veh ownship, painting, etc)

 

I don't test with FAR  deactivated, because the iA is hard coupled to  FAR (and vice versa), 

so its probably my code that doesn't handle the case correctly.

 

I'll investigate this shortly !

thank for your support !

 

 

update: I've push an update to fix disabling FAR,

you keep unstuck IA, base protect, auto earplug, vehicle permission,  but you loose the TeamKill protect

 

tell me if it's works :)

 

 

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new update,

 

now the IA follow you when you redeploy between spawn/fob,

it's even work for halo jump, making your bot paradrop with you :)

 

I also rewrite the beacon manager code and add a recycle option on owned vehicles (independent from the Recycle right)

 

btw, today I push it on Workshop

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A few weird bugs that we've noticed in our community so far.
- Sometimes halo dropping teleports the guy next to you with you. And he doesn't get a parachute and just splatters.

- working with ace the game will sometimes just full on crash on a cookoff of a vehicle and/or going down/getting downed.

I'll try and recreate some of them and grab the .rpt files etc. but i'm quite busy irl atm sadly.

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Hi,

 

I'll take a look to the halo jump code,

I've also update the IA revive to be more efficient.

 

I'll post news here,  thx for your support

 

update: 

ACE3 compatible

better medic

better halo

minor fix

 

please check

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Also this coming form a more "tactical" kinda community. It would be cool to have an option to disable the text scrolling across your screen for new objectives,stats,...
As that has gotten me and mates killed aiming at a guy and just randomly have that scroll past your screen.
Tbh the mission alerts themselves i would just make as a regular arma missions pop up as it's less intrusive. 
The stats for example would be better if it only popped up once after entering the radius of an FOB.
And lastly the locking of vehicles is a little bit weird imo. i'm not entirely sure how it's supposed to work so if you could illuminate that a bit then i can formulate a better opinion on it.
It also seems that we can't move/recycle walls to the FOB at the beginning which is a bit annoying as when you accidentally place a wall down badly theres no way of getting rid of it.

On a good note though so far no crashes with ace and the scores are working just fine atm. (without revive on for the AI)

PS:
The bug where someone halo dropping drags people around him with him is still happening. However someone halo'd and it dragged a bunch of layers with him and he wasn't near any of them.
Something is giving us a bunch of magazines every now and then at random when we're near the FOB building. Filling up our entire inventory with mags.
Fiendly fire messages keep popping up at random. when you get shot by Opfor take damage from crashing into stuff etc.
Also whatver the "contact markers" are feels quite unnecessary. It kinda ruins immersion as well as most of the time they're not at all accurate ad just really confusing.
 

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Hi ShadowFox,

 

I'm agree with you and when I was playing more with friends,  I arrived to some close conclusion.

 

to summarize to-do :

 

-  option to change scrolling text into hintSilent information

-  option to remove little contact (?) marker

- player stats show only near FOB

- maybe disabling auto support (rearm/healing)  when ACE is present

 

"the mission alerts themselves" you mean when a city or fob is attacked ?

 

I cannot reproduce the halo jump bug alone, it's only in ACE ? 

I must do more test in mp, or you can give me a scenario to reproduce the issue,  anyway I rewrite the logic, maybe it's better ? !

is this bug also occur when you redeploy ?

 

I've update the recycle action to allow new player to remove basic items (wall, arsenal, tent, etc) and their owned vehicles, I can add more items if needed

 

I rewrote the locking system to be more clear , it work as follow :

 

- when you build vehicle, It's belong to you, only you and your AI have full access,  (recycle/lock/abandon/paint )

at this point only you and your AI can be driver or gunner , other people can only go in cargo and see vehicle 's inventory.

 

-when you lock the vehicle, it become a 'brick',  no one can enter or view the inventory, (you can tow it anyway)

 

- when you abandon the vehicle, it become 'public' (like captured opfor vehicle) everyone can use it (driver/gunner)

and the first one that 'lock' the vehicle become the owner.

 

note:  when server restart all owned vehicles are locked by default.

           some support vehicles cannot be locked/recycled (repair pickup, small fuel truck, huron, fob truck, static weapons (AA/AT/MG), etc..)

 

Again, Thank a lot for your report, I'll try to fix them shortly, I keep you informed here

I'm glad ACE works even if it's need more test !

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new update out !

 

- option to change scrolling text to classical mission Info  (FancyInfo server param)
             and remove little contact marker.
             
- do not show player stats (HoF) when in combat

- disabling auto support (rearm/healing) when ACE is present (due to ammo type)

- auto support works with static AC/AA/MG


- possible fix for halo jump

- new player can recycle basic items

 

please check !

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Hi Shadowfox,

 

I don't think, it's a good idea, (for a public server at least), it's a part of the "bad player protection system" ;)

if it's very annoying for you, I can plan to add an option to disable it.

 

btw, new update out :

- radiotower need to be destroyed to capture point

- keep you AI in game, even if your restart your client (crash/ reboot)

- Enemy vehicle are no more saved when FOB is under attack

- Static AA/AC/Mortar auto re ammo (with support Box)

- A new menu to call for Air Support (drop random vehicles depending on your rank)

- A new menu to clear vehicles cargo

- A new menu to copy your stuff to your AI (cool !)

- The loadout of player /AI now  cost ammo (price is calculated with the currrent loadout)

-  Add ingame sound.

- Random enemy behaviour when capture city

- New repaint menu (official textures, custom textures and plain color)

- better medic

- add Grenade when GL weapon is used

- lot of bug fix (2D distance, ruins delete, etc..)

 

 

have fun !

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Hi!,first,  thanks for this great Liberation edition.

Just a stupid question about repaint feature, repaint menu only appears when the vehicle is locked, and when I acces the repaint menu and I pick a texture , and try to apply it , it says : "vehicle is locked"... so I cannot change the color, because as I said , the repaint menu only appears when the vehicle is locked.

am i doing something wrong?.

 

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Hi luciux,

 

9 minutes ago, luciux said:

am i doing something wrong?. 

 

Absoluty not !! :)

 

There was a bug in previous release,

I fix it !  now all vehicles actions are grouped in the same menu (and works correctly)

 

Thank you for reporting

 

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Hi folks,

 

new update out !

 

auto ban for -30 pts score

air drop sound

A3 update fix

Static reammo from FOB

no mines in Chimera base

dead vehicles engine  sound bug

...

and lots of bug fix

 

please enjoy !

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Hi folks,

 

new update out !

 

your vehicle colour is saved
you can recapture prisoners (unlimited)
a better menu manager
a better halo jump
dynamic squad size (increase with rank)
dynamic message information (no display when in fight)
a new build FOB manger (avoid duplicate)
a price balance, new AI price
compensation when AI is deleted
some new weapons in arsenal (LIM-85,ADR-97,CAR-95)
two new static weapon for base defence (Praetorian 1C & Mk45 Hammer)

total clean-up of R3F database.

 

and lots of bug fix 🙂

 

please enjoy !

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hi tanks for very good liberation

 

i have some problems

 

stamina doesn't work on tanoa map

how can i use AI back pack

 

 

 

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Hi,

 

The Stamina can be changed in server settings (in lobby), by default the Stamina is off on all map.

 

if you mean using AI backpack to put item in them, I personally use a vehicle to exchange item with AI.

once the AI is in the vehicle ,  use '6' + Inventory menu to acces AI stuff.

 

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