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zbug

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Everything posted by zbug

  1. v0.908 is out, again as a pre-release, we'll be testing it online tonight. The main addition: thanks to various people posting small bits of the full answer left and right, I've been able to blacklist items from the arsenal without removing any modded item, which means all the static weapons are gone and now you should purchase them. As a result the mortar has been added to the build menu. However that new way of loading the arsenal causes a bug where it's impossible to load perfectly valid loadouts.That means you get a new interface that allows you to quickload your arsenal loadouts (that option will also come to the deploy screen later on), or access the full arsenal to edit and save as you used to, which works as intended. Also you can now cancel a redeploy by pressing escape ;)
  2. Well, better late than never I guess :P If you're using the "boxless" arsenal and you want to whitelist specific items, you need to add them into the missionNameSpace, for example : [ missionNamespace, [ "I_Mortar_01_support_F" ] ] call BIS_fnc_addVirtualBackpackCargo; And if you want to blacklist specific items instead, you have to adapt the code from here: https://forums.bistudio.com/topic/182817-how-to-limit-weapons-in-the-arsenal-of-a-box/#entry2907944 I didn't test it entirely yet (especially not in multiplayer) but it feels like a solid lead Cheers
  3. v0.907 is out as a quickly tested pre-release, please don't update mirrors just yet New : - Individual nametags that can be activated from greuh options, - Permissions management system. It's activated by default and requires the commander to set the permissions for everyone. Those permissions will be kept in the savegame so you don't have to do that every single time. It should help all the public servers to manage their population more easily. If you find it annoying you can disable it from the mission options. If there's any admin from 3rdID around here (this server), there's a good chance your server has exactly the logs I need to investigate the issue of those sectors that stop activating / capturing after a while ;)
  4. Well it's not the kind of thing I'd enjoy as it makes logistics less useful, but as an option if you want it, why not. noted
  5. When you get counter-attacked (red notification), hostile forces may have aerial units, it's mostly random (mostly because of the alert level being factored in)
  6. About the permissions that the commander can give to players: - Vehicle gunner (can be separated car / tank / air) - Vehicle driver - Vehicle commander - Build (including fob deployment) - Recycle - Unflip - Squad management - Capture prisonners What am I forgetting, what else would you find useful?
  7. Since there doesn't seem to be any major issue with it, v0.906 is now official https://github.com/GreuhZbug/greuh_liberation.Altis/releases
  8. Client logs (rpt files) when the issue happens, that would be helpful ;)
  9. Il faudra que je passe vous voir alors :p
  10. I suppose if your server's parameters setup doesn't match then the mission will revert to the default values. I've never used that so, no idea
  11. I've released a v0.906 that adresses most of the urgent issues (see the list on Trello), and especially in this version there's log traces everywhere inside the sector activation scripts. For all the people who get sector activation issues, especially when the server uptime is pretty high, I'd be interested if you can run with this version and provide me with the logs if/when the problem happens. That's likely the best way of finally finding out what's going wrong with this. There's also the revive system tweak. You may enjoy not getting suddenly incapacitated because a stray bullet lightly scraped your sensible pinky finger. I just hope it works every time, but after getting shot for half an hour I never got the death screen once, so let's hope it wasn't just luck. That version only got minimal testing (because I can only do that next sunday), so it's only a pre-release for now, just in case. I don't really expect issues, but, yeah. v0.906 this way (please don't update mirrors just yet)
  12. By any chance are you playing on a server with no password and no mod signatures enforced? Your issue makes me think that someone may have logged in with that tiny client mod that allows the user to execute any script command they want. Since you have long uptimes on your server I suppose there's been moments when no one was looking? Just an idea Edit: Good news of the day Thanks animalmother94 for sending me on the right track with this ;)
  13. First post up to date, additions: - Wiki by Bramjam: http://greuh-liberation.wikia.com/wiki/GREUH_Liberation_Wikia - Correct steps to report a bug (try to do as much as you can, it really helps)
  14. I didn't have the case of alert going above 100% either... It takes a huge amount of time running after these with no clue, unless you have the steps to reproduce it on a non-modified vanilla version. I'd love to help and solve it, yet it's just discouraging to see bugs that never popped up on our end as we're now playing our third campaign since last year. Guess I'll just put even more log traces
  15. Which version are you using, how long has your server been running when the issue appeared, does it get solved by a server restart? Thanks
  16. Yes and that's renegade for you, you need to either disable the teamkill penalty in the options, or stop killing friendly stuff ;) In any mission you'll be kicked out of your squad for doing that and your AI will start shooting at you. It's the standard Arma behaviour, unless there's a system to prevent it. Also the squad menu works for every human squad member and not only the leader. The problem here I suppose is that you may have been kicked from the BLUFOR side altogether.
  17. Thanks for all your feedback, now for the questions : If I find a way to remove the free mortar from the arsenal without removing anything else, you'll be able to purchase mortars as a static defense with a (fairly high) ammo cost. Then you can always pack the mortar and move it around Artillery will receive indirect nerfs in the shape of a civilian kill penalty and CSAT counter artillery (which shall discourage you from being a comfy sitting duck inside your FOB, surrounded by ammo boxes ;) ) Off-map supports are definitely an idea and I'll look into it at some point, can't make any promise though It worked fine last time I tested it, I'll test again The ghosthawk is capable of sling loading the FOB container in case no one has the DLC to pilot the huron. The huron has more advantages though: mobile spawn, ammo boxes can be loaded inside, etc, but that's not mandatory Are you using the atlas LHD or the default base? With the atlas there is still a random collision issue that I wasn't able to fix despite trying.... quite a lot of things. If someone has an idea, I'd be glad That's on purpose, people have reported that some scripts just plain stop working after about 10 hours of uptime, I've put that quick modification just to see if it fixes the issue or not. Waiting for the reports on that It's being considered, I just want a way of calling those off-map supports that wouldn't suddenly make human supports useless. We have a dedicated Pawnee pilot who'd be quite wary of that sort of stuff, he likes to be indispensable I guess They don't join the civilian side, it's just that prisoners are considered as civilians and are shown as such on the zeus interface. That also stops everyone from shooting at them, which is nice. They should still follow your orders though, that's strange since I've done all the prisoner tests alone on my test instance The only thing I can think of is maybe you've enabled the teamkill penalty, became a renegade, and thus you can't give orders to your group, prisoners or not If you have reproduction steps for that issue I'd be glad It's on the squad management interface now, you can access it from any fob or mobile respawn. Now you can choose your loadout beforehand and pick which squad member you want to "replace" or rather "overwrite", which is nice About all the one-shot-one-kill issues: animalmother94 pointed the potential issue with the current revive system and indeed it seems that getting your hands or legs ruined will make you incapacitated, while it wouldn't kill you in the vanilla damage/death system. That's why people feel they get wrecked too quickly and too often. However I've tested the fix provided and it doesn't work, instead people just plain die every single time and the revive system is never triggered. I'll look more into it and try to implement the correct behaviour in which hands and legs shots aren't fatal
  18. This sounds so simple it hurts, yet I wasn't able to find any answer or hint anywhere You've got 3 dudes in your squad: number 1, number 2, number 3. In the group units array, number 1 is at index 0, number 2 is at index 1, number 3 is at index 2. Everything's good, I can easily retrieve the actual number by doing array index + 1. However, something bad happens to number 2, so now you've got 2 dudes in your squad: number 1, number 3. In the group units array, number 1 is at index 0, number 3 is at index 1, so I can't retrieve the number based on the array indexes anymore. Yet the UI keeps displaying the correct squad numbers so the info must be somewhere. Any idea? Thanks!
  19. Thanks for the answers! Spotting the squad members with map markers, and a simple squad management UI. Everything works except the numbers that were wrong, until now ;)
  20. v0.905 is out Apart from a few fixes and tweaks the main new feature is the squad management screen. Everything about it is pretty much self-explanatory but as a new feature, there might be some bugs ;) Known issue: the squad camera isn't working well if the squad member is inside a vehicle
  21. For those who want their mission parameters pre-set everytimes you can look here: https://community.bistudio.com/wiki/server.cfg "Arma 2: Operation Arrowhead - multiple mission parameters configuration"
  22. So apparently there's a script that doesn't enjoy uptime > 10 hours
  23. It is supposed to work, but depending on the way your server is setup, maybe your arma server instance doesn't have write access to its own profile, which would suck because the save system relies on that. Try to find the <server profile name>.vars.Arma3Profile file, and make sure it is not read only
  24. There's nothing special in the logs except the huge uptime, it's recommended to restart your server once in a while anyways ;) As for the actual issue I don't know, it's pretty hard to even reproduce the conditions of it on our server, we don't play more than 3-4 hours each time
  25. I could use server logs if you have them ;)
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