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Dexious

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Everything posted by Dexious

  1. Dexious

    [MP][CTI-COOP] Liberation (beta)

    You probably have a typing error when you changed the classnames. Double check to see if you have brackets inside Arrays as the above example or you are missing a "," or you have a "," in a last entry in your Arrays. A good way to find this out is to run through the Editor. When you launch the mission script errors should lead you to the exact line and file.
  2. Dexious

    [MP][CTI-COOP] Liberation (beta)

    Don't use the brackets. It should be: blufor_squad_inf_light = [ "rhsusf_army_ocp_squadleader", "rhsusf_army_ocp_riflemanl", "rhsusf_army_ocp_riflemanl", "rhsusf_army_ocp_medic", "rhsusf_army_ocp_marksman", "rhsusf_army_ocp_autorifleman", "rhsusf_army_ocp_riflemanat" ]; Since you are already writing in an Array. Oh and in order to see the ingame button for premade squads you need to be Commander.
  3. Dexious

    [MP][CTI-COOP] Liberation (beta)

    Using the Commander Zeus you can link him to your group and give him the command to "Disembark".
  4. Dexious

    [MP][CTI-COOP] Liberation (beta)

    If you want to change the time while inside the game your best bet is to use Zeus. Although you'll have to modify some scripts in order to make the module work since by default all Zeus modules have restricted permissions in the scripts. You can look my mission on Github and checkout the file located here: Tanoa_Lib0924_Dex_r1.Tanoa\scripts\server\game\zeus_synchro.sqf On that file i have only the "Commander Zeus" to be restricted. Open the mission too and see how it's setup on the Zeus modules. After that your own Zeus module is free to use anything and you can change the time. Another option for you is to use MCC mod. That could work too.
  5. Dexious

    [MP][CTI-COOP] Liberation (beta)

    Applejakerie what faction/units/mod did you use for Kunduz? I'm looking for one to use on Al Rayak since it's an eastern map.
  6. Dexious

    [MP][CTI-COOP] Liberation (beta)

    Mission gets weird after some hours. You better restart the server every 3-6 hours as it's recommended on the mission wiki page.
  7. Dexious

    [MP][CTI-COOP] Liberation (beta)

    If you want i can have a look on your mission if you give me a link to download it. I have some spare time right now.
  8. Dexious

    [MP][CTI-COOP] Liberation (beta)

    These are not errors. They show you an overview on what's going on the server, how many sectors are active each time etc. So if by starting the mission with no FOBs or friendly units spawned somewhere, do you have sectors activated?
  9. Dexious

    [MP][CTI-COOP] Liberation (beta)

    Check out your .RPT file and see if you have any active sectors. You should have a message like this: "Full sector scan at 249.108, active sectors: []" Apart from that have you changed anything in the spawning configuration?
  10. Dexious

    [MP][CTI-COOP] Liberation (beta)

    One quick question regarding the Arsenal. I want to be able to use/change the Insignias but the button is missing from the Arsenal. What i found in the file "scripts\client\actions\open_arsenal.sqf" line 101 [ "Open", false ] spawn BIS_fnc_arsenal; if i change it from "false" to "true" i do have the Insignia button BUT i see no insignias in it. It's EMPTY. Any ideas on how can we enable it and be able to change insignias?
  11. Dexious

    [MP][CTI-COOP] Liberation (beta)

    I added an "Admin Zeus" using PUID that has access to everything (move,delete,spawn etc) + spawned units are added to "Admin Zeus". It's the changes i PMed you some time ago.
  12. Dexious

    [MP][CTI-COOP] Liberation (beta)

    I just published a port of Liberation to Al Rayak map. I made it for personal use and desided to share it if someone is interested. I used Applejakerie's existed port adding some changes to Zeus. The map as of now has: 87 capture points 24 towers 5 military bases 7 bigtowns I haven't changed the factions that spawn (CSAT - Syndikat) since i want to find a faction with air units too. Right now i have the scenario as CSAT with Syndikat captured area to benefit from the Oil Factories. I'll be updating it with some more custom areas soon. Feel free to use/edit with your preferences and leave feedback. Thanks, Mission https://github.com/Dexious/Al_Rayak_Lib0924_Dex
  13. Dexious

    [MP][CTI-COOP] Liberation (beta)

    Use the mod "Advanced Sling Loading" if the option to sling load with the Ghost Hawk is locked.
  14. Dexious

    [MP][CTI-COOP] Liberation (beta)

    I saw that you have added and changed some markers in the new version. If i update what's going to happen to my captured zones that have changed? (For example Lami it was a capture point and now it's a big town point)
  15. Dexious

    [MP][CTI-COOP] Liberation (beta)

    Yea i didn't update. I'll check your updated version Applejakerie. I'll also check if BI updated anything.
  16. Dexious

    [MP][CTI-COOP] Liberation (beta)

    Hmm this is interesting. After 5 days in a raw without problems our Zeus Commander can't see/use the support actions nor can access Zeus interface. Although our second Zeus module which has full access it works everytime. Restarts on the server are not solving this. Also is the script "clean.sqf" located in "\scripts\server\game" called anywhere? I can't see it in "init.sqf". All it does is to take care of dead things that slow down the server. Any ideas?
  17. Dexious

    ADV Zeus Script

    They don't seem to work, thanks though.
  18. Dexious

    [MP][CTI-COOP] Liberation (beta)

    Don't sync Zeus module to any unit. Place it down, define the owner variable and then use the same variable to a unit.
  19. Dexious

    ADV Zeus Script

    Yes when a units dies, their weapon is added as an Object to Zeus. Is there a way to avoid adding them?
  20. Dexious

    ADV Zeus Script

    Hello once more, Is it possible to restrict adding the weapons of the dead bodies into Zeus? So let's say i would like to have only the units,vehicles. P.S I managed to solve the problem i had with the "zeus_synchro.sqf", thanks :)
  21. Dexious

    ADV Zeus Script

    Thank you, i'll look into it.
  22. Dexious

    ADV Zeus Script

    Hmm you're probably right. I'm trying to get it to work with Liberation mission and i found out a file named "zeus_synchro.sqf" Code of the file: waitUntil { !isNil "huron_typename" }; _vehicleClassnames = [huron_typename]; { _vehicleClassnames = _vehicleClassnames + [_x select 0]; } foreach (light_vehicles + heavy_vehicles + air_vehicles + static_vehicles + support_vehicles) ; while { true } do { waitUntil { sleep 0.3; count allCurators > 0 }; _zeusunits = []; { if ( (side group _x == GRLIB_side_friendly ) && ( _x distance lhd > 1000 ) && alive _x ) then { _zeusunits pushback _x; }; } foreach allUnits; { if ((typeof _x in _vehicleClassnames ) && (typeof _x != ammobox_o_typename) && (( _x distance lhd > 1000 ) || (typeof _x == huron_typename)) && alive _x ) then { _zeusunits pushback _x; }; } foreach vehicles; _zeusunits = _zeusunits + switchableUnits; _zeusunits = _zeusunits + playableUnits; _zeusunits = _zeusunits - (curatorEditableObjects (allCurators select 0)); _units_to_remove = []; { if ( !(alive _x) ) then { _units_to_remove pushback _x; }; } foreach (curatorEditableObjects (allCurators select 0)); { _zgm = _x; _zgm addCuratorEditableObjects [_zeusunits,true]; _zgm removeCuratorEditableObjects [_units_to_remove,true]; /*_zgm setCuratorCoef ["edit", -1e8]; _zgm setCuratorCoef ["place", -1e8]; _zgm setCuratorCoef ["synchronize", 0]; _zgm setCuratorCoef ["delete", 0]; _zgm setCuratorCoef ["destroy", -1e8]; */ } foreach allCurators; sleep 10; }; Do you think that's it?
  23. Dexious

    ADV Zeus Script

    Nope, i'm running with no mods.
  24. Dexious

    ADV Zeus Script

    Alright placing down a Zeus module on the System: Init -> Variable Name: zeus1 Isn't that the name of the Curatormodule? That's how i have it right now.
  25. Dexious

    ADV Zeus Script

    Hello, thanks for this handy script. I'm facing a problem. I'm trying to make it work so only 1 Zeus can be able to be able to see script spawned units etc. On the init.sqf file i'm writing the name of that 1 Zeus but the 2nd Zeus gets to see and edit units too. if (isServer) then { [zeus1,true] execVM "ADV_zeus.sqf"; }; Is anything i'm doing wrong?
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