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36 minutes ago, pSiKO said:

I can add a parameter to enable/disabled payments for initial loadout (and respawn).

This would be enough, i think.

37 minutes ago, pSiKO said:

I don't want to alter the sell system , by adding a blacklist (which need to be updated, and different for each mod)

I understand. Do as you think is better, no any pushes to you. Thanks!

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will be in the next release,

 

I change my mind, initial stuff should be free.

 

I made it the default, no options added

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Hi,

after 1 year im gonna move to your new framework 😛

There is a lot of new improvements and looks awesome. 

but in this edition i wanted move chimera to carrier on Altis, how to make spawn works on water. 
on Chimera marker  players spawns on the water level under carrier 😞

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hi,

 

to use a carrier, the better is to copy/past object (carrier/marker) from Stratis

 

pay attention to "respawn_west" marker,  the game should respect the altitude of this marker

 

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any chances to add Livonia?

 

EDIT: nvm im stupid

Edited by Yomot

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hi,

 

LRX multi mod update,

 

British Army vs Takistani

p-Si-KO-takistan-16-7-442.png

 

 

I've just tested Cup BAF vs OPTRE, just crazy 🙂

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Hello!

 

Great modifications! If I understand well, it's easier to edit factions and arsenal lists with the files in the mod_template folder. And now it's possible to play the sides we want! very cool!

 

For the testing part, I don't know if it's an issue from our server but last day we were attacked and one of our FOBs was destroyed by nasty air attacks but even with the building totally wiped out, the "virtual" FOB was still there! So we were able to spawn on it, then simply repack and redeploy it. 

 

Thanx again for all your work on this mission pack, it's awesome!

 

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16 hours ago, zegolem said:

Hello!

 

Great modifications! If I understand well, it's easier to edit factions and arsenal lists with the files in the mod_template folder. And now it's possible to play the sides we want! very cool!

 

For the testing part, I don't know if it's an issue from our server but last day we were attacked and one of our FOBs was destroyed by nasty air attacks but even with the building totally wiped out, the "virtual" FOB was still there! So we were able to spawn on it, then simply repack and redeploy it. 

 

Thanx again for all your work on this mission pack, it's awesome!

 

 

hi,

 

yes, that right !

 

all customisation (unit, vehicle, r3f ability and arsenal def list) are in a single folder

to just define an enemy side, you have only one file to edit.

 

 

I take a look on fob attack code

 

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Hello, ive been having an issue recently where the ai are using rocket launchers and anti air from vanilla even though they are not vanilla class names (cup in this case) it never used to be a problem in the past.

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On 5/29/2021 at 11:27 PM, crimsonrazor said:

Hello, ive been having an issue recently where the ai are using rocket launchers and anti air from vanilla even though they are not vanilla class names (cup in this case) it never used to be a problem in the past.

hi,

 

can you give me more detail please ?

 

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is it possible to add rhs?

Or does someone already have an RHS template?

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18 hours ago, Yomot said:

is it possible to add rhs?

Or does someone already have an RHS template?

 

hi Yomot,

 

RHS has not been added, yet !

it's pretty easy to define classname

 

we need someone create it for RHS, (maybe you ?)
then, I add it to Liberation template

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Okay i created now a RHS_USAF template (not 100% balenced with resorces usage and im not included all functions to tow cars and load ammo boxes)

and edited the mod_init.sqf in the mod_template folder.

so i used the build.bat in the build folder to create the missionfile. but in the server parameter ingame its not showing up.

What im doing wrong?

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On 6/7/2021 at 7:53 PM, Yomot said:

Okay i created now a RHS_USAF template (not 100% balenced with resorces usage and im not included all functions to tow cars and load ammo boxes)

and edited the mod_init.sqf in the mod_template folder.

so i used the build.bat in the build folder to create the missionfile. but in the server parameter ingame its not showing up.

What im doing wrong?

 

Hi,

great job, you just miss to update the file "mission_paras.hpp" with the same info a "mod_init.sqf"
add your mod to the list

	class ModPresetWest {
		title = "MOD Preset - Friendly";
		values[] = { 0,1,2,3,4,5,6 };
		texts[] = { "A3_BLU", "A3_OPF", "A3_IND", "CP_BAF", "CP_CZ", "GM_WEST", "GM_WEST_WINT" };
		default = 0;
	};
	class ModPresetEast {
		title = "MOD Preset - Enemy";
		values[] = { 0,1,2,3,4,5,6 };
		texts[] = { "A3_OPF", "A3_BLU", "A3_IND", "CP_TA", "CP_RF", "GM_EAST", "GM_EAST_WINT"};
		default = 0;
	};

(btw, if someone can explain to me how to pass variable to .hpp file)

 

once your template are ok, could you share them with me ?

so i can add them to the project

 

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Okay good.
I got it yesterday by replacing "CP_BAF" with my template. So I was able to test it at least once and found out that a lot is still missing.
As soon as I'm largely done with it, I'll be happy to let you come with the template.

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Thanks for adding RHS. But are You sure they are ok? In mod/templete both RHS_AF and RHS_US have "classnames_west.sqf. Shouldn't be "classnames_east.sqf" in RHS_AF folder ?

What's $STR_PARAMS_UNITCAP; in mission_params.hpp ? 

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1 hour ago, Fiero_185th said:

Thanks for adding RHS. But are You sure they are ok? In mod/templete both RHS_AF and RHS_US have "classnames_west.sqf. Shouldn't be "classnames_east.sqf" in RHS_AF folder ?

What's $STR_PARAMS_UNITCAP; in mission_params.hpp ? 

hi,

 

the RHS support is still very new, I don't test it by myself !

 

I copy the classname from a friend that customize my pvp with rhs.

but unfortunately he just made playable classname (west)

 

some info about files in mod folder:

arsenal.sqf                        <- Definition of Arsenal White / Black lists

classnames_r3f.sqf         <- Definition of R3F logistics objects (come from classnames_west)

classnames_civ.sqf         <- Definition of civilians and vehicles

classnames_west.sqf     <- Class name when used as friendly (playable) side

classnames_east.sqf      <- Class name when used as enemy (AI) side

 

The folder can only contain one 'classnames_east.sqf' if the template is just for an enemy side (AI).

 

for string definition, look at "core.liberation\stringtable.xml"

 

 

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The better and easiest way is  simple, custom this file \scripts\shared\classname.sqf or this one classnames_extension.sqf  and the side can be adjusted in gameplay_constant.sqf.

 

For exemple if you want to play as Russian against any Bufor Faction just add the russian asset under // *** FRIENDLIES *** , Blufor asset under  // *** BADDIES ***

just change this value in gameplay_constant.sqf

GRLIB_side_friendly = EAST;
GRLIB_side_enemy = WEST;

here a custom RHS asset with a working attach-to coordinate for the ammobox in this exemple player side is blufor (USA) ennemy side Opfor (RUSSIA) : (note : i didnt edit elite and support source cause it just an exemple.

// This file allows you to add content to the mission without conflict issues after each update of the original classnames.sqf
// If you want more modifications to be supported by this file, let's discuss it on the forums.



// *** SUPPORT STUFF ***

// Setting a value here will overwrite the original value found from the mission. Do that if you're doing a total conversion.
// Each of these should be unique, the same classnames for different purposes may cause various unpredictable issues with player actions. Or not. Just don't try.
FOB_typename = "Land_Cargo_HQ_V1_F";						// Default "Land_Cargo_HQ_V1_F";
FOB_box_typename = "B_Slingload_01_Cargo_F";					// Default "B_Slingload_01_Cargo_F";
FOB_truck_typename = "B_Truck_01_box_F";				// Default "B_Truck_01_box_F";
Arsenal_typename = "B_supplyCrate_F";					// Default "B_supplyCrate_F";
Respawn_truck_typename = "rhsusf_m113_usarmy_medical";			// Default "B_Truck_01_medical_F";
huron_typename = "RHS_CH_47F";					// Default "B_Heli_Transport_03_unarmed_F";
ammobox_b_typename = "Box_NATO_AmmoVeh_F";				// Default "Box_NATO_AmmoVeh_F";
ammobox_o_typename = "Box_East_AmmoVeh_F";				// Default "Box_East_AmmoVeh_F";
opfor_ammobox_transport = "rhs_kamaz5350_open_msv";			// Default "O_Truck_03_transport_F";    // Make sure this thing can transport ammo boxes (see box_transport_config down below) otherwise things will break
commander_classname = "rhsusf_army_ucp_officer";				// Default "B_officer_F"
crewman_classname = "rhsusf_army_ucp_crewman";				// Default "B_crew_F";
pilot_classname = "rhsusf_army_ucp_helipilot";					// Default "B_Helipilot_F";





// *** FRIENDLIES ***

// Each array below represents one page of the build menu
// Format : [ "classname", manpower, ammo, fuel ]
// Example : [ "B_APC_Tracked_01_AA_F", 0, 40, 15 ],

// If overwrite is set to true, then the extension list will entirely replace the original list defined in classnames.sqf. Otherwise it will be appended to it.
// Useful for total conversions to RHS and such, without having to alter the original file.
infantry_units_overwrite = true;
infantry_units_extension = [
	["rhsusf_army_ucp_autorifleman",3,0,0],
	["rhsusf_army_ucp_rifleman_m590",2,0,0],
	["rhsusf_army_ucp_medic",3,0,0],
	["rhsusf_army_ucp_engineer",3,0,0],
	["rhsusf_army_ucp_explosives",2,0,0],
	["rhsusf_army_ucp_grenadier",2,0,0],
	["rhsusf_army_ucp_helipilot",1,0,0],
	["rhsusf_army_ucp_crewman",1,0,0],
	["rhsusf_army_ucp_machinegunner",4,0,0],
	["rhsusf_army_ucp_marksman",4,0,0],
	["rhsusf_army_ucp_rifleman",1,0,0],
	["rhsusf_army_ucp_riflemanat",2,0,0],
	["rhsusf_army_ucp_sniper",4,0,0],
	["rhsusf_army_ucp_sniper_m107",5,0,0],
	["rhsusf_army_ucp_sniper_m24sws",3,0,0],
	["rhsusf_army_ucp_aa",5,5,0],
	["rhsusf_army_ucp_javelin",5,5,0],
	["rhsusf_usmc_recon_marpat_wd_rifleman_lite",5,0,0],
	["rhsusf_usmc_recon_marpat_wd_rifleman_at_lite",5,0,0],
	["rhsusf_usmc_recon_marpat_wd_marksman_lite",5,0,0]
];

light_vehicles_overwrite = true;
light_vehicles_extension = [
	["rhsusf_M1237_M2_usarmy_wd",0,10,4],
	["rhsusf_M1237_MK19_usarmy_wd",0,15,4],
	["rhsusf_M1117_W",0,20,4],
	["rhsusf_m1025_w_m2",0,10,2],
	["rhsusf_m1025_w_mk19",0,15,2],
	["rhsusf_m998_w_2dr_halftop",0,0,2],
	["rhsusf_M1078A1P2_wd_open_fmtv_usarmy",0,0,5],
	["rhsusf_M1083A1P2_B_M2_wd_fmtv_usarmy",0,10,5],
	["rhsusf_M977A4_BKIT_M2_usarmy_wd",0,10,5],
	["rhsusf_M977A4_BKIT_usarmy_wd",0,0,5],
	["B_UGV_01_rcws_F",0,20,2],
	["B_Quadbike_01_F",0,0,1]
];

heavy_vehicles_overwrite = true;
heavy_vehicles_extension = [
	["rhsusf_m113_usarmy",0,10,10],
	["rhsusf_m113_usarmy_MK19",0,10,10],
	["RHS_M2A2_wd",0,50,10],
	["RHS_M2A3_BUSKIII_wd",0,55,15],
	["RHS_M6_wd",0,55,15],
	["rhsusf_m1a1aimwd_usarmy",0,100,20],
	["rhsusf_m1a2sep1tuskiiwd_usarmy",0,120,25],
	["rhsusf_m109_usarmy",0,250,25],
	["B_MBT_01_mlrs_F",0,300,25]
];

air_vehicles_overwrite = true;
air_vehicles_extension = [
	["RHS_UH60M",0,20,15],
	["rhsusf_CH53E_USMC",0,0,20],
	["RHS_UH1Y_FFAR",0,20,15],
	["RHS_C130J",0,0,30],
	["RHS_AH1Z_wd",0,175,30],
	["RHS_AH64D_wd",0,400,50],
	["rhsusf_f22",0,500,75],
	["RHS_MELB_MH6M",0,0,10],
	["RHS_MELB_AH6M_M",0,30,10],
	["RHS_MELB_AH6M_H",0,60,10],
	["RHS_A10",0,600,75],
	["B_UAV_01_F",0,0,1],
	["B_UAV_02_dynamicLoadout_F",0,150,5]
];

static_vehicles_overwrite = true;
static_vehicles_extension = [
	["RHS_Stinger_AA_pod_WD",0,30,0],
	["RHS_M2StaticMG_WD",0,10,0],
	["RHS_M2StaticMG_MiniTripod_WD",0,10,0],
	["RHS_TOW_TriPod_WD",0,30,0],
	["RHS_MK19_TriPod_WD",0,15,0]
];

buildings_overwrite = false;
buildings_extension = [

];

support_vehicles_overwrite = true;		// If you're going to overwrite this, make sure you have at least Arsenal_typename, Respawn_truck_typename, FOB_box_typename and FOB_truck_typename in there
support_vehicles_extension = [
	[Arsenal_typename,10,0,0],
	[Respawn_truck_typename,20,0,10],
	[FOB_box_typename,30,50,0],
	[FOB_truck_typename,30,50,5],
	["Box_NATO_AmmoVeh_F",0,154,0],
	["Box_East_AmmoVeh_F",0,115,0],
	["rhsusf_M977A4_AMMO_usarmy_wd",15,0,5],
	["rhsusf_M977A4_REPAIR_usarmy_wd",15,0,5],
	["rhsusf_M978A4_BKIT_usarmy_wd",15,0,5],
	["rhsusf_M977A4_REPAIR_BKIT_M2_usarmy_wd",15,10,5],
	["B_Slingload_01_Medevac_F",5,0,0],
	["B_Slingload_01_Repair_F",5,0,0],
	["B_Slingload_01_Fuel_F",5,0,0],
	["B_Slingload_01_Ammo_F",5,0,0]
];

// All the UAVs must be declared here, otherwise there shall be UAV controlling issues. Namely: you won't be able to control them.
uavs = [

];

// Pre-made squads for the commander build menu. These shouldn't exceed 10 members.
// Light infantry squad
blufor_squad_inf_light = ["rhsusf_army_ucp_squadleader","rhsusf_army_ucp_autorifleman","rhsusf_army_ucp_riflemanat","rhsusf_army_ucp_grenadier"];


// Heavy infantry squad
blufor_squad_inf = ["rhsusf_army_ucp_squadleader","rhsusf_army_ucp_autorifleman","rhsusf_army_ucp_riflemanat","rhsusf_army_ucp_grenadier","rhsusf_army_ucp_riflemanat","rhsusf_army_ucp_machinegunner","rhsusf_army_ucp_marksman","rhsusf_army_ucp_medic"];


// AT specialists squad
blufor_squad_at = ["rhsusf_army_ucp_teamleader","rhsusf_army_ucp_javelin","rhsusf_army_ucp_javelin","rhsusf_army_ucp_javelin","rhsusf_army_ucp_javelin"];


// AA specialists squad
blufor_squad_aa = ["rhsusf_army_ucp_teamleader","rhsusf_army_ucp_aa","rhsusf_army_ucp_aa","rhsusf_army_ucp_aa","rhsusf_army_ucp_aa"];


// Force recon squad
blufor_squad_recon = ["rhsusf_usmc_recon_marpat_wd_teamleader_lite","rhsusf_usmc_recon_marpat_wd_rifleman_at_lite","rhsusf_usmc_recon_marpat_wd_rifleman_at_lite","rhsusf_usmc_recon_marpat_wd_rifleman_lite","rhsusf_usmc_recon_marpat_wd_marksman_lite","rhsusf_usmc_recon_marpat_wd_autorifleman_lite"];


// Paratroopers squad
blufor_squad_para = ["rhsusf_usmc_recon_marpat_wd_teamleader_lite","rhsusf_usmc_recon_marpat_wd_rifleman_at_lite","rhsusf_usmc_recon_marpat_wd_rifleman_at_lite","rhsusf_usmc_recon_marpat_wd_rifleman_lite","rhsusf_usmc_recon_marpat_wd_marksman_lite","rhsusf_usmc_recon_marpat_wd_autorifleman_lite"];








// *** BADDIES ***

// All OPFOR infantry. Defining a value here will replace the default value from the original mission.
opfor_sentry = "rhs_msv_emr_sergeant";
opfor_rifleman = "rhs_msv_emr_rifleman";
opfor_grenadier = "rhs_msv_emr_grenadier";
opfor_squad_leader = "rhs_msv_emr_junior_sergeant";
opfor_team_leader = "rhs_msv_emr_efreitor";
opfor_marksman = "rhs_msv_emr_marksman";
opfor_machinegunner = "rhs_msv_emr_machinegunner";
opfor_heavygunner = "rhs_msv_emr_arifleman";
opfor_medic = "rhs_msv_emr_medic";
opfor_rpg = "rhs_msv_emr_grenadier_rpg";
opfor_at = "rhs_msv_emr_LAT";
opfor_aa = "rhs_msv_emr_aa";
opfor_officer = "rhs_msv_emr_officer_armored";
opfor_sharpshooter = "rhs_vdv_recon_marksman_vss";
opfor_sniper = "rhs_vdv_flora_marksman";
opfor_engineer = "rhs_msv_emr_engineer";
opfor_paratrooper = "rhs_vmf_recon_rifleman_lat";

// OPFOR Vehicles to be used in secondary objectives
opfor_mrap = "rhs_tigr_msv";
opfor_mrap_armed = "rhs_tigr_sts_msv";
opfor_transport_helo = "RHS_Mi8mt_Cargo_vdv";
opfor_transport_truck = "rhs_kamaz5350_msv";
opfor_fuel_truck = "RHS_Ural_Fuel_MSV_01";
opfor_ammo_truck = "rhs_gaz66_ammo_msv";
opfor_fuel_container = nil;
opfor_ammo_container = nil;
opfor_flag = "rhs_Flag_Russia_F";

// Militia infantry. Soldier classnames the game will pick from randomly
militia_squad_overwrite = true;
militia_squad_extension = [
	"LOP_ChDKZ_Infantry_Bardak",
	"LOP_ChDKZ_Infantry_Corpsman",
	"LOP_ChDKZ_Infantry_Commander",
	"LOP_ChDKZ_Infantry_Engineer",
	"LOP_ChDKZ_Infantry_GL",
	"LOP_ChDKZ_Infantry_AT",
	"LOP_ChDKZ_Infantry_MG",
	"LOP_ChDKZ_Infantry_Marksman",
	"LOP_ChDKZ_Infantry_Rifleman",
	"LOP_ChDKZ_Infantry_Rifleman_2",
	"LOP_ChDKZ_Infantry_Rifleman_3",
	"LOP_ChDKZ_Infantry_SL",
	"LOP_ChDKZ_Infantry_TL"
];

// Militia vehicles to choose from
militia_vehicles_overwrite = true;
militia_vehicles_extension = [
	"LOP_ChDKZ_BM21",
	"LOP_ChDKZ_UAZ_AGS",
	"LOP_ChDKZ_UAZ_DshKM",
	"LOP_ChDKZ_UAZ_SPG",
	"LOP_ChDKZ_BMP2",
	"LOP_ChDKZ_BMP1",
	"LOP_ChDKZ_BTR60",
	"LOP_ChDKZ_BTR70",
	"LOP_ChDKZ_T72BB",
	"LOP_ChDKZ_ZSU234"
];

// All the vehicles that can spawn as sector defenders and patrols
opfor_vehicles_overwrite = true;
opfor_vehicles_extension = [
	"RHS_BM21_MSV_01",
	"rhs_gaz66_zu23_msv",
	"rhs_btr80a_msv",
	"rhs_tigr_sts_msv",
	"rhs_Ob_681_2",
	"rhs_t72bd_tv",
	"rhs_zsu234_aa"
];

// Same with lighter choices to be used  when the alert level is low
opfor_vehicles_low_intensity_overwrite = true;
opfor_vehicles_low_intensity_extension = [
	"RHS_BM21_MSV_01",
	"rhs_gaz66_zu23_msv",
	"rhs_btr80a_msv",
	"rhs_tigr_sts_msv"
];

// All the vehicles that can spawn as battlegroup members
opfor_battlegroup_vehicles_overwrite = true;
opfor_battlegroup_vehicles_extension = [
	"rhs_zsu234_aa",
	"RHS_Ural_Zu23_MSV_01",
	"rhs_btr80a_msv",
	"rhs_tigr_sts_msv",
	"rhs_bmd4_vdv",
	"rhs_bmd2",
	"rhs_bmd1",
	"rhs_t90a_tv",
	"rhs_t80a",
	"rhs_bmp3mera_msv",
	"rhs_kamaz5350_msv",
	"RHS_Mi24P_CAS_vdv",
	"RHS_Mi24V_UPK23_vdv",
	"RHS_Mi8AMT_vdv",
	"RHS_Mi8AMTSh_vvsc",
	"RHS_Mi8AMTSh_UPK23_vvsc",
	"rhs_pchela1t_vvsc",
	"RHS_Ka52_vvsc",
	"RHS_Ka52_UPK23_vvsc",
	"rhs_mi28n_s13_vvsc",
	"rhs_mi28n_vvsc"
];

// Same with lighter choices to be used  when the alert level is low
opfor_battlegroup_vehicles_low_intensity_overwrite = true;
opfor_battlegroup_vehicles_low_intensity_extension = [
	"RHS_Ural_Zu23_MSV_01",
	"rhs_btr80a_msv",
	"rhs_tigr_sts_msv",
	"rhs_bmd1",
	"rhs_kamaz5350_msv",
	"RHS_Mi8AMT_vdv",
	"RHS_Mi8AMTSh_vvsc",
	"RHS_Mi8AMTSh_UPK23_vvsc",
	"rhs_pchela1t_vvsc"
];

// All the vehicles that can spawn as battlegroup members (see above) and also hold 8 soldiers as passengers.
// If something in here can't hold all 8 soldiers then buggy behaviours may occur
opfor_troup_transports_overwrite = true;
opfor_troup_transports_extension = [
	"rhs_btr80a_msv",
	"rhs_bmd4_vdv",
	"rhs_bmd2",
	"rhs_bmd1",
	"rhs_bmp3mera_msv",
	"rhs_kamaz5350_msv",
	"RHS_Mi24P_CAS_vdv",
	"RHS_Mi24V_UPK23_vdv",
	"RHS_Mi8AMT_vdv",
	"RHS_Mi8AMTSh_vvsc",
	"RHS_Mi8AMTSh_UPK23_vvsc"
];

// Battlegroup members that will need to spawn in flight. Should be only helos but, who knows
opfor_choppers_overwrite = true;
opfor_choppers_extension = [
	"RHS_Mi24P_CAS_vdv",
	"RHS_Mi24V_UPK23_vdv",
	"RHS_Mi8AMT_vdv",
	"RHS_Mi8AMTSh_vvsc",
	"RHS_Mi8AMTSh_UPK23_vvsc",
	"rhs_pchela1t_vvsc",
	"RHS_Ka52_vvsc",
	"RHS_Ka52_UPK23_vvsc",
	"rhs_mi28n_s13_vvsc",
	"rhs_mi28n_vvsc"
];

// Opfor military aircrafts
opfor_air_overwrite = true;
opfor_air_extension = [
	"RHS_T50_vvs_052",
	"RHS_Su25SM_KH29_vvsc",
	"RHS_TU95MS_vvs_irkutsk"
];







// Other stuff

// Civilians
civilians_overwrite = true;
civilians_extension = [
	"LOP_CHR_Civ_Citizen_03",
	"LOP_CHR_Civ_Citizen_04",
	"LOP_CHR_Civ_Priest_01",
	"LOP_CHR_Civ_Profiteer_02",
	"LOP_CHR_Civ_Rocker_02",
	"LOP_CHR_Civ_Villager_01",
	"LOP_CHR_Civ_Villager_03",
	"LOP_CHR_Civ_Woodlander_03",
	"LOP_CHR_Civ_Worker_02",
	"LOP_CHR_Civ_Random"
];

// Civilian vehicles
civilian_vehicles_overwrite = true;
civilian_vehicles_extension = [
	"LOP_CHR_Civ_Landrover",
	"LOP_CHR_Civ_Offroad",
	"LOP_CHR_Civ_UAZ",
	"LOP_CHR_Civ_Ural"
];

// Everything the AI troups should be able to resupply from
ai_resupply_sources_extension = [

];

// Everything that can resupply other vehicles
vehicle_repair_sources_extension = [

];
vehicle_rearm_sources_extension = [

];
vehicle_refuel_sources_extension = [

];

// Elite vehicles that should be unlocked through military base capture.
elite_vehicles_extension = [
	"Steve_MBT_Kuma",
	"Burnes_FV4034_01",
	"RHS_AH1Z_wd_GS",
	"H_RAH66",
	"RHS_AH64D_wd",
	"JS_JC_FA18E",
	"JS_JC_FA18F",
	"greuh_pandur_wdld",
	"RHS_M2A3_BUSKIII_wd",
	"usaf_f22",
	"USAF_F35A",
	"rhsusf_m1a2sep1tuskiid_usarmy",
	"FIR_F16C",
	"FIR_F15E"
];

// Blacklisted arsenal items such as deployable weapons  that should be bought instead
// Useless if you're using a predefined arsenal in arsenal.sqf
blacklisted_from_arsenal_extension = [
	"RHS_Podnos_Bipod_Bag",
	"RHS_Podnos_Gun_Bag",
	"RHS_Metis_Gun_Bag",
	"RHS_Metis_Tripod_Bag",
	"RHS_AGS30_Tripod_Bag",
	"RHS_AGS30_Gun_Bag",
	"RHS_DShkM_Gun_Bag",
	"RHS_DShkM_TripodHigh_Bag",
	"RHS_DShkM_TripodLow_Bag",
	"RHS_Kord_Tripod_Bag",
	"RHS_Kord_Gun_Bag",
	"RHS_M2_Gun_Bag",
	"RHS_M2_Tripod_Bag",
	"rhs_M252_Gun_Bag",
	"rhs_M252_Bipod_Bag",
	"RHS_M2_MiniTripod_Bag",
	"RHS_Mk19_Gun_Bag",
	"RHS_Mk19_Tripod_Bag",
	"RHS_NSV_Tripod_Bag",
	"RHS_NSV_Gun_Bag",
	"RHS_SPG9_Gun_Bag",
	"RHS_SPG9_Tripod_Bag",
	"rhs_Tow_Gun_Bag",
	"rhs_TOW_Tripod_Bag"
];

// Configuration for ammo boxes transport
// First entry: classname
// Second entry: how far behind the vehicle the boxes should be unloaded
// Following entries: attachTo position for each box, the number of boxes that can be loaded is derived from the number of entries
box_transport_config_extension = [
	[ "rhs_kamaz5350_open_msv", -6.5, [0,	  0.8,	  0], [0,	  -0.8,	  0.0], [0,	-2.5,	0] ],
	[ "rhsusf_M1078A1P2_wd_open_fmtv_usarmy", -6.5, [0,	  -0.2,	  0.6], [0,	  -1.8,	  0.6] ],
	[ "rhsusf_M1078A1P2_B_M2_wd_fmtv_usarmy", -6.5, [0,	  -0.2,	  0.6], [0,	  -1.8,	  0.6] ],
	[ "rhsusf_M977A4_BKIT_usarmy_wd", -6.5, [0,	  0.5,	  1.5], [0,	  -0.9,	  1.5], [0,	  -2.4,	  1.5], [0,	  -3.8,	  1.5], [0,	  0,	  3], [0,	  -1.5,	  3], [0,	  -3,	  3] ],
	[ "rhsusf_M977A4_BKIT_M2_usarmy_wd", -6.5, [0,	  0.5,	  0.8], [0,	  -0.9,	  0.8], [0,	  -2.4,	  0.8], [0,	  -3.8,	  0.8], [0,	  0,	  2.3], [0,	  -1.5,	  2.3], [0,	  -3,	  2.3] ],
	[ "RHS_CH_47F", -7.5, [0,	2,	-1.8], [0,	0.6,	-1.8], [0,	-1.2, -1.8], [0,	-2.6, -1.8] ]
];

 

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Hi folks !


an update is out on github

 

+ new side mission "Vehicle Capture"

+ new building "Outpost"  (like a fob, cheaper and sooner but with some limitation)

+ Radio tower respawn

 

+ better startup error  check

+ huge classname cleanup

+ various fixes !

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Quote

The better and easiest way is  simple, custom this file \scripts\shared\classname.sqf or this one classnames_extension.sqf  and the side can be adjusted in gameplay_constant.sqf.

 

For exemple if you want to play as Russian against any Bufor Faction just add the russian asset under // *** FRIENDLIES *** , Blufor asset under  // *** BADDIES ***

just change this value in gameplay_constant.sqf

GRLIB_side_friendly = EAST;
GRLIB_side_enemy = WEST;

here a custom RHS asset with a working attach-to coordinate for the ammobox in this exemple player side is blufor (USA) ennemy side Opfor (RUSSIA) : (note : i didnt edit elite and support source cause it just an exemple.


hi,

 

this way of customize faction, is now very far from Liberation RX,

 

now the template for faction are built in the game and you can choose them in lobby

there is a folder for that (search on previous post about this)

 

but your template will be very useful to add template for  RHS_USA as playable side and RHS_RUSSIA for the enemies

 

btw, did you make the opposite template ? RUSSIA vs USA

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6 hours ago, pSiKO said:


hi,

 

this way of customize faction, is now very far from Liberation RX,

 

now the template for faction are built in the game and you can choose them in lobby

there is a folder for that (search on previous post about this)

 

but your template will be very useful to add template for  RHS_USA as playable side and RHS_RUSSIA for the enemies

 

btw, did you make the opposite template ? RUSSIA vs USA

No just got template with private faction.

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9 hours ago, damsous said:

No just got template with private faction.

 

ok, I can extract one playable side USA  and another one (RUSSIA) for AI.

 

if some want make playable RUSSIA (classnames_west.sqf) and/or AI template for USA (classnames_east.sqf)

 

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On 6/18/2021 at 4:31 AM, pSiKO said:

 

ok, I can extract one playable side USA  and another one (RUSSIA) for AI.

 

if some want make playable RUSSIA (classnames_west.sqf) and/or AI template for USA (classnames_east.sqf)

 

Yeah i think classnames_west.sqf is friendly side and classnames_east.sqf enemy side ?

I don't know how did you modified the mission, but in the original version there a file called  "gameplay_constants.sqf", this file need to be adjusted with playable faction for sector activation, respawn and sector color.

Here an exemple with independent (green) VS West (blue) :

GRLIB_side_friendly = RESISTANCE;
GRLIB_side_enemy = WEST;
GRLIB_side_resistance = EAST;
GRLIB_side_civilian = CIVILIAN;
GRLIB_respawn_marker = "respawn_guerrila";
GRLIB_color_friendly = "colorIndependent";
GRLIB_color_enemy = "colorBLUFOR";
GRLIB_color_enemy_bright = "ColorBlue";

 

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20 hours ago, damsous said:

Yeah i think classnames_west.sqf is friendly side and classnames_east.sqf enemy side ?

I don't know how did you modified the mission, but in the original version there a file called  "gameplay_constants.sqf", this file need to be adjusted with playable faction for sector activation, respawn and sector color.

Here an exemple with independent (green) VS West (blue) :


GRLIB_side_friendly = RESISTANCE;
GRLIB_side_enemy = WEST;
GRLIB_side_resistance = EAST;
GRLIB_side_civilian = CIVILIAN;
GRLIB_respawn_marker = "respawn_guerrila";
GRLIB_color_friendly = "colorIndependent";
GRLIB_color_enemy = "colorBLUFOR";
GRLIB_color_enemy_bright = "ColorBlue";

 

 

hi,

 

Quote

( i think classnames_west.sqf is friendly side and classnames_east.sqf enemy side ) ?

 

yes, but by only changing "gameplay_constants.sqf" you just change color and 'side' (blu/red) but not the classname (otan/csat) nor the vehicles/buildings.

 

now in LRX, you can choose the template you want for each side. (csat/otan/rhs/baf/etc...) independently

you are always the WEST side and the enemy is always the EAST side. (in A3 the side is only used for relationship between faction)

 

with the "mod_template" system, you can just add your template, and make it a playable side or just an enemy faction or both.

and you can restart the same Island but with different units.

 

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hey @pSiKO 

seems PsiKO AI Revive is still working after I disabled it from parameters.

is there any way to turn off?

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