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jimbobskee@hotmail.com

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Posts posted by jimbobskee@hotmail.com


  1. Hi Wyqer, 

     

    Just a quick question 4 you. 

     

    We are running cherno map with your base required mods and see there are over 230 vehicles at the start of the mission that will stay on the server and not hand off to headless clients and after a time server performance drops of quite alot -20 FPS though the 3 headless clients are quite happy with ~100 units each +40 FPS. 

     

    So are these 200 vehicles needed and will they affect server performance? What is their roll in the mission?

     

    All 8 cores are running 

    2 x Arma 3 server cpu server 

    3 x headless Arma 3 server clients x 2 cpu each

    3.8 GHZ intel

     

    The server auto reloads every 4 hours.

    Don't see this issue on the straight Altis 0.924.

     

    Kind regards,

     

     

     


  2. No i'm using the kp version but I want automation for my server so I have to set the params by server config file to achieve this as the ingame params menu requires user input. Most of the settings work as per greu version but I was wondering if you know how to set the settings you have edited this way? As I can leave our 0.924 server to run on it's own unmanaged for weeks at a time and don't have to worry.

     

    Our KPliberation chernarus server is 37.59.46.152:2312

     

    Regards,

     


  3. Hi Wyqer, 

     

    Thanks for your work so far on implementing new features for liberation! 

     

    I have a quick question for you regarding your revive options as I use a parameter in the configuration to set the game options and not from the param menu in game.

     

    what would I have to use for the new options you have added especially revive? 

     

    this is my current setup for 0.924

     

    Regards,

     

    WOPR

     

    Quote

    class Params
            {
              Unitcap = 1.50;                    // Maximum amount AI units - [default 1] - values = [0.5,0.75,1,1.25,1.5,2] - Text {50%,%75,%100,%125,%150,%200}
              Difficulty = 1.25;                // Difficulty - [default 1] - values = [0.5,0.75,1,1.25,1.5,2,4,10] - Text {Tourist,Easy,Normal,Moderate,Hard,Extreme,Ludicrous,Oh god oh god we are all going to die}
              Aggressivity = 1;               // CSAT aggression - [default 1] - values = [0.25,0.5,1,2,4] - Text {Anemic,Weak,Normal,Strong,Extreme}
              AdaptToPlayercount = 1;           // Hostile presence adapts to player count - [default 1] - values = [1,0] - Text {Enabled,Disabled}
              DayDuration = 2;                 // Day duration (hours) - [default 12] - values = [48,24,16,12,9.6,8,6.8,6,4.8,4,3,2.4,2,1.6,1,0.66,0.5,0.375,0.25,0.1875,0.125,0.11] - Text {0.5,1,1.5,2,2.5,3,3.5,4,5,6,8,10,12,15,24,36,48,64,96,128}
              ShorterNights = 1;                // Shorter nights - [default 0] - values = [1,0] - Text {Enabled,Disabled}
              Weather = 3;                      // Weather - [default 3] - values = [1,2,3] - Text {Always Sunny,Random without rain,Random}
              ResourcesMultiplier = 0.50;          // Resource multiplier - [default 1] - values = [0.25,0.5,0.75,1,1.25,1.5,2,3,5,10,20,50] - Text {x0.25,x0.5,x1,x1.25,x1.5,x2,x3,x5,x10,x20,x50}
              Fatigue = 0;                      // Stamina - [default 1] - values = [1,0] - Text {Enabled,Disabled}
              Revive = 2;                       // FAR revive - [default 3] - values = [3,2,1,0] - Text {Enabled - Everyone can revive using medkit,Enabled - Everyone can revive using FAK,Enabled - Only medics can revive,Disabled}
              Civilians = 1;                    // Cilivilian activity - [default 1] - values = [0,0.5,1,2] - Text {None,Reduced,Normal,Increased}
              TeamkillPenalty = 1;              // Teamkill Penalty - [default 0] - values = [1,0] - Text {Enabled,Disabled}
              PassiveIncome = 1;                // Replace ammo box spawns with passive income - [default 0] - values = [1,0] - Text {Enabled,Disabled}
              AmmoBounties = 1;                 // Ammunition bounties - [default 1] - values = [1,0] - Text {Enabled,Disabled}
              HaloJump = 15;                     // HALO jump - [default 1] - values = [1,5,10,15,20,30,0] - Text {Enabled - no cooldown,Enabled - 5min cooldown,Enabled - 10min cooldown,Enabled - 15min cooldown,Enabled - 20min cooldown,Enabled - 30min cooldown,Disabled}
              BluforDefenders = 0;              // BLUFOR defenders in owned sectors - [default 1] - values = [1,0] - Text {Enabled,Disabled}
              Autodanger = 1;                   // Auto-Danger behaviour on BLUFOR forces - [default 0] - values = [1,0] - Text {Enabled,Disabled}
              MaximumFobs = 4;                 // Maximum number of FOBs allowed - [default 26] - values = [3,5,7,10,15,20,26] - Text {3,5,7,10,15,20,26}
              Permissions = 1;                  // Permissions management - [default 1] - values = [1,0] - Text {Enabled,Disabled}
              CleanupVehicles = 0;              // Cleanup abandoned vehicles outside FOBs - [default 2] - values = [0,1,2,4] - Text {Disabled,Enabled - 1 hour delay,Enabled - 2 hour delay,Enabled - 4 hour delay,}
              Introduction = 0;                 // Introduction - [default 1] - values = [1,0] - Text {Enabled,Disabled}
              DeploymentCinematic = 0;          // Deployment cimematic - [default 1] - values = [1,0] - Text {Enabled,Disabled}
              FirstFob = 0;                     // Start campaign with the first FOB prebuilt - [default 0] - values = [1,0] - Text {Enabled,Disabled}
              Whitelist = 1;                    // Use the commander whilelist - [default 0] - values = [1,0] - Text {Enabled,Disabled}
              WipeSave1 = 0;                    // Wipe Savegame - [default 0] - values = [0,1] - Text {No, Savegame will be wiped no recovery possible}
              WipeSave2 = 0;                    // Confirm: Wipe Savegame - [default 0] - values = [0,1] - Text {No, Savegame will be wiped no recovery possible}
              DisableRemoteSensors = 0;        // Disable remote sensors (experimental!) - [default 0] - values = [0,1,2] - Text {No,Disabled for clients without local AI,Disabled for all clients}
            };

     


  4. 7 hours ago, celludriel said:

     

    1) zbug hasn't worked on it for a while he probably has irl issues at the moment so short answer not at the moment

    2) Adding vehicles to the mission isn't that hard, there are extention files (I don't know them by heart) where  you have to append to certain arrays

    3) AI is a weak point in liberation, zbug once told me that the script he uses to populate towns was one of the very first scripts he had written and are desperatly outdated and should be redone.  I looked into it myself, but was to busy with my own project to persu it further and other people started tinkering with liberation and to many branches started to develop, that I just couldn't get the motivation fixing it.

    4) Don't know infistart sorry

    5) Sidemissions are heavily scripted it is possible to script your own and add them to the random pool but you got to know what you are doing, make sure you cross all the dots to fit them into the system.

     

    I know some of my answers are pretty generic, but in my defense it's been since june last year I un pbo'ed liberation and looked at the source code

     

    12 hours ago, diesel tech jc said:

    Ive got an Altis version but its got alot of Mods on it..if you go back a few pages there is a link to where you can do the port yourself to whatever map you want. I just did one to Zargabad using all RHS stuff..I took out all the heavy stuff and basically edited it to be a small vehicle and infantry mission because zargabad isnt as big as most maps..so far am having a blast on it. If I find the link for porting it I'll post it for you.

     

     

    Edit..found the link

     

    http://greuh-liberation.wikia.com/wiki/How_to_port_liberation_to_a_new_map

     

    As far as side missions I use a script that produces random enemy on the map..so even if your done with an AO and it turns blue there is always a chance a few guerilla bad guys will show up.

     

    AI script I use.

     

    http://lostvar.com/arma3/documentation.html

     

     

    Diesel

     

    Thanks for the input guys it's much appreciated I will have a look was just hoping for quick fixes ;)

     

    Regards. 


  5. All I can say is wow! Just played through the vanilla 0.924 version of Liberation and what a slick enjoyment filled experience it was! 12 days 11 hours and 54 minutes of enjoyment! Mega kudos to the devs!

     

    Now we know what Liberation is all about it's time to tweak for the next round and have a few questions.

     

    1. Is Liberation still being supported by the original devs?

    2. I was wondering if anybody has a version for Altis with the Apex vehicles included?

    3. Can somebody shed light on how to tweak the AI skill sets? Also do the default town militia use the same skill set as CSAT?

    4. Has anybody got infistar admin tools to run correctly with this mission? If so how and what is required to do so? 

    5. How can we add our own sidemissions? 

     

    Thanks in advance!

     

    Jimbobskee

     

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