Jump to content

Recommended Posts

5 minutes ago, Obyone90 said:

Hi,
 thank you for the huge work you are doing.
I found a strange bug, after being hit and respawned, players are immortal, even if hit by missiles or explosions.
By logging out and returning to the server the problem is resolved until the next death.

hi,

 

wow ! strange bug indeed !

on what map (island) does it occur ?

did you test with the last version on github ?

 

anyway, I take a look at code !

 

thanks

Share this post


Link to post
Share on other sites
16 minutes ago, R353T said:

By the way, in the next version add the option of unlocked players who are not in the lobby.

Something like a player's story.

This option is available in the codes menu, but allows you to unlock a player who is also in the lobby.

 

the Liberation-RX autoban is not permanent,

restarting the server clear the list of banned player.

 

otherwise, the banned player must be connected to lobby to be unbanned. (I need his STEAM ID to do so)

I can think about ubanning from ID directly, I keep you informed

 

 

Share this post


Link to post
Share on other sites
5 minutes ago, pSiKO said:

hi,

 

wow ! strange bug indeed !

on what map (island) does it occur ?

did you test with the last version on github ?

 

anyway, I take a look at code !

 

thanks

For now I have only tested Altis,
we are using different mods but none of which can affect the healing system (CUP and other mods to add weapons / uniforms / vehicles).

Share this post


Link to post
Share on other sites
7 minutes ago, Obyone90 said:

For now I have only tested Altis,
we are using different mods but none of which can affect the healing system (CUP and other mods to add weapons / uniforms / vehicles).

Hi,

 

I've just tested with the last build on Altis, on it seem to work properly.

the last version is from 26/04/2020 (yesterday), could you update your mission and retry  ?

 

if you send me your .pbo and the mod list, I can check on my PC

 

(I remember one thing,  in old version , if you wear the VR suit, that activate the godmode,  designed for testing purpose, removed  now)

Share this post


Link to post
Share on other sites
52 minutes ago, pSiKO said:

 

autoban Liberation-RX nie jest stały,

zrestartowanie serwera wyczyść listę zablokowanego gracza.

 

w przeciwnym razie zablokowany gracz musi być połączony z lobby, aby zostać zbanowany. (Potrzebuję do tego jego identyfikatora STEAM)

Mogę myśleć o ubanning bezpośrednio z ID, informuję cię na bieżąco

 

 

Therefore, I have an idea to do it this way

dadw.jpg

Share this post


Link to post
Share on other sites
1 minute ago, R353T said:

Therefore, I have an idea to do it this way

dadw.jpg

 

yes, this want I want to do 🙂

I tell you when its done

Share this post


Link to post
Share on other sites
40 minutes ago, pSiKO said:

Hi,

 

I've just tested with the last build on Altis, on it seem to work properly.

 

Thanks,
I'm trying to understand what the bug can cause, I will start to disable the mods one by one to understand what gives problems.
I take advantage of your kindness to ask you some questions:


Is it possible to deactivate the vehicle ownership system?
We play on a small server with friends and it is what they are constantly asking for.

 

is it also possible to edit the base with Zeus and make sure that the additions remain after the restart?
I tried several times to add walls / flags / other but at the restart they evaporate

Share this post


Link to post
Share on other sites
23 minutes ago, Obyone90 said:

Thanks,
I'm trying to understand what the bug can cause, I will start to disable the mods one by one to understand what gives problems.
I take advantage of your kindness to ask you some questions:


Is it possible to deactivate the vehicle ownership system?
We play on a small server with friends and it is what they are constantly asking for.

 

is it also possible to edit the base with Zeus and make sure that the additions remain after the restart?
I tried several times to add walls / flags / other but at the restart they evaporate

 

you're welcome

 

there is no 'easy' way to deactivate vehicle permission. but you can 'hack' the file : "core.liberation\scripts\client\misc\vehicle_permissions.sqf"

by commenting the code between lines 42 - 52, like this:  (no guarantee 🙂 )

/*
   if (!([_unit, _vehicle] call is_owner)) then {
		_msg = "Wrong Vehicle Owner.\nAccess is Denied !!";
		if (isPlayer _unit) then {
			{
				if ((_x distance2D _vehicle) <= 500) then {
					[["A3\Sounds_F\sfx\alarmcar.wss", _vehicle, false, getPosASL _vehicle, 1, 1, 500]] remoteExec ["playSound3D", owner _x];
				};
			} forEach allPlayers;
		};
		_doeject = true;
	};
*/

 

Zeus is only for ephemeral, in-game modification,

to add permanent objects (building,  walls, etc..) to the mission, you have to:

 

unpack mission pbo, in your arma3 profile,

use the Eden editor and open mission , and put desired object, then save.

copy back the "mission.sqm" file into your Liberation-RX folder

repack the pbo, and put it in your server mpmission folder

 

feel free to ask if you need more info !

 

 

Share this post


Link to post
Share on other sites
3 hours ago, pSiKO said:

Hi,

 

I've just tested with the last build on Altis, on it seem to work properly.

the last version is from 26/04/2020 (yesterday), could you update your mission and retry  ?

 

if you send me your .pbo and the mod list, I can check on my PC

 

(I remember one thing,  in old version , if you wear the VR suit, that activate the godmode,  designed for testing purpose, removed  now)

 

Forgive for insisting, but maybe it could help others too.
I understand that being a third mod you are not required to offer any support

 

The mission pbo is original without any modification (The bug also occurs without modifications), the mod that causes the problem is the PedagneMod (Adds Italian vehicles and material), I tried to investigate but I can't find any script that can interfere.

I thank you again.

Share this post


Link to post
Share on other sites
20 hours ago, Obyone90 said:

Is it possible to deactivate the vehicle ownership system?
We play on a small server with friends and it is what they are constantly asking for.

 

is it also possible to edit the base with Zeus and make sure that the additions remain after the restart?
I tried several times to add walls / flags / other but at the restart they evaporate

 

2 info you must know,

 

- as a player you can 'Abandon' a locked vehicle so everyone can use it.  (Saved on server)

 

- as a commander you can build many object (walls / flags ) with the Build Menu, everywhere on the map (but close to a FOB) (Saved on server)

 

Share this post


Link to post
Share on other sites
17 hours ago, Obyone90 said:

The mission pbo is original without any modification (The bug also occurs without modifications),

the mod that causes the problem is the PedagneMod (Adds Italian vehicles and material), I tried to investigate but I can't find any script that can interfere.

I thank you again.

 

no problem mate !

 

Its not clear to me, (The bug also occurs without modifications / the mod that causes the problem is the PedagneMod) ??

 

I run two public server with this mission and without any mod, the respawn system seem to work properly.

 

I'll download PedagneMod to see if I can do something 🙂

 

I keep you informed

Share this post


Link to post
Share on other sites

about PedagneMod,

 

I test with this Mod and it's more than just units/weapon modification.

 

as you can see it also enable (force ) stamina/fatigue and change something on player damage system.

 

player is wounded but never died !

 

I dont know if I can do anything about this.

 

project seem stoped on 19-01-2018 !

 

if you know the dev behind this project, we can find a solution..

 

 

 

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

edit:

 

Ok: I found the root cause !

 

The Mod change the respawn system (erasing my previous respawn code)

 

for example :

in the file "ASZ_Weapons_A3/AT/data/script/disposable/ammo_player.sqf:"

player removeAllEventHandlers "InventoryOpened";
player removeAllEventHandlers "InventoryClosed";
player removeAllEventHandlers "Take";
player removeAllEventHandlers "Put";
player removeAllEventHandlers "Respawn";  <<---  here !!

 

there is no switch to enable/disable this 😞

the mod don't have any parametrisable options   😞

 

there is not much i can do, you need to speak with the author (Aspide) to update the mod.

 

 

Share this post


Link to post
Share on other sites

Hey pSiKO
we are running last version of Liberation RX on our server,
our FOB is disappearing, does anyone has the same problem ?
are npc's able to destroy FOB? Or maybe new cleaning code ?

Also can i disable "repackage FOB" option from players scroll menu (maybe someone is trolling us)? xD

Share this post


Link to post
Share on other sites
23 hours ago, Komaros said:

Hey pSiKO
we are running last version of Liberation RX on our server,
our FOB is disappearing, does anyone has the same problem ?
are npc's able to destroy FOB? Or maybe new cleaning code ?

Also can i disable "repackage FOB" option from players scroll menu (maybe someone is trolling us)? xD

 

Hi,

 

yep opfor can capture our FOB,  when they counter attack.

only commander has the right to pack/unpack FOB.

at this rank, the player should knows what he does !!

 

 

Share this post


Link to post
Share on other sites
On 4/27/2020 at 12:22 PM, pSiKO said:

Hi pSIKO
I have two questions.
Can the earplug option, which works only on vehicles, be extended to work in pedestrian mode?

2) Ammo boxes transported in vehicles disappear after a while, or you can change this time to give them a chance to deliver them to FOB

 

Share this post


Link to post
Share on other sites
16 hours ago, R353T said:

 

hi,

 

1) the earplug system actually work all the time 🙂

it's just autmatic when you enter vehicle, but you can plug in/out anytime, be sure to configure the user action key.

on the main map look at the shortcut menu.

 

2) Ammo boxes should never disappear ! (maybe it's a bug)

this only occure when the box is transported ?

 

I'll take a look on issue 2

Thx

Share this post


Link to post
Share on other sites
13 hours ago, pSiKO said:

hi,

 

1) the earplug system actually work all the time 🙂

it's just autmatic when you enter vehicle, but you can plug in/out anytime, be sure to configure the user action key.

on the main map look at the shortcut menu.

 

2) Ammo boxes should never disappear ! (maybe it's a bug)

this only occure when the box is transported ?

 

I'll take a look on issue 2

Thx

Yes exactly. This is during the transport of crates

 

Share this post


Link to post
Share on other sites
On 5/15/2020 at 10:55 PM, R353T said:

Yes exactly. This is during the transport of crates

 

Hi,

 

I test with box loaded into vehicle (load in..) (R3F) 

and with box transported on truck (RP style)

 

wait for more than 4 hours, but I cannot reproduce the issue 😞

it is happening all the time ?

 

do you have some error in RPT file ?

 

Share this post


Link to post
Share on other sites

Hi pSiKO
can you tell me how can i disable service vans?

I would like to remove them from spawning at fuel stations at all

And, where is placed: 
GRLIB_difficulty_modifier

I wanted decrease bots skill, and will make bigger opfor groups. messing a little in set_skill.sqf 😉
I try to understand:

Quote

["aimingspeed", [ 0.35 * _skillmodifier ]
["aimingaccuracy", [ 0.25 * _skillmodifier ]

With these 2 above, if value is bigger than lower bot skill, right ?

Share this post


Link to post
Share on other sites
On 18.05.2020 at 12:08, pSiKO said:

Cześć,

 

Testuję ze skrzynią załadowaną do pojazdu (ładunek w ..) (R3F) 

i ze skrzynią transportowaną na ciężarówce (styl RP)

 

poczekaj więcej niż 4 godziny, ale nie mogę odtworzyć problemu 😞

dzieje się cały czas?

 

masz jakiś błąd w pliku RPT?

 

Thanks for the help, but the error corrected itself after sending the mission to the server again. I may have packed the package wrong. 😛

Share this post


Link to post
Share on other sites
6 hours ago, Komaros said:

Hi pSiKO
can you tell me how can i disable service vans?

I would like to remove them from spawning at fuel stations at all

And, where is placed: 
GRLIB_difficulty_modifier

I wanted decrease bots skill, and will make bigger opfor groups. messing a little in set_skill.sqf 😉
I try to understand:

With these 2 above, if value is bigger than lower bot skill, right ?

Hi Komaros,

 

- to disable repair off-road, go to file "core.liberation\scripts\server\game\init_marker.sqf"

comment lines from 79 to 89

 

- to change the bot skill you have a server parameter "Difficulty" (that is used in set_skill) range in "0.5, 0.75, 1, 1.25, 1.5, 2, 4, 10"

the lower is the easier.

 

- to increase AI group size, you have another server parameter "Unitcap" range  in 0.5,0.75,1,1.25,1.5,2

the lower is the smaller group (it's an ratio multiplier) 50%, 75% 100% 150% etc..

 

you better change theses value in server parameter rather than directly in the code, because theses values can be used in multiple place.

 

have fun !

 

note: all server parameters can be found here: https://github.com/tbox1911/Liberation-RX/blob/master/mission_param.cfg

Share this post


Link to post
Share on other sites
4 hours ago, R353T said:

Thanks for the help, but the error corrected itself after sending the mission to the server again. I may have packed the package wrong. 😛

ok , good to ear !

 

sometimes Arma behave ... strangly 🙂

Share this post


Link to post
Share on other sites

thanks 😄

btw, were you thinking about PvP version of Liberation ?

Share this post


Link to post
Share on other sites
17 hours ago, Komaros said:

thanks 😄

btw, were you thinking about PvP version of Liberation ?

 

yep, I already think of it, but it need complete rewrite of the code 😞

because everything is based on Blue force.

 

maybe if I got enough time 🙂

Share this post


Link to post
Share on other sites

im having an issue where the mission is failing to convert bluefor and greenfor units to opfor when spawned defending towns or called in for paratroopers. it seems to work sometimes as we were attacking a town and a bluefor mrap was attacking us but most of the time if its not already opfor it will stay their faction and not get converted.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×