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Special Mod Support update

 

- add Ai auto re ammo (every enemy created is fully rearmed)
- add a minimal whitelist when filtering is used

  to add toolbox/medikit or other important missing equipment
- mod filtering now accept several mod at time


Note about Arsenal and Filtering

 

- Enable the Virtual Arsenal (default: enabled)
enable or not the access to the virtual arsenal.
when disabled, the player don't have access to equipment dialog nor can load gear preset
the Arsenal box is only used by Ai as an ammo reloading point
note:
 the filtering still can be activated to limit equipment for a mod
 the white/black list still can be used to add/remove equipment


- Enable the limited Virtual Arsenal  (default: enabled)
enable or not the use of black list for equipment
note:
 when disabled the filtering is also disabled
 all available equipment can be used
 the whitelist still can be used to force the availability of an equipment

 

- MOD filter: CUP (default: disabled)
use filtering based on this mod, only equipment from this mod is available.
a minimal whitelist is present to add missing equipment

- MOD filter: RHS (default: disabled)
idem

- MOD filter: R3F (default: disabled)
idem
etc..


Important info:
these settings can be mixed together

ex:
- No arsenal box and no filter at all
- No arsenal box and use of default blacklist
- No arsenal box and use only equipment from mods CUP

 

- Arsenal box and no filter at all
- Arsenal box and use of default blacklist
- Arsenal box and only equipment from mods R3F
- Arsenal box and only equipment from mods CUP + RHS

 

by default settings:

 arsenal is activated + blacklist filtering and no mod filters are enabled

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3 hours ago, pSiKO said:

 

for mobile spawns, you can choose how many spawn points you want to allow (MaxSpawnPoint)

for abandoned spawn points (tents or vehicles abandoned by the player), another player must take ownership (by locking vehicle or by packing / unpacking tent)

for locked spawn points (vehicle only), they do not appear on the spawn list (and do not count as a resource)

 

Did I ask how mobile spawn veh. works ? Don't think so.

I show You one example from yesterday that I hade on my server.

4players

Spawn at FOB, I build Mobile Respawn (truck)

Packed in truck we drove to nearest mission.

Fight was intense (3x tank, 2xKamysh, Tiger, few Ifrits....shit lot of enemy troops)

I decide to respawn at FOB, take F16 and be CAS.

After we won we want to drive mobile respawn to another mission but.....only I can be a driver.

It won't be an issue couse I could abandon that truck but it won't be respawn point any more.

Solution would be if every player drive his own mobile respawn truck but.....that it's simply stupid.

So is there a way for abandon/unlocked veh. could be respawn point ?

 

@pSiKO do You play on any public servers that are using Your Liberation RX mission ?

 

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On 1/6/2022 at 9:17 PM, pSiKO said:

Hi Muz,

 

very good point!

I'll will disable the follow Halo/Redeploy for the others human players in a squad.

 

Thanks

 

 

And thank you, good sir!

 

However, that issue with the The Aircraft Wreck Search and Rescue/Downed Chopper secondary mission has reared it's ugly head again. 😞 

 

The Search and Rescue secondary mission spawned near Zeloran Military, together with the mission marker as expected. We did not request this at FOB - this happened automatically as if it were an a3w sidemission.

None of us were even near the FOB.

 

The timer timed out after 60 minutes (we think) as we were busy with other areas, and the mission marker (Red Diagonals in a Circle with a Question mark at center) disappeared.

We did not notice if the mission had failed or not, but the marker was definitely gone.

When we had finished what we were busy with, we tried to start another secondary mission (FOB hunt) at our FOB, but were unable to do so. The Secondary Missions were greyed out =disabled.

Luckily I had taken note of the area that the mission had spawned, and was able to use Admin menu to travel there and check.

 

Sure enough, no marker, but the Wreck (on fire), pilots, and Enemy all spawned in and were all still active. This seems to indicate that the triggers are working and the mission itself is fine.

We then did the mission (no marker for the entire time) and once that was done, secondary missions again became available at our FOB.

 

I have not checked through the scripts for the mission and so am not sure that the above behavior is as designed. If this is the case, it may warrant a selection setting in the config to select whether the marker stays or disappears.

 

 

Thank You

Muz

 

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18 hours ago, Fiero_185th said:

I decide to respawn at FOB, take F16 and be CAS.

After we won we want to drive mobile respawn to another mission but.....only I can be a driver.

It won't be an issue couse I could abandon that truck but it won't be respawn point any more.

Solution would be if every player drive his own mobile respawn truck but.....that it's simply stupid.

So is there a way for abandon/unlocked veh. could be respawn point ?

 

 

I see some options:

-  you can go back and drive yourself the truck

-  you can abandon the truck, so another player can drive the truck and you do halo jump to re take ownership (and respawn will work)

-  you can abandon the truck, so another player can take ownership and drive the truck

(respawn works because the veh is no more abandoned)

- other player have a tent loaded in a veh cargo (the truck or other) and he takes out the tent to place it

 

If I let abandoned veh to be a respawn point, there no way to control the number of respawn points

 

 

Quote

@pSiKO do You play on any public servers that are using Your Liberation RX mission ?

 

A lot !

how else to test

I host the mission on our server since a long time, and each mission (with mod or not) is tested with friends to hunt bug and improve gameplay

 

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14 hours ago, muzashi1964 said:

 

 secondary mission has reared it's ugly head again. 😞 

 

 

there must be a bug somewhere ! 🙂

 

note that there are two types of side missions:

 

- the a3w style (plane wreck, delivery, city invasion, etc.)

they start automatically

there can be several missions at the same time

they are time limited, only provide ammo or XP as a reward

the marker is almost accurate

 

- the original Liberation mission (fob hunt, convoy, sar)

can be started manually (Secondary Objectives)

but they can start automatically if no commander has started one (wait 1 hour before automatic start,  fob Hunting is never started)

there can be only one missions at the same time

they never end (no time limit)

the marker is only a search area

these missions reduce the aggressivity of opfor

 

according what you report it seem that the mission marker gone. (i don't know why)

I investigate this point

 

you can found events on side mission start/stop in the diary of the mission (when map is open see journal)

 

Thanks for feedback, I keep you in touch

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15 hours ago, pSiKO said:

 

there must be a bug somewhere ! 🙂

 

note that there are two types of side missions:

 

- the a3w style (plane wreck, delivery, city invasion, etc.)

they start automatically

there can be several missions at the same time

they are time limited, only provide ammo or XP as a reward

the marker is almost accurate

 

- the original Liberation mission (fob hunt, convoy, sar)

can be started manually (Secondary Objectives)

but they can start automatically if no commander has started one (wait 1 hour before automatic start,  fob Hunting is never started)

there can be only one missions at the same time

they never end (no time limit)

the marker is only a search area

these missions reduce the aggressivity of opfor

 

according what you report it seem that the mission marker gone. (i don't know why)

I investigate this point

 

you can found events on side mission start/stop in the diary of the mission (when map is open see journal)

 

Thanks for feedback, I keep you in touch

Hi pSiKO,

 

Yes, it is one of the original secondary missions,SAR. The marker is disappearing. Had a quick look in the scripts that handle these originals, but have not found the cause yet.

 

Thanks for the reply.

Muz.

 

PS: joined your discord but i suspect we are going to have problems with the time difference. I am in New Zealand 😏

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How could I remove the virtual arsenal and add the weapons that are purchased as if they were vehicles? I already achieved it by adding the class name but when giving build it disappears. And the ammunition boxes come out empty???😟

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