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Sil Carmikas

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Everything posted by Sil Carmikas

  1. Sil Carmikas

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

    Thanks for asking, dvdbrewster! As much as I wish that this would be a quick fix, this discovery unfortunately prompted me to completely overhaul and redo my present opfor_point marker setup from scratch to ensure I am not overdoing it as much as possible. So to answer your question, at this time, the version on Github is still the v0.2 Beta. I know I said I wouldn't release any other Beta's, but that was a bit of a fib, as I do intend on releasing v0.3 Beta here soon and that one will be used as a template for the final release version with the fixes described in my last posts being implemented! The main bugs plaguing the mission so far have been fixed, with the exception of not being able to build as Commander for some reason which I am looking into, and currently I am experimenting with running the server with the v0.2 Beta and mods such as JSRS4, CBA_A3, and ACE v3.6.2 with a lot of success! The only issue I had with ACE was the Realistic Names extension as that replaced the names of unlockable units at certain bases which was really confusing and jarring at first, but once i discovered the source, it was quickly remedied, thank goodness for ACE being so modular! I also incorporated VComAI and VComAI_Driving scripts into the mission. I tried the addon version available on Steam and from the developer, but the addon version seemed to cause all sorts of glitchy bugs and most notably broke peoples' ability to take prisoners back to base (the prisoner would join squad, but just sit there and do nothing, even when ordered to move.) So far, the Script version which I've incorporated into the mission directly seems to be working well and is having drastically less impact on server performance than the Addon version. I will continue to experiment with this and see if it is something to keep or discard. I do have to say with the ACE mod, which I was recently introduced to, is pretty tops and I enjoy it a lot. I wish I would have tried it sooner! ;) This will be my last post for the next couple of days as I will be leaving to the sand dunes in Oregon early tomorrow morning (will be an 8.5 hour drive, so gotta get up super early!). Once I get back, I'll have a few days left on vacation which I will focus mainly on getting v0.3 Beta out to you guys for testing and assessment. I hope you all stay out of trouble and I will see you when I get back! :) ~Sil~
  2. Sil Carmikas

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

    PROGRESS UPDATE: CURRENT WORK: "Start campaign with FOB already built" not working, and when it does ends up out in the ocean or in an unusable spot "Secondary Missions" not starting up properly or hanging PROGRESS: RESOLVED (Sort of, read below) I am happy to announce that as of this time, I now have pre-built/pre-made/automatic FOBs fixed and working. I am hypothesizing at this time it had something maybe to do with the name of the marker, for example = opfor_point_1_223_4. In my test map, using the few test markers that I did, I renamed them effectively to opfor_point and then made an opfor_point1 and copied the opfor_point1 marker and used that as my base to create additional points around the map, so it resulted in opfor_point, opfor_point1, opfor_point1_1, opfor_point1_2, and so forth. Another hypothesis I have is the number of opfor_point markers used. I am not sure of the exact number, but I am estimating I have well over 200 of these markers on the map and I am wondering if the sheer amount of markers is causing some kind of overflow or something like that and Arma 3 is not able to account for them all for some reason or if it does it is severely corrupted? This one is a strange one indeed and I will play with it a bit more to see if I can determine exactly why, but right now I am led to believe that the previously mentioned two reasons are the culprits: names of markers and the number of markers placed on map. In addition, I am happy to announce that I have also resolved the Secondary Mission issue as well. As I suspected, the Secondary Mission parameters are somehow tied in with the placement of the opfor_point markers, so once i fixed...whatever it was I fixed, it resulted in them being recognized for the Secondary Missions and all three types successfully generated and placed markers on the map for completion.
  3. Sil Carmikas

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

    PROGRESS UPDATE: CURRENT WORK: "Start campaign with FOB already built" not working, and when it does ends up out in the ocean or in an unusable spot PROGRESS: TROUBLESHOOTING SUCCESS! REPORT: I have successfully solved (somehow) the FOB spawning issues. I took a copy of my map, created a "Test FOB Map", deleted all the points off of the main big island as well as several of the other smaller islands except for one, also deleted ALL opfor_point placements, and put down a total of six at random throughout various spots on the Tanoan island. I made sure to follow the original parameters as defined before: Make sure they are on a flat, even surface of at least 50m x 50m. When I start campaign with FOB already built, as opposed to before, the FOB will now place properly at one of the randomly placed opfor_point placements on the island, not out in the middle of the freakin' ocean like before!! (sorry, but this one was really grinding my gears!!!). I will do further experiments with the placements of the opfor_point placement markers in varying ranges from different capture zones, as well as playing with the values in gameplay_constants.sqf and startgame.sqf. I will keep you all posted on any updates. The next step after I solve those issues will be to in turn make sure the Secondary Missions are working (we tried doing some tonight, and the missions would supposedly generate and use resources as intended, but would not populate on the map or trigger the mission to start? I have a feeling since this is solved that the secondary mission will be solved as well. I will keep you all posted with any updates, also, I will be leaving for the sand dunes in Oregon day after tomorrow and will be taking a brief sabbatical to recharge and recoup for a bit. ( Saucer sled will be brought with me for sledding into the ocean and the lakes down the sand hills!!!! :P )
  4. Sil Carmikas

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

    Yes we most certainly are! :) Right now, everything should be working fine, but as I said I need your guys' feedback and input to discover issues that it'd likely take me months or even maybe a year to discover on my own, the starting with a premade FOB issue being one of them! The groups I personally play with favor being able to take their own FOB to a location and set it up themselves, but it also makes sense to keep the option available for a premade FOB base being created for those that want it. I am a step closer, I've actually got the base spawning now, but the problem is on the Tanoa map, the damn thing spawns out in the middle of the ocean! haha So I need to track down the scripts responsible and make the necessary alterations. I figured this would be relatively easy to track down, boy was I sure wrong! But I won't give up, I'll keep at it, just keep giving me great feedback like you guys have been and that'll be perfect!
  5. Sil Carmikas

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

    That is very interesting. I just tested mine too and no go on it either. Investigating. This intrigues me, I'm sure there is a fix because works fine on original Liberation map. There has to be some small detail. Stay tuned. EDIT: When you said FOB creation, I initially thought you were talking about taking your own FOB somewhere and setting it up. ;)
  6. Sil Carmikas

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

    That would have definitely saved me some time, work and frustration, right?!?! But, on the other hand, if I had done that, then I would not have learned anywhere as much as I did by picking it apart piece by piece. ;)
  7. Sil Carmikas

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

    You betcha! There should not be any issues there whatsoever but if you find any please let me know! Also, I did note that the buidlings that you can build with are all Altis themed still too! So I will be updating those! Not sure how I missed those, haha!
  8. Sil Carmikas

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

    v0.2 Beta is ready for download. This will be the final Beta released as all efforts and concentration will now go to the final release. NOTE: Make sure to delete the old .pbo file before putting this one into place. Do not copy and paste to avoid any unforeseen issues. Fixes: -Updated classnames.sqf entries to make sure all model names and formats correct and any mistakes erased or rectified -Added units to the Build menu to make up for Sharpshooter and Heavy Gunner not being available in this port (They technically can be. But for aesthetic, visual purposes, I took them out. if you want them, just throw them back into classnames.sqf (WARNING: THIS FILE IS SENSITIVE AND WILL BREAK THE GAME IF ALTERED INCORRECTLY!!!!!)) -Went over some of the custom bases and checkpoints already built to ensure a clean and practical look which also gave me an opportunity to brainstorm some ideas for the other military bases! I am really enjoying the process of making this version of the mission the best and smoothest possible! I hope you enjoy it just as much! :) https://github.com/SilCarmikas/Arma-3-Liberation-0.924-Tanoa
  9. Sil Carmikas

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

    Swoop, Thank you for bringing up this good point and yes you are correct, there are a couple versions at least available on Steam right now. One thing I noticed about these ports is that they lacked the detail and content of the actual Apex units, for example, OPFOR soldiers were still dressed in their Altis uniforms which in my opinion clashed the the Tanoa environment. I don't want you guys thinking that I thought this made the mission bad or unplayable or anything of the sort, I am just a stickler for details! ;) So what I did is I updated the scripts to include the Tanoa units rather than the default Altis units. This will be for armor and vehicles as well too. You will definitely notice that they blend in a bit better with their environment as it was intended. I also incorporated the ability for you to use the vehicles that came with the Apex upgrade, for example, you can now buy and use the Prowler which is one of my personal faves! When OPFOR comes in with helicopter reinforcements, I made sure that their forces would be able to include their version of a VTOL, the name slips my mind right now, but you should see it flying about from time to time. I also made sure to update the weapons that the militia guards that spawn in the capture zones use to the AKM rifles with tracer bullets, and at night, during a fire fight, it looks epic, let me tell you what!!! There will also be premade bases and checkpoints that will be fabricated to add an element of challenge to taking over some of the military installations and bases. There's a slew of other smooth and awesome things you'll notice if you decide to download and check it out. Like I mentioned, this is unfinished, so this is just a beta that is available right now. I cannot wait for the final version to be done as I know once i start a campaign, it's going to be a long long lasting game! Applejakerie, I definitely agree with this! Variety is always good to have, especially for this type of game, because the possibilities are so endless!
  10. Sil Carmikas

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

    As promised, here is a download link to the Beta of the Liberation Tanoa map!! Final version will be coming soon so stay tuned!! http://s000.tinyupload.com/?file_id=93483507807136772161 P.S. Can anyone suggest a good free file sharing site? This one seems fine, but just in case any problems?
  11. Sil Carmikas

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

    Vastiny! I stand corrected on this! The file that you need to update is going to be under \scripts\client\build\open_build_menu.sqf. The line you want to edit will be line #3 of the file which should read as the following: if ( ( [ getpos player , 250 , GRLIB_side_enemy ] call F_getUnitsCount ) > 4 ) exitWith { hint localize "STR_BUILD_ENEMIES_NEARBY"; }; Where it says 250 is the value in meters to which the enemy can be present around your FOBs before you are allowed to build. Anything that is within that radius will cause you to not be able to build due to hostiles being in the area. The default on this is 500 meters, I shrank mine half way just to experiment and this is definitely the value you want to tinker with. Everyone else, sorry I haven't gotten the download link out there yet for my version of Liberation Tanoa v0.1beta, need to get a couple things into a practical fashion first, then I'll have it up here in an hour or two. ;) EDIT: While that above info is useful for what I described, what you were looking for is actually this! ;) Sorry! \scripts\client\build\do_build_fob.sqf I believe it will be line #8 and it should read like this: _minsectordist = GRLIB_capture_size + GRLIB_fob_range; So according to this formula, the minimum distance to build from a capture zone will be the values located in gameplay_constants.sqf. It should be lines #13 and #27, which should read something similar to the following: GRLIB_capture_size = 175; GRLIB_fob_range = 125; So with this formula, you cannot build a FOB closer than 300m to a capture zone.
  12. Sil Carmikas

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

    My Liberation Tanoa port is almost complete. Here is a teaser of the map I am setting up. Not as many points as Altis obviously, BUT, the enemy here is HIGHLY trained and very motivated, I do not expect this to be a "short" campaign by any means. If you have any family expecting you home for Christmas, well, those plans may not hold!! If demand calls for it, I will release the rough copy I have right now of v0.1 BETA which will not include all reinforcement points and the checkpoints and garrisons I put in will not have custom bases. I hope have this done in a few days, but as I have learned over the past few days, this is intensive and exhaustive work, especially making sure the scripts cooperate! I have a newfound respect for all developers out there, seriously guys, hats off to you and thank you for all that you do! The finished map will have the appropriate reinforcement points placed and custom bases will be setup for certain locales. I may even go through and setup some additional points for action, but given the small size of the island, I will be assessing feedback on the released BETA to determine if there are any problems with practicality for FOB placement. (I wish I could test all scenarios, but lets face it, that'd take one man months, and it's easier to get the honest and direct feedback from a community of many experienced people!) This version will include all Apex themed vehicles as well as a new unlockable UAV option that I'm sure you folks will enjoy! I am holding off on making VTOL available for allies at the moment, but depending on things, I may change my mind and throw a couple VTOL options in for the v1.0 release. Enemy militia units will utilize AKMs as appropriate in this scenario and they will have an additional deadly vehicle option which will come as a nasty surprise for those underestimating these highly trained units! I wanted this to be as smooth and direct of a porting as possible, so i hope you will see little difference in transition from Altis to Tanoa! As mentioned before, there seems to be fewer capture points, but as I also mentioned before, do NOT underestimate this highly motivated and trained enemy deployed to this Pacific hotspot! ;) I give all credit of this creation to [GREUH] zbug and [GREUH] McKeewa as without their hard work in creating and releasing this mission, this would not be possible. I am just simply copying and pasting that right things to the right places, that's all. I want to thank anyone else too who was involved with the scripting contributions because man, that shizz is HARD! Without you great minds, I'd be lost! And anyone else I may have forgotten! Please stay tuned for a download link!
  13. Sil Carmikas

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

    Vastiny, I believe the value that will need to be changed for that is in the gameplay_constants.sqf file. I know that "GRLIB_fob_range = 125;" is the distance of how far away in meters you can use the build menu from the FOB, maybe "GRLIB_capture_size = 175;" is the value you are looking for?
  14. Sil Carmikas

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

    Fixed. In the top portion of the loadout files, I had _unit = __unit select 0; Instead, the top portion should have read _unit = _this select 0; I hope this can help someone in the future! Also, can anyone tell me how to edit the friendly AI loadouts for Liberation? Got the enemy AI nailed down good, just now need to figure out where to find the files to edit the friendly AI? I scoured the main mission files and also looked to see if I could find anything in the editor to no avail. Does anyone have any idea where I can find the friendly AI loadouts and edit them accordingly? Thanks so much for all your help! P.S. Also, for these lines: for "_i" from 1 to 2 do {_unit addItemToVest "SmokeShell";}; I discovered that there needs to be a space between the { and the _ symbols. for "_i" from 1 to 6 do {_unit addItemToVest "30Rnd_65x39_caseless_green_mag_Tracer";};
  15. Sil Carmikas

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

    Hello everyone! Glad to be a part of the community finally! I have just recently started my own server and have learned much over these last few days but do realize I have oh-so-much to learn still! This area does quite interest me so I do look forward to more research! In my efforts to setup my mission on the server, I ran into a problem. Specifically, what I am trying to do is to edit the loadouts that OPFOR units get when they spawn! I believe I have managed to setup the AI loadout files in the way they should be configured. Please review one of my my examples, in this case, for rifleman.sqf: _unit = __unit select 0; removeAllWeapons _unit; removeAllItems _unit; removeAllAssignedItems _unit; removeVest _unit; removeBackpack _unit; removeHeadgear _unit; removeGoggles _unit; sleep 0.5; _unit forceAddUniform "U_I_CombatUniform"; _unit addItemToUniform "FirstAidKit"; for "_i" from 1 to 4 do {_unit addItemToUniform "16Rnd_9x21_Mag";}; _unit addVest "V_TacVest_camo"; _unit addItemToVest "1Rnd_Smoke_Grenade_shell"; for "_i" from 1 to 2 do {_unit addItemToVest "SmokeShell";}; for "_i" from 1 to 6 do {_unit addItemToVest "30Rnd_65x39_caseless_green_mag_Tracer";}; _unit addItemToVest "HandGrenade"; _unit addBackpack "B_AssaultPack_dgtl"; _unit addItemToBackpack "IEDLandBig_Remote_Mag"; _unit addItemToBackpack "IEDUrbanBig_Remote_Mag"; _unit addHeadgear "H_MilCap_dgtl"; _unit addWeapon "arifle_Katiba_F"; _unit addPrimaryWeaponItem "optic_ACO_grn"; _unit addWeapon "hgun_Rook40_F"; _unit linkItem "ItemMap"; _unit linkItem "ItemCompass"; _unit linkItem "ItemWatch"; _unit linkItem "ItemRadio"; _unit linkItem "NVGoggles_INDEP"; Now I think I got it nailed down, but in my testing, what I am noticing is it looks like another loadout is being generated on top of the loadout that i had specified for the unit, so in essence, it appears they are wearing two sets of clothing which is causing for a really buggy experience. I review all relevant RPT files with no indication of what it could be. Any suggestions you guys can offer? In addition to this, I'd also like to edit the loadouts that are generated when a player builds an AI unit for their squad. Thanks in advance!
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