Jump to content

zbug

Member
  • Content Count

    289
  • Joined

  • Last visited

  • Medals

Posts posted by zbug


  1. - Good work on the extension file helps a lot to keep things maintainable, could you do it for the enemy arrays as well ?  I'm using the CUP extentions and would be great to get some CUP vehicles as baddies as well.

    - Seems I couldn't recycle any of the vehicles in the extension array , I get the menu and I can press recycle but the vehicle remains , you do not get the ammunition from the recycling though

     

    - I'll add the hostiles arrays in the next version

    - I don't reproduce this issue, I can recycle AAF vehicles just fine. Could you please provide me with more precise reproduction steps and/or log files?

    • Like 1

  2. v0.914 is out

     

    Changelog:

    • Corrected a savegame corruption case that could occur when the clients and server didn't have the same mods loaded.
    • Added a new classnames extension file that allows you to add new items to the build menu without having to deal with the usual conflicts and merge issues in the main classnames file.
    • Added AAF vehicles to the build menu, and tweaked the mission to make sure those vehicles will appear as friendly.
    • Like 1

  3. Yep there's a good chance your client and server mods don't match, that's how the bug happens. It will be corrected in the upcoming version (in just a few hours for basic tests)

     

    In the meantime you can log on your server as admin, open the console (escape) and server exec this code:

    resources_ammo = 1000;

    (or whatever amount closer to your old value. Or whatever you want really :P)

     

    If it works, after a few seconds you should see the right-side UI pop up. When it does, again go to the console and server exec this:

    trigger_server_save = true;

    Then restart your server and hopefully everything will work fine. The bug might happen again until you upgrade to v0.914, or make sure the clients and server load the same mods.


  4. Here you go http://hochladen.to/files/R27W1446576667.html

    Inside the last 3 rpt from the server and the savefile

     

     

    Thank you so much!

     

    I think I've managed to uncorrupt your savegame, at least it's now loading fine on my side

    https://www.dropbox.com/s/lnmxqhubtzs92ky/admin.vars.Arma3Profile?dl=0

     

    As for the bug itself (because it's not corrected)

    - What version of the mission were you playing when the bug happened?

    - Do you have any mods?

     

    Edit: I've identified and corrected a similar issue that happens when a client uses a mod the server doesn't have and recycles a vehicle from that mod


  5. We also added Alive to it and it is now awesome! Only problem with it is that is when Alive is spawning own bots, the resources get over capped. Another problem is with a bit of lag on the map, so if you are interested, then may be you can take a look into that, if not, well then not.

     

    That would be better to discuss this with the other people who have already integrated Alive into Liberation. There's too many mods to integrate and maps to port onto, if I start looking into that, nothing will ever get done on the main version

     

     

    Another thing, is if I can, I would like to request feature with tickets, for instance when you start, you get say 20 tickets and you can replenish them by say taking towns and if you get killed then it will be -1 ticket and if all tickets are gone then mission is lost. Would it be possible to implement?

     

    Noted in the feature list

     

     

    I noticed something, I'm playing the mission solo atm on our dedicated server.  I'm not even using any AI allies.  It seems that when you play solo you need to clean up the entire sector to win.  This has the annoying side effect that nobody will ever surrender.  So in that case you never will be able to get intel.  It's not really a bug, but to me it does sound as a showstopper scenario ?

     

    Well, before that, some people used to complain that a few hostile dudes would surrender to them while they were solo and it made no sense. When you take all feedback into account, there comes a point when you realize you can't please everyone :p

    • Like 1

  6. v0.913 is out

     

    Changelog:

    - Added a CSAT aggressivity setting, allowing you to choose if you want more or less counter attacks and reinforcements.

    - Added a weather parameter.

    - Added a "shorter nights" parameter, which will speed up the day/night cycle during the night.

    - Added a HALO cooldown parameter.

    - Fixed a bug that could result in incorrect ammo values (including negative values) when there was a mod mismatch between clients and server.

    - Fixed a bug about a few specific sectors that had a chance to reactivate just after capture.

    • Like 3

  7. Hi Zbug, could you modify the arsenal so we can add insignias?

     

    Unfortunately it seems you can't, from https://community.bistudio.com/wiki/Arsenal:

     

    This version has several limitations as opposed to the Virtual one:
    
    Voice, Face and Insignia are not available (to avoid clashing with profile)"

     

     

    One thing that would be nice would be able to get supply drops so when we are out in the field we can restock on ammo, maybe a tiered ammo crate system that costs 10 ammo points for a crate with magazines, 50 ammo points for a crate with magazines & AT and 100 ammo points for a crate with everything. Perhaps require capturing an airfield to allow for ammo drops to be enabled within a certain radius of owned airfields.

     

    This will be part of the upcoming offmap supports feature

     

     

    I have also noticed that one of our players has been placing FOBS within capture zones for bases. The check to prevent this works when trying to initiate placing a FOB within a zone, but we have found that if you are outside the zone and start FOB placement and run into the zone you can then place FOBS within the zone.

     

     

     

    Noted

     

    Also wondering if we can have more items for base building, such as the barbed wire fences and the larger multi-level guard posts.

     

    I've added a bunch of stuff to the build menu, however tower HQs are reserved for the "fob upgrades" feature

     

    I play with 5 other guys and we recruit AI units. Anyway, three tanks in one single zone are too many. Where can I reduce the number of enemy vehicles?

     

    Automatic adaptation of the enemies (to the number of us) is already activated.

     

    Three tanks in one single zone is an unlucky draw, but it's still doable with even less people than 5. If you attack a military base you should expect that kind of defence and bring enough anti-vehicle, either yourself or with a bunch of missile specialist AIs.

     

    If you still want to remove vehicles you can modify your version of the mission and have a look into manage_one_sector.sqf

     

     

    Hey Z,

     

    is there an estimate time for secondary objectives v2? 

     

    Nope, as you could see I've been handling requests and bugfixes for a good while, so major features will have to wait until all major complaints have been fixed.

     

     

    - spawning of ammo boxes in bases are too close to towers and happens often impossible to grab them by heli. I prefer ammo spawning against constant income but part of pleasure vanishes when not able to load ammo boxes in heli (sling loading not possible either due to towers obstacles). My proposal is either try redefine spawning points a bit further then base itself or to extend the radius of ammo loading so that we can land a bit safer but still able to load them in the chopper.

     

    I've noticed that too, I'll look into it

     

     

    - when a village is captured a new aerial reinforcement is shortly coming. This last reinforcement wave is so deadly so that everytime I am loosing most of the armoured vehicles I have used in the assault (anti-air armour AI is kind of stupid also). Can we lower a bit the number of fast movers that are coming, a setting in parameters will be great. I have to mention I usually play this mission in a two people team and using the commander Zeus module for support.

     

    CSAT air is the last thing in the game that can reliably kill our forces, and your proposition would go against the current effort to make the mission more challenging. If those neophrons don't kill some of your tanks, what will? I'd rather have people look for solutions within the game before tweaking the CSAT forces to make them easier to beat, and in this case, with my team we already have a bunch of ways to deal with the problem of CSAT air without spending much of our ammo so it's definitely doable.

     

    I have been editing the Zeus Syncronisation file to allow myself to take more control over the battle.

    The next thing i want to do is to remote control various AI soldiers.

    This is how i have editted the file....

     

    There is a bunch of modules in the ingame editor that are used to setup the Zeus interface, you should have a look at them. Even though I'm not sure what you want can be done. On the long run the Zeus commander will dissapear anyways, and you'll have a new commander interface that might allow remote control of AI units.

     

    after you have captured prisoners and brought them to your fob. you can put them in a 'Prison'. they can generate more intel over time. but the Enemy battlegroups will attack that FOB with more priority. (trying to free the prisoner)

     

    Is there orange prisoner uniforms in the game? More seriously, why not, but this can't be a priority over many other things and the mission will change a lot until then, so you might want to tell me again when the mission is closer to completion

     

    I have also noticed that when you capture a zone and then the counter-attack happens the AI are spawned within the zone, sometimes right in front of you. I don't think this happened in the previous version.

     

    It happened before but it's a very rare bug that could happen randomly only on a bunch of sectors (the dozen latest added into the mission), anyways it's corrected in the next release

    • Like 2

  8. The ammo issue can occur anytime the clients and server have a different set of mods loaded, especially those that would show up in the build menu. The issue will be corrected in the next version ;)

     

    Edit: and with the sector activation bug being apparently fixed since no one is reporting it anymore, that's the two most annoying and long-standing bugs resolved


  9. Would you be able to limit the HaloJump to 1 Jump per player every 10 minutes? We have some player that overuse this feature.

     

    Noted on Trello, I'll add a new mission parameter to set the cooldown, disabled by default

     

     

    And it would be cool to be able to "reuse" enemy and own tanks for resources. Maybe even get them lifted away with the chopper and bring them to a point to get it.

     

    I'm not sure I understand, could you explain? There's a recycle option for NATO tanks when you're near a fob, and CSAT tanks can't be recycled because they're free, so there's no reason to get rid of them. But maybe that's absolutely not what you were talking about so feel free to explain.

     

    This chopper instead of the Helicopter DLC Huron http://www.armaholic.com/page.php?id=25580because some don't have it and it is really useful.

     

    and This one http://www.armaholic.com/page.php?id=29225 additionalto the Little Birds  :)

     

    Mandatory mods are an absolute no-go as it would force everyone to install every required mod. However you can easily replace the huron with any helicopter of your choice in your own version of liberation, all you need is to edit classnames.sqf and replace the value of "huron_typename".

    Same for your second mod, you can add anything to the build menu from the same file.

     

     

    We're having the same negative ammo issue on a new vanilla dedicated server that someone else posted about a few weeks ago.  The server does have passive resources enabled.  This happened while I was online, but I really couldn't tell what the trigger was for it to go from positive 43 to -432.  I was in the middle of building vehicles but I'm not sure exactly what vehicle may have caused it.  I'll try and post more if I figure out how to replicate anything.

     

    I'd really need your server and client logs to see what happened here. It's only the second time this bug is reported since the mission exists, and we never got it on our server. Logs or precise reproduction steps would really really help. In the meantime you can revert the damage by logging as admin, going into the debug console, and correct the ammo value with this line:

    resources_ammo = 43; publicVariable "resources_ammo";

     

    My group and I have had a lot of fun with your mission and I'm grateful you've made it available on Github. My group wanted ACE3 and RHS units incorporated into the mission. Being able to fork your repo and add those changes as a separate branch will make it trivial to keep our particular offshoot of your mission up to date with new releases; its as simple as fetching upstream commits then merging my own feature branch. Thanks!

     

    Well, thanks but here it's the github devs who deserve all the praise for doing such a great tool ;)

    I'm just trying not to refactor classnames.sqf from now on, to avoid creating huge conflicts in the forks.

    • Like 2

  10. Yes, in the params class you can't use a decimal value like 0.5 as the default value. To solve the problem you can define the default config in the cfg of your dedicated server. That would also allow you not to change anything in the mission itself with each new version. If needed you can look at the wiki to see how it's done :)


  11. Definitely doable ;)

     

    v0.912 is out

     

    Changelog:

    • Damage resistance when wearing heavy armor and heavy helmets has been increased. Of course it's only interesting if bullets hit the armor, as damage is always localized.
    • You can now choose your loadout from the deployment screen.
    • You can now save the loadout you want to respawn with.
    • You can now copy the loadout of any other player on the server.
    • When incapacitated, if you have AIs from your group nearby, you can instantly replace them, and keep fighting. Until you run out of AIs.
    • Various tweaks to the CSAT aggressivity and vehicle/infantry ratio.
    • Like 2

  12. Haha yeah I corrected that bug on my end too. However you should know that there's many more non-vital parts than just "hands" and "legs". For example "neck" isn't a vital part (at least in arma...), yet it gets damaged extremely often with extremely high damage values, resulting in most the the incapacitated states triggered by FAR revive once you've excluded hands and legs.

     

    From my tests here's all the non-vital parts that can take more than 100% damage without resulting in player death (so it shouldn't result in player incapacitation either)

    "hands", "legs", "spine1", "spine2", "spine3", "pelvis", "neck"

    The mitigation is something else. I've done that because to put it bluntly, ingame armor values make no sense at all.

    - "armor" seems to be used for explosion resistance, and is being shown on the arsenal view as "armor".

    - "passThrough" seems to be used for bullet penetration resistance, and it's not being shown. Nowhere. Nada. It's the most important info and it's basically hidden.

     

    Now that wouldn't mean much if "armor" and "passThrough" were close (both high for heavy armor for example), but they aren't. If you take the plated GL carrier, the armor is 100, and passthrough is 0.7, or 70%. If you take the carrier special rig, armor is 40, passthrough is 0.1. Yep, 10%, meaning that shiny DLC vest will turn you into an absolute tank. And I've tested extensively it and it's insane, without any meddling from FAR revive the carrier special rig can take 6 to 7 MX bullets, the plated GL no more than 2, despite having the highest "armor" value in the entire vanilla equipment.

     

    So I've made a little addition to the damage handling to even out all the gear and make every heavy armor relevant, by using values straight from the config so that should work with mods too. Solo tests were very pleasing, with heaviest armor making the player resistant but not invincible, since legs and hands are unprotected and point blank chest shots will still incapacitate almost instantly.

     

    Here's the full thing, plugged into FAR revive:

     

    FAR_HandleDamage_EH =
    {
     
    params [ "_unit", "_selectionName", "_amountOfDamage", "_killer", "_projectile", "_hitPartIndex" ];
    private [ "_isUnconscious", "_olddamage", "_damageincrease", "_vestarmor", "_vest_passthrough", "_vestobject", "_helmetarmor",  "_helmet_passthrough", "_helmetobject", "_cfg" ];
     
    _isUnconscious = _unit getVariable "FAR_isUnconscious";
     
    _oldDamage = damage _unit;
    switch ( _selectionName ) do {
    case("head") :{_oldDamage = _unit getHitPointDamage "HitHead";};
    case("body") :{_oldDamage = _unit getHitPointDamage "HitBody";};
    case("hands") :{_oldDamage = _unit getHitPointDamage "HitHands";};
    case("legs") :{_oldDamage = _unit getHitPointDamage "HitLegs";};
    case("spine3")  :{_oldDamage = _unit getHitPointDamage "HitChest";};
    case("spine2")  :{_oldDamage = _unit getHitPointDamage "HitDiaphragm";};
    case("spine1")  :{_oldDamage = _unit getHitPointDamage "HitAbdomen";};
    case("pelvis")  :{_oldDamage = _unit getHitPointDamage "HitPelvis";};
    default{};
    };
    _damageincrease = _amountOfDamage - _oldDamage;
     
    _vestarmor = 0;
    if ( _selectionName in [ "body", "spine1", "spine2", "spine3", "pelvis", "" ] ) then {
    _vestobject = vest _unit;
     
    if ( _vestobject != ""  ) then {
    _vestarmor = ( (configFile >> "CfgWeapons" >> _vestobject >> "ItemInfo" >> "armor" ) call BIS_fnc_GetCfgData ) / 75.0;
    _vest_passthrough = ( (configFile >> "CfgWeapons" >> _vestobject >> "ItemInfo" >> "passThrough" ) call BIS_fnc_GetCfgData );
    if ( _vest_passthrough < 0.6 ) then { _vestarmor = _vestarmor * _vest_passthrough * 1.6666666 };
    if ( _vestarmor > 0.75 ) then { _vestarmor = 0.75; };
    };
    };
     
    _helmetarmor = 0;
    if ( _selectionName in [ "head", "neck", "" ] ) then {
    _helmetobject = headgear _unit;
     
    if ( _helmetobject != ""  ) then {
    _helmetarmor = ( (configFile >> "CfgWeapons" >> _helmetobject >> "ItemInfo" >> "armor" ) call BIS_fnc_GetCfgData ) * 0.12;
    _helmet_passthrough = ( (configFile >> "CfgWeapons" >> _helmetobject >> "ItemInfo" >> "passThrough" ) call BIS_fnc_GetCfgData );
    if ( _helmet_passthrough < 0.6 ) then { _helmetarmor = _helmetarmor * _helmet_passthrough * 1.6666666 };
    if ( _helmetarmor > 0.6 ) then { _helmetarmor = 0.6; };
    };
    };
     
    if ( _selectionName == "" ) then {
    _vestarmor = _vestarmor * 0.7;
    _helmetarmor = _helmetarmor * 0.5;
    };
     
    _amountOfDamage = _oldDamage + ( _damageincrease * ( 1 - _vestarmor ) * ( 1 - _helmetarmor ) );
     
    if (alive _unit && _amountOfDamage >= 1.0 && _isUnconscious == 0 && !(_selectionName in [ "hands", "legs", "spine1", "spine2", "spine3", "pelvis", "neck" ])) then
    {
    _unit setDamage 0.6;
    _unit allowDamage false;
    _amountOfDamage = 0;
    [_unit, _killer] spawn FAR_Player_Unconscious;
    };
     
    _amountOfDamage
    };
    

  13. You may indeed have been unlucky, and you can't make any statistical conclusions based on only a few draws. That's if you've been playing with the latest version (v0.911), because before that the BIS weather system was causing most of the issues

     

    Other than that I've just tweaked the damage and armor handling system in a very satisfying way. It will take some time and tries to get it 100% right, but already wearing some heavy armor and ECH makes a much bigger difference than before, especially against lots of small caliber bullets. Sniper rounds will still hurt a lot :p


  14. About the weather, the issue everyone is running into is that the game has a default random weather behaviour that cannot be halted, and it really gets in the way when using accelerated time.

     

    I've made changes in v0.911 so my own weather behaviour tries to overcome those random changes, and that seems to work, mostly. However there's also a chance of heavy overcast + rain so maybe you weren't lucky and drew overcast two times in a row which makes 1 hour of constant terrible weather.

     

    Losing conditions have one terrible side effect for people who have a public server: random players might trigger them and void the entire campaign. I'd rather work at making the CSAT more aggressive, which has been happening for a few versions now and again more in the next one.

    • Like 1

  15. Well taking nearly only the large cities is an achievement on its own. You will have limited resources while every capture has a 100% chance to send a battlegroup after your fobs, not to mention all the reinforcements while you attack the cities themselves. If a group wants to blitzkrieg the mission I have no issue with that, because it won't be easy either ;)


  16.  

     

    Sorry but you read the code wrong. Damage is not amplified and certainly not because of damage applied to non-vital parts, that's the exact opposite. Here's the interesting part again

    FAR_HandleDamage_EH =
    {
     
    params [ "_unit", "_selectionName", "_amountOfDamage", "_killer", "_projectile", "_hitPartIndex" ];
    private [ "_isUnconscious" ];
     
    _isUnconscious = _unit getVariable "FAR_isUnconscious";
     
    if (alive _unit && _amountOfDamage >= 1.0 && _isUnconscious == 0 && !(_selectionName in [ "hands", "legs", "spine1", "spine2", "spine3", "pelvis" ])) then
    {
    _unit setDamage 0.6;
    _unit allowDamage false;
    _amountOfDamage = 0;
    [_unit, _killer] spawn FAR_Player_Unconscious;
     
    };
     
    _amountOfDamage
    };
    
    

    So, what this script does is catch damage applied to the player. If the damage to any vital body part (torso, head) gets above 1, or if the overall damage (the empty body part) gets above 1, you get killed by the game engine. The point of that script is to make sure that when you'd get killed by the game engine, you get incapacitated instead. That's why non-vital body parts are EXCLUDED, which is what the "!" does. You don't get killed because damage to the hands and legs gets above 1, but repeated damage to the hands and legs will still get the overall damage above 1, which would kill you if that script wasn't there.

     

    0.6 is just the lowest value I could use so you don't bleedout and die while in incapacitated state.

     

    However if you prefer another revive you're free to disable the one packaged with the mission and use any other solution you want

×