zbug
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Everything posted by zbug
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Liberating Pyrgos Base with a bunch of human teammates. Paradroping was maybe not the best idea but eeeeeh we managed in the end
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1- Problem is, if we keep using the BIS arsenal, I can only do that with vanilla gear. The ability to put any mod with additional weapons and use it right away in liberation is one of the big advantages of not doing a gear upgrade system :P I can always code something else but I'm afraid that won't be more interesting and more fun than the unlimited BIS arsenal 2- There's already a leveling system planned on the roadmap, but it will give perks (various upgrades to your character) rather than restrictions. I don't like the concept of those "kiljoy systems" that don't bring any new gameplay. And again with an "xp for more gear" system, mods would be a big problem, with the need to add every classname by hand to define what gear is low tier, mid tier or high tier, thus restricting the players choices of mods to maybe 1% of what they currently have 3- I can look into that but I believe there's already fastrope mods around as we already have one on our server. A fastrope script would conflict with any fastrope mod in the same way that the FAR revive (mission revive) is annoying for ACE users (modded revive) 4- There's already AI artillery ;) commanding it is another problem, but then we have humans to do that? More seriously it seems all these features are already in ACE/Alive and Magitex has already done a liberation version using these mods 5- That would totally defeat any strategy, especially with the upcoming change that vehicle unlocks will be tied to bases, you can't plan anything proper without seeing the map. Plus that would break quite a lot of systems that currently rely on map markers (even client side) 6- That's because they're in the arsenal, even though I could remove them (I did with clashpoint), but that would also remove the ability to repack built mortars and carry them as backpacks. So yeah you can use the mortar bags from the arsenal, and because of that, I couldn't put them into the build menu. Option 1 - make people pay for them and have others exploit it by using the free version or Option 2- make them free which is an invitation for some horrible spamming 7- This is planned as part of adding the FIA faction, it's on the roadmap. Also there's already CSAT patrols on the open road, their density depends on the alert level As for your ending points you now have a neat porting guide and an ACE/Alive version ;) Cheers It's already planned here as part of an effort to make player controlled air assets less deadly for the CSAT :P Yep it's already on the roadmap :) Conclusion to my post: please, read the roadmap :D (and have a look at trello) I understand there's a lot of info everywhere and you may not have the time for that, but surely asking for things that are already planned won't make it better ;)
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Your guide is great, only thing is the subspawn and spawn_stuff markers at step 9, I'm pretty sure they aren't used anymore ;) You make a good point about the save, I'll add a save key in the gameplay variables so you can have one savegame per map
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v0.901 released, grab it here Changes: - Prisoners are now much more reliable. You might even want to keep an eye on them at all times. - You can load and unload the new vehicle ammo boxes on hemtt trucks (only the uncovered version). Other than that we didn't run into any issue, so you can now safely upgrade from any older version ;) @Linderoth thanks for your post, I'll answer tomorrow, it's a bit late right now :p
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Did you activate the adaptive AI option ? It's supposed to help with battlegroup size for small groups of players
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You need to use the commander slot, otherwise you won't be able to order them around. The commander slot will go when the votefor commander screen comes in
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- I have fixed the prisoner bug in the upcoming version, - The taru has changed from the transport version to the external bench version, I didn't realise it would wipe the old taru from savegames if you had captured one, sorry for that :/
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I've looked into the idea of using map locations but it has a lot of issues: - some sectors aren't locations, - some locations aren't sectors, - the hostile spawns are never a location, - how to identify which is a town, which is a factory, which is a base, - how to make sure there's not too many sectors close to each other (in some remote places 3 houses are enough to become a sector, but near Kavala it's not) - how to name everything correctly, and Exile will give you an example of location names being off most of the time. Let's fly over to "Military". Uh uh. Sure :p I've seen map analysis at work in Invade & Annex or DUWS and I didn't really like the result (plus in Invade & Annex it's so very slow due to the insane amount of buildings). The idea has its merits (portability being the first) but in the end I felt like designing a system based on map analysis and tweaking it to give good and reliable results would take more time and effort than placing the sectors by hand on 10 different maps ;) I'll be doing Bornholm with RHS, just in case anyone's wondering I guess your easiest way is to mod a custom flag pole with your texture into the game, and put its classname into classnames.sqf next to the regular NATO flag ;) Adding some script inside the building function just to change the flag texture feels like a good way to break something, or have your modification erased with each new version I'd like to use the occasion to repeat that currently I don't provide support for modded versions. You can do absolutely whatever you like and distribute your own version, but I really don't have enough time to help you with the issues you might encounter. The only thing that is safe to modify at the moment is classnames.sqf
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Nah it's definitely a bug, I didn't test with more than one, thanks for reporting it ;) About that guy in your base, I don't know him personaly. It seems like your FOB might be into one of the new sectors so that's why civilians might spawn right into it
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Either click "how to play" in the main menu when the mission starts or use the action at the LHD
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v0.90 is out, grab it here What's new: Ingame tutorial has been added. It's not final, if you think some things are missing or if you spot mistakes, feel free to share. It will change anyways along with the new incoming features. Prisonners can now be properly captured. They must be brought back to a FOB to yield intel and a small ammo bonus. Passive ammo income no longer exists. Instead you will see vehicle ammo crates popping randomly inside friendly military bases. You have to slingload those crates back to a nearby FOB and recycle them to get resources. This is the first brick of the new secondary objectives and it will be expanded greatly in the future. The possibility to load crates onto trucks is into development already, but in its current state it couldn't be included in this version. Next time ;) New option to play with reduced fatigue settings, by default it will be 50% of the original value. New option to get smaller hostile groups when playing with only a few people. Now every build in progress can be cancelled with no ammo cost. New sectors, mostly in areas of the map that used to be very empty. Those sectors will be hostile so depending on your current progress you may have to take care of them first. Also Molos airfield is now a factory, just like every other airfield. And a bunch of bug fixes and various tweaks. As usual the savegame will be patched and you won't even notice it, but because of the new sectors you won't be able to go back to any previous version of liberation. We didn't have any issue playing with this version tonight (otherwise I wouldn't release and give it a few more days), but be aware of that, and make backups if you can.
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No, I'm using a feature from the Arma engine here. Choosing the path would create a lot more issues than it would solve, if that's only possible Edit: maybe there's something you can do with the server config, to store its entire profile in a place you can access for example. I don't know enough about server administration to answer that
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Well you can search for *.Arma3Profile everywhere you have access, and if you don't find it, that's an issue indeed
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Look for the <profileName>.vars.Arma3Profile file, somewhere on your server
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The difficulty affects the AI skills but not the point where they stop spotting and hitting each other altogether. At 0.5 their skill gets reduced by the square root of 0.5, so that's 70% of the original skill values. I will do more testing on 0.5 difficulty to see what could have gone wrong. But if that means the AI have a very hard time hitting the players on "tourist" difficulty mode, I'd say it's just working as intended :P The unitcap is used to prevent the mission from spawning too many AI units. If you send people everywhere to activate every sector, they will just stop activating at all. It prevents the AI numbers from reaching such amounts that you get poor performance both server and client side. What we miss right now is the client feedback to know when the cap has been reached and which sectors are active. I've had an instance where a single unit got lost into Agios Dyonisos without being killed, and it meant nothing could spawn because of those ~80 AIs defending the town for nothing. If you go with the 200% cap, that means you can have two times more AI at a given time, and about 40% more AIs into each active sector, plus a bit more patrols and bigger battlegroups. That also means that with the current state of the game, you can expect terrible client performance even with the HCs managing it perfectly. Right now from what we can see during playtests I'd recommend 125% or lower, 100% being "the way it's meant to be played" anyways. Just in case the HC does nothing for client performance, it just makes the AIs more reactive, challenging and enjoyable to play against. What might improve the experience further is the way they offload the AI from the main server, which means the server can spend its time dealing with the mission and networking tasks instead. As for 0.9: The version is done and we will playtest it tonight. It comes with a warning as it includes savegame patching, which means you won't be able to go back to an older version with your savegame if there is a major issue. I'll make sure there's no such issue, but I'll also recommend you keep a copy of your current 0.89 (or earlier) savegame in case you have to revert. I do not expect this to happen - but better safe than sorry.
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Seems like a good idea :) Sadly I can't provide support for modified versions yet, until the main version is mostly done, and that's still quite far away ;) Late night preview: http://i.imgur.com/DcKdrkj.jpg http://i.imgur.com/pnkrQCI.jpg
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What :D Which version of liberation? Any modification on your side? Any important mods such as Alive/Ace or AI mods? Any rpt logs with script errors?
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The marker z-order is always a pain because it depends on marker creation order only. However here's the better correction I propose, noted here ;) (already thought about it a while ago and of course I forgot to make a note)
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I'll see what I can do :) noted here Yep, I've planned to do a ton of little things for the next release, so maybe you'll find it there ;)
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There's no damage event handler on the players, nothing that can modify damage resistance in any way :) It may be due to your difficulty options, there's a thing about extra armor if I remember correctly
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Cleaning town :) http://i.imgur.com/eG21h98.jpg
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In a sense I have because every single AI spawns just beyond visual range and despawns when they get too far. It would serve no purpose to cache a specific group, all you want is to find hostile troups where you go, not where you aren't. There's about 150 sectors each able to spawn 40 to 80 ais so yeah, I'm only spawning what's truly needed. But it wouldn't count as caching ;)
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That's a good question. Since they don't have an incredible range they could be added to the csat and militia vehicle pools that spawn on sectors, and fire from one sector to the other. It should be the opfor_vehicles and militia_vehicles arrays in classnames.sqf ;)
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It doesn't activate the HC, it only shows what is going on with the HC if you are interested :) To make the HC work, well, you just have to connect it :D
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