pSiKO 124 Posted June 7, 2018 Greetings to the World !! I'm very happy to present you my own version of [GREUH] Zbug Liberation, ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- ARMA-3 Liberation - RX Based on version 0.924 Features: * Personal Progression * Personal Economy * Personal Vehicles (can be abandoned) * R3F Logistic (can tow vehicles and load item) * LARs (Larrow) Arsenal (Customisable Arsenal) * pSiKO AI Revive Addon (AI revive SP/MP) * DALE Dynamic Aircraft Loadout * Taru pod manager * AirDrop * TK Protect + AutoBAN * Dynamic Sides Missions * Extra Action keys: Hearplug, Always Run, etc.. * Magazine Repack * Robust Unstuck AI/Player * Robust Air Taxi Service * AI follow you when Redeploy/HALO jump * Extended Air Support (Taxi, Air drop, etc...) * A virtual Garage + Repaint Menu * Vehicles Cargo & Inventory saved on server * Keep/recover your AI in game, even if your client restart (crash/ reboot) in MP * Wildlife Manager * A dog to help you 😉 * Support Squad * And much, much more ! * RP oriented with ranking system based on player action automatic permission granting (build/tank/air) unlocking arsenal/units according to rank send or receive Ammo from players * Dynamic Sides Missions * Special Missions * lots of performance fix / update * Admin Menu (unban/ammo/score/teleport/skiptime/God/spawn obj) * MULTI 6 - English, French, German, Spanish, Russian, + Chinesesimp (thanks to: mihuan-0) + Japanese (thanks to: O360_A1AD) Help for missing/uncomplete translation is welcome ! User Actions Keys: (UserAction n°10) Weapon to back (UserAction n°11) Always run (UserAction n°12) Toggle earplugs (UserAction n°13) Toggle HUD (UserAction n°14) Take Screenshot (game engine) This mission is designed to avoid the need for a commander, even at first boot, proper rights management, and player permissions are automatically granted. Most of the important options can be configured via the "Settings" menu Zeus mode can be used when your are both admin of the server and logged as Commander. Have Fun ! ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- Engine and map available for: * Altis * Malden * Stratis (Air Carrier) * Tanoa * Enoch with CUP Terrain: * Chernarus (+ Winter) * Takistan * Sarahni * Sarahni South * Utes * Virolahti 7 (vt7) * Isla Duala with GlobalMobilization * Wefer Lingen with Operation Trebuchet * Iberius ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- Available sides for Players: (work on any Island) * ArmA3 CSAT * ArmA3 NATO * ArmA3 AAF * Cup BAF Desert * RHS USA * RHS Russian F * Global Mob WEST * Global Mob WEST Winter Available sides for Defender (AI) * ArmA3 AAF * ArmA3 CSAT * ArmA3 NATO * ArmA3 CSAT Urban * Cup Takistan * RHS Russian F * Global Mob EAST * Global Mob EAST Winter the templates for adding new factions are easy to create, send your own! ---------------------------------------------------------------------------------------------------------------------------------------------------------------------- Take a look at : github : https://github.com/tbox1911/Liberation-RX Download Mission: Altis : https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.Altis.pbo Malden : https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.Malden.pbo Stratis : https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.Stratis.pbo Tanoa : https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.Tanoa.pbo Enoch: https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.Enoch.pbo CUP Terrains Chernarus: https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.Chernarus.pbo Chernarus(winter): https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.Chernarus_Winter.pbo Takistan: https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.Takistan.pbo Sarahni: https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.Sara.pbo Sarahni Lite: https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.Saralite.pbo Utes: https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.Utes.pbo Others: Virolahti7: https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.vt7.pbo Isla Duala: https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.Isladuala3.pbo WeferLingen (summer): https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.gm_weferlingen_summer.pbo WeferLingen (winter): https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.gm_weferlingen_winter.pbo OPTRE Iberius: https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX.OPTRE_iberius.pbo Red Edition: Altis: https://github.com/tbox1911/Liberation-RX/master/build/Liberation_RX_Red.Altis.pbo Arma3 Official Server A3Serv : arma.liberation-rx.fr Thank you pSiKO 13 7 Share this post Link to post Share on other sites
HazJ 1289 Posted June 7, 2018 A lot of errors spamming screen. No mods, hosted from inside the game. https://pastebin.com/raw/0xFGSixw Share this post Link to post Share on other sites
pSiKO 124 Posted June 7, 2018 5 minutes ago, HazJ said: A lot of errors spamming screen. No mods, hosted from inside the game. https://pastebin.com/raw/0xFGSixw It should not !! Please if you run a server take note to the param file :https://github.com/tbox1911/Liberation-RX/blob/master/mission_param.cfg also note that in SP you have to start a local multiplayer session Share this post Link to post Share on other sites
HazJ 1289 Posted June 7, 2018 As I said, hosted from inside the game. Not actual dedicated server. Do you use -showScriptErrors parameter? Errors are constantly spamming my screen. EDIT: Altis/Malden version seem okay. Errors only happen on Stratis. EDIT 2: Get the following error (see screenshot below) when was in enemy zone... Quote btw: i face an AI behavior trouble and I wonder where i can post my question. You can post your question, etc here (if related to editing/scripting): https://forums.bohemia.net/forums/forum/154-arma-3-mission-editing-scripting/ Share this post Link to post Share on other sites
pSiKO 124 Posted June 7, 2018 Okayyyy :) first error message was related to <build_first_fob> parameter (i should remove it) and it must be set to off I use this parms to run test client " -hugePages -showScriptErrors -skipintro -noBenchmark -noPause -nosplash -world=empty for SP , do this way : put the pbo in "SteamApps\common\Arma 3\MPMissions" then in game Arma Menu -> Multiplayer -> Host Server -> Select Island and Mission Share this post Link to post Share on other sites
HazJ 1289 Posted June 7, 2018 Okay, let me know when patched. Also, the cheat menu... I assume this is only for logged in admins / host? Can you add parameter to disable this? Share this post Link to post Share on other sites
pSiKO 124 Posted June 7, 2018 14 minutes ago, HazJ said: Okay, let me know when patched. Also, the cheat menu... I assume this is only for logged in admins / host? Can you add parameter to disable this? Yes it's limited (and visible) only to admin I'll add on option to disable it I'm not able to reproduce your issue, still investigating :) Share this post Link to post Share on other sites
HazJ 1289 Posted June 7, 2018 Reproduce: - Download Stratis build from GitHub - Put in MPMissions - Go in-game and host local server - Select Stratis (default parameters) - Constant error spam I just joined your server and that version seems fine. No errors at all yet. Nor in the zones. Share this post Link to post Share on other sites
pSiKO 124 Posted June 7, 2018 very interesting , I'll purge my player.vars and my cache and test again Thank you very much Share this post Link to post Share on other sites
HazJ 1289 Posted June 7, 2018 No problem. Happy to help, looks like a very good edition of Liberation. 1 Share this post Link to post Share on other sites
pSiKO 124 Posted June 7, 2018 Th issue was due to save_game name conflict I change the save_key to avoid this 1 Share this post Link to post Share on other sites
pSiKO 124 Posted June 10, 2018 On 07/06/2018 at 5:05 PM, HazJ said: Reproduce: - Download Stratis build from GitHub .... - Constant error spam Hi, I have fixed the two errors you sendme, I have fixed the key_save_name to avoid confilit I'have added an option menu to disable the admin cheat menu Can you retry please with your rocket powered PC !! cu :) Share this post Link to post Share on other sites
Leopard20 813 Posted June 12, 2018 Hi! Thank you for this mission! Looks good! (haven't tried it yet, but played the original Liberation before!) What AI behavior trouble are you having? Maybe I can help! :) Share this post Link to post Share on other sites
pSiKO 124 Posted June 13, 2018 20 hours ago, Leopard20 said: What AI behavior trouble are you having? Maybe I can help! :) Hi, Thanks you for your interest ! My AI trouble is the following : when a player , that have AI units with him in a squad, is injured, I use setcaptive true to "lock" the player until is revived (or is dead) but when I'm doing so, the next IA bot (i don't really know how is it chosen) will take the leadership, and start to issue order to others IA squad like : "get in that vehicles", "regroup", etc.. that make the bot move all around, sometime very far away, and mount in vehicles instead of healing the player. to avoid this ,I spawn this lame code as soon as the player is incapacitated : in short that code wait until the player is the group leader, and should force other IA to not enter in vehicles (half work), and not give orders (don't work) MGI_bros is the list of you AI team mate (in file core.liberation/addons/FAR_revive/FAR_revive_funcs.sqf) //Try to disable Order Attack/Getin [] spawn { waitUntil {sleep 0.5;leader player != player || !alive player}; if (!alive player) exitWith {}; enableRadio false; enableSentences false; while {leader player != player} do { _ldr = leader player; _ldr enableAttack false; [_ldr] orderGetIn false; group _ldr enableAttack false; { unassignVehicle _x } forEach MGI_bros; sleep 1; }; enableRadio true; enableSentences true; }; that end by dialogue like : 4 " 2 get in that vehicles" 2 "No can do" 4 " 2 get in that vehicles" 2 "No can do" .... :( HazJ, point me to the enableRadio & enableRadio false to stop the message, but that just hide the real behaviour. my question is : How to prevent AI squad leader to issue order to the rest of the squad, when the player is captive & unconscious ??? Thanks a lot in advance :) 1 Share this post Link to post Share on other sites
HazJ 1289 Posted June 13, 2018 Yeah. I did look on the Wiki for a command to override behaviour/control, found nothing. Why do you set the player to captive? This will make them civilian side. Does player still lose control in non captive state? Is the rank higher than the normal AI units as well? You could try setting the group leader back to the player? https://community.bistudio.com/wiki/setLeader https://community.bistudio.com/wiki/selectLeader Share this post Link to post Share on other sites
pSiKO 124 Posted June 13, 2018 salut mon ami :) I did it because otherwise the enemy still firing on the incapacitated player (or AI) "Is the rank higher than the normal AI units as well?" very good question, I'll try to check (with addrating ?) Share this post Link to post Share on other sites
HazJ 1289 Posted June 13, 2018 Salut, With setUnitRank: https://community.bistudio.com/wiki/setUnitRank I think you should try to set the group leader back to the player. Not sure what will happen if you do this while captive. Worth a try. Also, just found: https://community.bistudio.com/wiki/commandStop Quote In ArmA 1.14, this command will not stop a unit that has been given a move order by means of selecting the unit, then clicking on the in game map (or ground). Share this post Link to post Share on other sites
pSiKO 124 Posted June 13, 2018 good idea Mr Haz! I'll try to change the rank of all other units bellow the player. commandStop is the same as doStop but with radio ? anyway, I'll try to put the both (commandStop & doStop) in my loop I'll keep you informed thx :) Share this post Link to post Share on other sites
Leopard20 813 Posted June 13, 2018 @pSiKO That is to be expected! As HazJ said, this will change the player side to civilian, so you no longer "belong" to your squad and they will automatically choose a leader among themselves! ;) setUnitRank doesn't change this behavior, AFAIK. They just choose the highest rank, minus the player! As you said, commandStop is the same as doStop without radio messages. They are both low-level commands though IIRC (I mean lower than player-issued commands, so if you tell your squad to Stop via the command menu, you can't get them out of it using doMove, commandMove, etc) Also, setting doStop to a unit will cause them to disobey their leader. The only way they can follow orders is by using doFollow (or, if you're the leader yourself, call them to formation or order them to move somewhere. The AI themselves can't do that) The only possible fix I can think of is this (not sure if it works): //create a new Group, but do this before you setcaptive. OR since we're always blufor, instead of side player use west. private _newGroup = createGroup (side player); //Make units join this new group. Also get all their fireteams (red, yellow, etc) so it doesn't get messed up if they were preassigned before! { _team = assignedTeam _x; [_x] joinSilent _newGroup; _x assignTeam _team; } forEach units group player; //If player is still not in the Group, uncomment this line //player joinSilent _newGroup; _newGroup setLeader player; player doFollow player; The reason I include doFollow player is that if somehow the player's currentCommand changes to Stop, he will not be able to issue orders anymore (instead he says: 2, join group! , etc). You can test in Editor if you want, by setting doStop player! It's probably better to wait until the player is revived before you use _newGroup setLeader player, because it may not work. I'm not sure. Also if the group still moves, add this line: _newGroup move (position player); Alternatively: private _waypoints = waypoints _newGroup; if (count _waypoints != 0) then { { deleteWaypoint [_newGroup, (_x select 1)]; } forEach _waypoints; }; _newGroup move (position player); I don't think it's necessary to add unassignVehicle anymore, because it's a new group that doesn't have any vehicles! Let me know if it works! Regards. Share this post Link to post Share on other sites
Leopard20 813 Posted June 13, 2018 @pSiKO If you don't mind me asking, what script do you use for AI revive? I hear Advanced wounding system by Psychobastard is a pretty good one and compatible with Liberation! Share this post Link to post Share on other sites
HazJ 1289 Posted June 14, 2018 @Leopard20 - I believe it is GRUEH's custom revive. I think it is based on FAR's revive with a lot of work to it, not 100% sure. Not looked in a while. Share this post Link to post Share on other sites
pSiKO 124 Posted June 14, 2018 hi, the original AI revive come from this thread : I tweak it a lot to make it work with FAR Revive and liberation. (almost total recode, I make an addon folder structure with scripts and make it client only) Thank a lot Leopard20, for your input, that sounds logic :) today, I'll try to code into Liberation, I keep you in touch again, thanks to all of you Share this post Link to post Share on other sites
Leopard20 813 Posted June 14, 2018 You're welcome! Let's hope it works! I just remembered, if you don't want your squad to move to your position, you can use this instead: _newGroup move (position (leader _newGroup)); I tried your mission today. Everything looked good except for a couple of minor problems: 1. I couldn't build anything from choppers or tanks menu at the start of the game (I got a low score warning). I always build a UAV to scout the area before attacking, which doesn't work in your mission. 2. If you could also add support for RHS units (and if maybe other popular mods) it would be awesome. BTW, can you also make a Tanoa version? It would be very cool IMO! Share this post Link to post Share on other sites
pSiKO 124 Posted June 14, 2018 I'm fighting with it ! if creating a new group and joinSilent AI into this group, (befor setcaptive) should be enough to stop AI giving orders. then it's not working (AI still giving orders) note : _newGroup setLeader player; expect a "Team Member" object , I use selectLeader instead Tanoa is on the way ;) add: i use this code when the player is injured, but befor is captive or unconsious //Try to disable Order Attack/GetinVehicle systemchat format ["dbg: curgrp %1", group player]; _newGroup = createGroup [west, true]; { _team = assignedTeam _x; if (isNil "_team") then { _team = "MAIN"}; [_x] joinSilent _newGroup; systemchat format ["dbg: %1 %2 %3",name _x, _team, _newGroup]; _x assignTeam _team; } forEach units group player; sleep 0.5; _unit setCaptive true; then when player is revived [player] joinSilent _newGroup; _newGroup selectLeader player; player doFollow player; Share this post Link to post Share on other sites
pSiKO 124 Posted June 14, 2018 some news, now I use this code before set captive and ,so far so good, it seems to work. I need to test in real game [group player] spawn { params ["_grp"]; waitUntil {sleep 0.5;leader player != player || !alive player}; if (!alive player) exitWith {}; _grp enableAttack false; { _x enableAttack false; unassignVehicle _x; [_x] orderGetIn false; } forEach units group player; }; Share this post Link to post Share on other sites