Jump to content

Recommended Posts

21 hours ago, pSiKO said:

 

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 🙂


indeed, i know that.
I tried to add opfor playable units, but it spawns in Bluefor marker anyway. 
Isnt possible to make another Liberation for RedForce, and merge it? Maybe there wont be so much scripts changes ?
Green Force at mission start could control entire island?

If you need any asisst with tests, ballance, suggestions please let me know, i will be glad to help.

Share this post


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


indeed, i know that.
I tried to add opfor playable units, but it spawns in Bluefor marker anyway. 
Isnt possible to make another Liberation for RedForce, and merge it? Maybe there wont be so much scripts changes ?
Green Force at mission start could control entire island?

If you need any asisst with tests, ballance, suggestions please let me know, i will be glad to help.

 

what can be done (without rewriting everything) is a redforce version, but I already know that there will be a lot of code modification!

if I have time this winter when it rains and the evenings are long !!

 

I'll keep you informed here

Share this post


Link to post
Share on other sites
14 hours ago, crimsonrazor said:

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.

 

hi,

because the mission was originally designed for blue force, it's deeply hard coded in the game.

 

to make a working "RedForce" version,  I have to rewrite a lot of code internals (spawning IA/manage IA/manage sector/lots of utility functions and so)

this idea, is on my plan for L-RX, but I need time.

 

I'll keep you informed when I start to write it 😉

 

Share this post


Link to post
Share on other sites

 

 

hello jais rent a server on nitrados because I thought that it would be easy but when I connect to a slot its tells me on my server file mpmissions \ kp_liberation.Altis: string @STR_MISSION_TITLE cannot be localized client-side - move to global stringtable and on the game Picture res \ flag_kp_co.paa not found and its refers me to the slot menus that anyone can help me

Share this post


Link to post
Share on other sites
On 5/30/2020 at 6:08 AM, Oly Beaudet Champoux said:

 

 

hello jais rent a server on nitrados because I thought that it would be easy but when I connect to a slot its tells me on my server file mpmissions \ kp_liberation.Altis: string @STR_MISSION_TITLE cannot be localized client-side - move to global stringtable and on the game Picture res \ flag_kp_co.paa not found and its refers me to the slot menus that anyone can help me

 

Hi,

you are on wrong topic, here is about RX Liberation mission and not the KP Liberation version

btw, the errors you report is harmless and do not  prevent to play the mission

 

Share this post


Link to post
Share on other sites

Hi, pSiKO

i wanted to port Liberation RX from Altis on Australia map:

https://steamcommunity.com/workshop/filedetails/?id=1182728989

 

i assume, that if i copy entire markers compostion and scripts, it will work. Also is there possbility to increase number of sectors ?

 

also i wanted make Vehicle Ammo box [NATO] with less value, default is 300, and i wanted to make it 100 with no exp for recycling, [CSAT] and [AAF] i want to stay for 300 ammo,  is that possible ?

Share this post


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

Hi, pSiKO

i wanted to port Liberation RX from Altis on Australia map:

https://steamcommunity.com/workshop/filedetails/?id=1182728989

 

i assume, that if i copy entire markers compostion and scripts, it will work. Also is there possbility to increase number of sectors ?

 

also i wanted make Vehicle Ammo box [NATO] with less value, default is 300, and i wanted to make it 100 with no exp for recycling, [CSAT] and [AAF] i want to stay for 300 ammo,  is that possible ?

 

Hi Komaros,

 

good idea !!

to port the mission on a new map, you have to change these files:

 

fixed_position.sqf    <--  used for static marker (fuel, sell, ...)
gameplay_constants.sqf  <-- Important file for Savename and constant for the map
mission.sqm  <-- mission map (with markers)
whitelist.sqf <-- used for commander white list

 

 

you have to copy each markers on the new map,  you can have as many markers as  you want (capture_, military_, etc)

 

to change the reward for ammobox go to "core.liberation\scripts\shared\classnames.sqf" lines ~230

	[ammobox_b_typename,0,round(300 / GRLIB_recycling_percentage),0,99999],
	[ammobox_o_typename,0,round(300 / GRLIB_recycling_percentage),0,99999],
	[ammobox_i_typename,0,round(300 / GRLIB_recycling_percentage),0,99999],

you can change the value for each box here.

in the last version, the XP reward is limited to the the rank "Corporal" and "Sergeant".

 

keep me informed 🙂

 

 

  • Thanks 1

Share this post


Link to post
Share on other sites

i dont have last version  because i have made to many changes, and making it again with every your update takes to much time 😛

but when i finish i will send you missions.sqm with changed sectors locations and names, so if you want you can add to your builds.

 

 

Quote

 you can have as many markers as  you want (capture_, military_, etc)

so i can create new sector marker and will work?

 

 

Quote

[ammobox_b_typename,0,round(300 / GRLIB_recycling_percentage),0,99999], 

where is defined how much exp you get for recycling ?

Share this post


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

so i can create new sector marker and will work?

yes, as many as you want, (take a look on the others map)

 

21 hours ago, Komaros said:

where is defined how much exp you get for recycling ?

not here (it's harcoded) only the ammo reward

 

21 hours ago, Komaros said:

i dont have last version  because i have made to many changes, and making it again with every your update takes to much time 😛

 

that why you can use github to work on my project (we can share the code on different branch)

take a look at https://github.com/tbox1911/Liberation-RX

if you're interested, I can create a contributors account for you

 

Share this post


Link to post
Share on other sites
Quote

that why you can use github to work on my project (we can share the code on different branch)

take a look at https://github.com/tbox1911/Liberation-RX

if you're interested, I can create a contributors account for you

Thanks I will look at it, but im not programmer, im just random noob. I have made Liberation RX easier for newbs, with more economy, you may not like it 😛

 

you can check that serwer:  https://www.gametracker.com/server_info/193.110.121.80:2320/

 

 

Quote

not here (it's harcoded) only the ammo reward

can you tell me where?, i just need to make  another ammo box, which doesnt give exp, only ammo, like AAF. 

I wanted make NATO box this way

Share this post


Link to post
Share on other sites
On 6/20/2020 at 1:55 PM, Komaros said:

can you tell me where?, i just need to make  another ammo box, which doesnt give exp, only ammo, like AAF. 

I wanted make NATO box this way

 

Hi

 

go to file "core.liberation\scripts\client\actions\do_recycle.sqf" near lines 29

comment (add //) in front of these lines

		[player, 10] remoteExec ["addScore", 2];
		hint format ["%1\nBonus Score + 10 Pts!", name player];

 

I'm pleased you have fun !!!

Share this post


Link to post
Share on other sites

Hi, pSiKO i really like this scenario.

especially the function that consume point when you take loadout preset from arsenal.

btw, i want change scenario's default arsenal to ace arsenal because vanilla arsenal is too slow to launch.

and, i also want change loadout preset that show on green box to the ace arsenal's preset. 

i found "open_arsenal.sqf" in your pbo file but i don't know what should i do. 

so if you could, tell me how to change it. 

Share this post


Link to post
Share on other sites
19 hours ago, O360_A1AD said:

Hi, pSiKO i really like this scenario.

especially the function that consume point when you take loadout preset from arsenal.

btw, i want change scenario's default arsenal to ace arsenal because vanilla arsenal is too slow to launch.

and, i also want change loadout preset that show on green box to the ace arsenal's preset. 

i found "open_arsenal.sqf" in your pbo file but i don't know what should i do. 

so if you could, tell me how to change it. 

Hi,

 

frankly, I don't know how to do this !! (I don't use ACE)

 

 at least you found the right file; "open_arsenal.sqf"

 you have to change the call below (Vanilla A3 Arsenal) by the call used by ACE (which i don't know).

['Open',[nil,_box]] call BIS_fnc_arsenal;

 

alike, I use default loadout preset for the arsenal box, you have to "cleanup the box" and the refill with ACE preset,

in my opinion, the best place is "\scripts\client\build\do_build.sqf" around lines 290 (see code below) you have to add the code to manage ACE preset

 

not so easy but doable 🙂

 

				if (!(_classname in  GRLIB_Ammobox)) then {
					clearWeaponCargoGlobal _vehicle;
					clearMagazineCargoGlobal _vehicle;
					clearItemCargoGlobal _vehicle;
					clearBackpackCargoGlobal _vehicle;
				};

 

I hope I helped

Share this post


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

Hi,

 

frankly, I don't know how to do this !! (I don't use ACE)

 

 at least you found the right file; "open_arsenal.sqf"

 you have to change the call below (Vanilla A3 Arsenal) by the call used by ACE (which i don't know).


['Open',[nil,_box]] call BIS_fnc_arsenal;

 

alike, I use default loadout preset for the arsenal box, you have to "cleanup the box" and the refill with ACE preset,

in my opinion, the best place is "\scripts\client\build\do_build.sqf" around lines 290 (see code below) you have to add the code to manage ACE preset

 

not so easy but doable 🙂

 


				if (!(_classname in  GRLIB_Ammobox)) then {
					clearWeaponCargoGlobal _vehicle;
					clearMagazineCargoGlobal _vehicle;
					clearItemCargoGlobal _vehicle;
					clearBackpackCargoGlobal _vehicle;
				};

 

I hope I helped

 

thanks for the information I'll try it later.

btw "green box" i meant in the last post is user interface which show on left side of the screen when you are choosing spawn loadout.

Share this post


Link to post
Share on other sites
3 hours ago, O360_A1AD said:

 

thanks for the information I'll try it later.

btw "green box" i meant in the last post is user interface which show on left side of the screen when you are choosing spawn loadout. 

 

Haa, sorry 🙂

 

you can define this list of loadout yourself:

 

- Open Arsenal Menu

- Select Edit Arsenal

 

here you have a "Save" button, that where the list is build.

you can use it  with or without ACE.

 

Share this post


Link to post
Share on other sites
On 7/1/2020 at 7:25 PM, pSiKO said:

['Open',[nil,_box]] call BIS_fnc_arsenal;

OK, here is the sentence from open_arsenal.sqf.

if ( edit_loadout > 0 ) then {
    closeDialog 0;
    waitUntil {!dialog};
    if (GRLIB_limited_arsenal) then {
        _box = missionNamespace getVariable ["myLARsBox", objNull];
        _savedD = BIS_fnc_arsenal_data;
        _data = _box getVariable 'LARs_arsenal_Liberation_data';
        BIS_fnc_arsenal_data = _data;

        _savedC = _box getVariable [ 'bis_addVirtualWeaponCargo_cargo', [] ];
        _cargo = _box getVariable 'LARs_arsenal_Liberation_cargo';
        _box setvariable [ 'bis_addVirtualWeaponCargo_cargo', _cargo ];

        ['Open',[nil,_box]] call BIS_fnc_arsenal;

        _nul = [ _box, _savedD, _savedC ] spawn {
            _box = _this select 0;
            waituntil { !isNull ( uiNamespace getvariable ['RscDisplayArsenal', displayNull] ) };
            waitUntil {  isNull ( uinamespace getvariable ['BIS_fnc_arsenal_cam', objnull] ) };
            BIS_fnc_arsenal_data = _this select 1;
            _box setVariable [ 'bis_addvirtualWeaponCargo_cargo', _this select 2 ];
        };
    } else {
        ["Open", [true]] call BIS_fnc_arsenal;
    };
};

you talking about middle one i guess. i replaced it with "[_box, true] call ace_arsenal_fnc_initBox;" (https://ace3mod.com/wiki/framework/arsenal-framework.html) but nothing happend, just default arsenal was opened. 

what would you do ?🤔

Share this post


Link to post
Share on other sites

i will (re)install ace to test 😉

 

edit: I fixed some problems with ace

ACE Arsenal Menu

Virtual Garage and PaintShop

small fixes

 

 

please update your pbo from github

 

tell me if anything else is missing/broken 😉

Share this post


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

i will (re)install ace to test 😉

 

edit: I fixed some problems with ace

ACE Arsenal Menu

Virtual Garage and PaintShop

small fixes

 

 

please update your pbo from github

 

tell me if anything else is missing/broken 😉

I cheked that.

 

edit loadouts with ace arsenal                ... Working

PaintShop                                                   ... Working

respawn loadout list from ace arsenal  ... Not Working

Virtual Garage                                            ... dunno how to access it

 

anyway thanks😄

 

Share this post


Link to post
Share on other sites
3 hours ago, O360_A1AD said:

I cheked that.

 

edit loadouts with ace arsenal                ... Working

PaintShop                                                   ... Working

respawn loadout list from ace arsenal  ... Not Working

Virtual Garage                                            ... dunno how to access it

 

anyway thanks😄

 

 

I look to the respawn loadout

the virtual garage is useful for protecting your vehicle (when you leave a public server) or for moving vehicles between FOBs

you need the corporal level and the menu will appear on your vehicle

Share this post


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

 

I look to the respawn loadout

the virtual garage is useful for protecting your vehicle (when you leave a public server) or for moving vehicles between FOBs

you need the corporal level and the menu will appear on your vehicle

got it thanks.

 

oh, by the way is there any way that i can change color preset of PaintShop? like pink, red and things like that.

and i also want change authority level of vehicles.

Share this post


Link to post
Share on other sites

i solved it myself about the PaintShop preset😀

and i want to change loadout that automatically equip when you spawn with no preset selection.

by the way, is there are any kind of persistence vehicle inventory system? i want save our team's property permanently. and i guess it increase immersion of game play experience.

Share this post


Link to post
Share on other sites

sorry i didn't solved that myself completely.

what does this mean ?

_color = "#(rgb,1,1,1)color";
_texDir = "addons\RPT\textures\";

colorList =[
	["Black", _color + "(0.01,0.01,0.01,1)"], // #(argb,8,8,3)color(0.1,0.1,0.1,0.1)

i guess it's color code. but I've never seen like this before.

Share this post


Link to post
Share on other sites
3 hours ago, O360_A1AD said:

and i want to change loadout that automatically equip when you spawn with no preset selection.

appendix: i changed all soldier's loadout to only pistol via editor but it was not affected to the scenario.

Share this post


Link to post
Share on other sites

hi,
 

On 7/4/2020 at 1:57 PM, O360_A1AD said:

and i also want change authority level of vehicles.

 

go to "core.liberation\scripts\shared\classnames.sqf", (almost all class are defined here)

you'll find :

light_vehicles = [
	["B_Quadbike_01_F",1,5,1,0],
	["B_Boat_Transport_01_F",1,25,1,GRLIB_perm_inf],
	["C_Boat_Transport_02_F",2,25,2,GRLIB_perm_log],

the last value of each array is the level needed to build this vehicle

 

On 7/5/2020 at 6:00 AM, O360_A1AD said:

and i want to change loadout that automatically equip when you spawn with no preset selection.

appendix: i changed all soldier's loadout to only pistol via editor but it was not affected to the scenario


that's  the correct way, but you cant use "custom loading", for example only the pistol.

in the editor, you only define the unit class (B_medic_F, B_soldier_F, etc.), they appear with all their equipment

 

i have a work in progress to override the vanilla loadout for a unit (to have a single loadout for all players)

 

On 7/5/2020 at 6:00 AM, O360_A1AD said:

by the way, is there are any kind of persistence vehicle inventory system? i want save our team's property permanently. and i guess it increase immersion of game play experience.

short: no, because I cannot save the inventory for all vehicles.
long: because I don't use an external database to record the state of the game, I have to use the profileNamespace profile to store the data and its size is limited,
the vehicle inventory can be quite long!

I can work on a workaround with a dedicated box (Storage Box ?)  to store player items ??. > backlog 🙂

 

On 7/5/2020 at 8:01 AM, O360_A1AD said:

 


colorList =[
	["Black", _color + "(0.01,0.01,0.01,1)"], // #(argb,8,8,3)color(0.1,0.1,0.1,0.1)

i guess it's color code. but I've never seen like this before.

 

a simple rgb + alpha, decode as follows:

["Black", _color + "(<RED>,<GRN>,<BLU>, <OPACITY>)"]

 

see:

https://community.bistudio.com/wiki/Color

https://community.bistudio.com/wiki/setObjectTexture

 

I hope it will help you

see you

 

Share this post


Link to post
Share on other sites

thanks for the information!

and I let you know that "ForcedLoadout" is working! 😀

 

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

×