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3 NeutralAbout FrozenLiquidity
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Drofseh started following FrozenLiquidity
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FrozenLiquidity started following Drofseh
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I didn't assemble this one myself, but has worked for us on the recent RHS builds. http://pastebin.com/7KPx8pnU I commented out some code for a few units from other addons, the rest of this should strictly be RHS and default Arma 3 stuff though.
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A big thanks to zbug and the others that created this mission! After grabbing and modifying an RHS port of the mission, it's been the foundation for a unique experience in our community and we've had a ton of positive feedback from the people playing it. It seems to play nicely with a lot of other mods that we use and if time permits I'll look in to extending some of the features based on the needs of the community I play with. For the time being though, we've never had so much fun liberating Altis and will be liberating one of the other terrains we've ported soon! For the curious, we're running ACE, RHS, a bunch of the CUP addons, MELB, TFR and a few others. I'm happy to try to assist anyone that's trying to get the mission to work with things like these, and can share the terrains we've ported.
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CCIP script for aircrafts
FrozenLiquidity replied to xendance's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey folks, I am trying to add a few more third-party air vehicles to the mod version of this and am running in to a few problems. I'm able to isolate the weapon that the craft is using and add it to the allowed weapons by using the editor and the appropriate init script for the unit. However, I seem to be running in to a roadblock with the unitclasses even after using some of the existing ones for examples. For instance, there are a few places within these files that appear to use the vehicle class and other classes to ensure it is applied to appropriate vehicle. Let's look at the config.hpp for the RHS SU25: class CfgPatches { class CCIP_RHS_SU25 { units[] = {"RHS_SU25_BASE"}; weapons[] = {}; requiredAddons[] = {"CCIP_Core"}; author[]= {"Sauer"}; }; }; class CfgVehicles { class O_Plane_CAS_02_F; class RHS_su25_base: O_Plane_CAS_02_F { CCIP_Configured = 1; CCIP_Allowed_Weapons[]= { "rhs_weap_GSh30", "rhs_weap_s8", "rhs_weap_fab250" }; CCIP_Weapon_Positions[]= { {"rhs_weap_GSh30",{-0.0633307,7.5732,0.970087}}, {"rhs_weap_s8",{0,0,0}}, {"rhs_weap_fab250",{0,0,0}} }; }; }; Weapons? Easy enough, specify allowed weapons based on the weapon name I find when firing the unit in editor with init script. Classnames? Not so straightforward it seems... There's a few places this is listed: class CCIP_RHS_SU25 { units[] = {"RHS_SU25_BASE"}; and class O_Plane_CAS_02_F; class RHS_su25_base: O_Plane_CAS_02_F From example #, I'll bring up the splendid config viewer in the editor (Ctrl+G) and then look at the config for that asset. I know that the RHS_Su25SM_KH29_vvs that I plopped down has this working for it, however, it's being referred to by a parent class so that all SU25 variants are subjected to this. My question is how to identify exactly which is being referred to and how to translate/read that and create this same config.hpp file for other units. Let's look at each of these specifically; units[] = {"RHS_SU25_BASE"}; - Looks like this is the parent of the actual unit I'm using, so, this field need to have the parent class (the one with '_base' listed in the name). class O_Plane_CAS_02_F; - Categorically, this appears to be the grandparent of the actual unit, and the parent of the "RHS_SU25_BASE". Okay, makes sense. class RHS_su25_base: O_Plane_CAS_02_F - A combination of the previous two. Parent of unit I'm using, followed by grandparent. I think I'm following. The line in the config editor for that unit is: ["RHS_Su25SM_vvs","RHS_Su25_VVS_Base","RHS_su25_base","O_Plane_CAS_02_F","Plane_CAS_02_base_F","Plane_Base_F","Plane","Air","AllVehicles","All"] Ok, so maybe a few parents removed, but that makes sense. The 3rd entity in the above array is what needs to be specified for the "units" and part of the class field, while the 4th entity in the above array is being used for both of the "class" references. Aside from the weapon definitions (which I believe I've got working) this appears to be all that there really is to it. But when I try to make this for another RHS asset, (lets use the AH1Z in this example) I end up with this for the config.cpp file: class CfgPatches { class CCIP_RHS_AH1Z { units[] = {"RHS_AH1Z_BASE"}; weapons[] = {}; requiredAddons[] = {"CCIP_Core"}; author[]= {"Sauer"}; }; }; class CfgVehicles { class Heli_Attack_01_base_F; class RHS_AH1Z_base: Heli_Attack_01_base_F { CCIP_Configured = 1; CCIP_Allowed_Weapons[]= { "rhs_weap_FFARLauncher" }; CCIP_Weapon_Positions[]= { {"rhs_weap_FFARLauncher",{0,0,0}} }; }; }; And the config viewer for the unit shows the following for its parents: ["RHS_AH1Z_wd","RHS_AH1Z","RHS_AH1Z_base","Heli_Attack_01_base_F","Helicopter_Base_F","Helicopter","Air","AllVehicles","All"] If I'm doing everything correctly, that should work, and the CCIP for the rockets on the AH1Z (or any variant within the specified class), however it does not. The weapon is correct and everything else is correct as far as I can tell, but it doesn't work, while the config for the SU-25 does and I'm at a loss as to why. Has anyone that's worked with this see any reason why this might not be working or can point out what I'm doing wrong? Sorry if it is something obvious, I'm fairly new to this. Edit - I think it might be looking for the CCIP pbo for the base class in the CCIP addon folder, it looks like some of these exist already, but if a unit does not use this, how am I to configure it? -
Sweet, thanks.
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I don't suppose you or someone else would mind posting the key independently? I don't use PWS, and don't intend to - it would be lovely for this key to be included with the mod itself.
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Where can I find the server keys for this mod? I don't see them in the 1.13 zip file and I don't see them on github either. Can someone point me in the right direction? Thanks!
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Thanks for the clarification! Hate to be a pest Neo, but would it be possible to get a complete change list for 1.7.4? A friend and I have put in some work on this mission since 1.7.3 and have a decent amount of work to show for it, you might be interested in some of the things we've done and I'd be happy to compile a list that I can contrast with 1.7.4 and provide this to you in a PM.
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Cool. Might I ask what your intended purpose for this resource is - does it basically serve the same purpose of this thread? Just curious, as it seems that there are plenty of folks out there that have something to add to this mission or are otherwise interested in contributing (myself included) that might benefit from the collaboration provided by such a resource. Let me know, thanks!
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Time to fix armor warfare for AI.
FrozenLiquidity replied to silentghoust's topic in ARMA 3 - GENERAL
I think we could all agree that they could use some improvement, yes? That's what I think is being aimed for here, so I'm on board. -
War Chronicles WW2 Modification
FrozenLiquidity replied to n_icomach's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Woo, this looks excellent - I can't wait! Keep up the good work guys!- 594 replies
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- World War 2
- Complete Modification
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(and 3 more)
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Tutorial: Installation & Configuration of ArmA3 Dedicated Server
FrozenLiquidity replied to terox's topic in ARMA 3 - SERVERS & ADMINISTRATION
Do most people use play with six or Arma3sync for server mod synchronization? I'm trying to figure out the best and least-effort way of keeping the mods on my server up-to-date. Are these it? Have any been missed? -
Player looking for squad (not for squads to post looking for players!)
FrozenLiquidity replied to Placebo's topic in ARMA 3 - SQUADS AND FANPAGES
Hey everyone, I'm a 30-something year old gamer who has been playing Arma for several years now and am looking for a squad or some teammates to play with. I've run in some of the pick-up ops that some groups host and have had a blast, looking for more of that and long mission campaigns like the new Liberation. I play this game for fun, so sometimes it's a laid back and relaxed manner, but I enjoy the milsim part and definitely appreciate what it brings. A good balance of both is really where it's at and what I'm looking for. Factoids: PST timezone, please be at or around that as well. Mostly pre-trained (I have no desire to sit through basic training for hours every week - advanced and squad cohesion stuff, yes, basic no. I can follow basic commands, thanks) Previous squad experience with competitive America's Army squad (back when it was good) Leadership experience. Have done some basic mission building/scripting stuff - have dedicated server hardware. Playstyle: Mods are a go, prefer to play with some milsim-y ones. ACRE, RHS stuff and whatever else you want to tack on. Goes without saying, but TS3, mic, etc. No problem flying or operating any vehicle or special weapons team - in fact I like and prefer these roles. PvE and TvT, I like 'em both equally. Do not want: Easy-mode servers (play on veteran or above please). Real-virtual army / Required weekly training - I'm an adult, RL comes first and sometimes gaming takes a backseat. Drama or high levels of immaturity/asshatery. Bonus ducks! If you're in the PNW (King County, WA) we sometimes have LAN parties for games like Arma and what not! Would be awesome to make some real-life acquaintances doing something you enjoy! PM me, thanks! ~FL