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Everything posted by Veren
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coop [COOP44]Strategic-Combat-Simulator
Veren replied to cyborg111's topic in ARMA 3 - USER MISSIONS
My question is, how to access Zeus?- 25 replies
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- multiplayer
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Hello there, I've got a problem with Your mission, that is, no matter what, I lose Zeus functionality after respawn. I've tried to change ways Zeus module synchronise with the player, but nothing has helped. I looked through all pages of that discussion searching for similiar problem and I've noticed in Your changelogs, that "Zeus should now still be available after a respawn" (1.18) and "Zeus interface should work again on every map" (1.194), but it seems like it still doesn't work in my case :D I'm trying to host a local server if that matters.
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Hello there great community of Arma! I happened to experience this strange audio bug during my last sessions of Arma, and I'd like to ask, if anyone else experienced something familiar, and if so, did anyone managed to fix it. Here's the video of bug, it'll be better than making an effort to explain it with words: I'm using Dynasound+Enhanced Soundscape, and I feel that it started to happen more frequently after recent updates of Arma.
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@Applejakerie I fixed it myself right after I found what was the problem :D But thanks anyway, You only show how much You guys care for Your players :D
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Yes, there were multiple restarts, we are a really small group of players so we host our games locally. Like I said, I'm almost sure (and so are the other members of our group) that it used to be aligned even after few restarts until yesterday.
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@Applejakerie Regarding the watchtowers, they are working too, so at this point, the only "problem" that still persists is the alignment one. Now that I think about it, I'm pretty sure that objects were aligned properly to terrain. It was only yesterday, that everything went haywire.
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@eric963 You won't be able to salvage vehicles at all unless you build the depot. Even if you try using "recycle" option, it won't work, You have to build the depot first.
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Okay, so it looks like the classname in preset was "Land_HBarrierBig_F", while the one placed by Zeus was "Land_HBarrier_Big_F", so even though it looked exactly like the one placed by building module, the Zeus placed one was not recognized as "one of their own" and wasn't saved because of that. Thank You very much for help :D
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@Wyqer You're right, they are saving, but it seems, that my problem is connected with some objects not being saved. The one that really annoys me is H-Barrier Big 4 Blocks. I've built an entire FOB out of that one using Zeus only to see it vanish. Of course, there are more objects like this, for example, H-Barrier Watchtower. I don't really know if it's only my problem.
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Oh, and @Wyqer, it seems like the "change alignment" feature I asked for doesn't work, unfortunately. I mean, sure, You can place objects aligned to terrain, but they are short lived, as they go back to normal alignment after restarting session.
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Hey, @Wyqer I'd like to ask, if there's a way to save Zeus placed objects within the FOB zone. As You can guess, we found building FOBs (especially the larger ones, and even more precisely, placing H-Barriers) to be unimaginably easier when using Zeus module, the only problem is, that none of the objects placed by it are being saved.
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@jingols The file for parameters is "mission_params.hpp" located in "ui" folder. The latter I unfortunately don't know.
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@Wyqer There will be english translation, right?
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@devilspawn Yes, it will. We actually use Ace too, and it works perfectly.
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@devilspawn My group uses ASR AI and it causes no problems. We used to have Vcom AI, and it worked as well.
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@Wyqer No problem, it's actually a pleasure to help someone who decided to pick up the development of this glorious mission.
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Hey @Vicashh29, I'll try to answer Your questions. 1. You can restart the game by changing the last parameters, the first one is something like "Wipe the save game", and the second is "Confirm wipe save game". After you change them, You will start from the beginning. 2. and 3. You can definitely change the parameters everytime You play the mission. Changing difficulty and so on do no harm to Your save game. If You use specific parameters every time You play the mission, You can make Your life easier by changing the default ones in mission_params.hpp file in the Liberation mission folder. If You have PBO version of the mission, You'll have to download it again from GitHub. After You edit that file to Your liking, the mission will automatically load the parameters of Your choice. 4. Aborting the mission automatically saves it, generally Liberation's save system is a solid one, as it even sometimes saves Your progress after Your game crashes. If You need any help. just PM me.
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@MAITSUNE If I recall correctly, there's just too much data to be saved for vanilla Arma saving system. The saves made by vanilla would be corrupted or something like that. Besides, is creating a LAN server really that much of a problem?
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@D-man9000 You can set them off by shooting them with some high-caliber rifle, generally .50 cal will do the job. If You are using ACE, you can defuse them using ACE interaction menu.
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@pr0saic You can do it Yourself. You have to edit custom.sqf in presets folder. You find the part of config with buildings, and just add more classnames. In order to find these classnames, You can use that library: http://www.sirlondon.net/arma3/library.php
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Oh man, that looks awesome. The general direction of Your development is really great. One question, have You checked that building-terrain-allignement-thing I told You about? Oh and by the way, when I tried using Zeus to build terrain-aligned buildings, they'd just mess up after server restart. They'd look just like walls and buildings placed by building module.
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@Wyqer Hey, it's me again (Oh I think that soon, You'll start to hate me..) I've got another question. Well, it's more like feauture request, or something like that. Is it possible to make FOB buildings aligned to terrain? The best way to explain it, is to show you this. Here are two screenshots. If it's even possible, I think it'd prove reaally useful, especially on maps with uneven terrain, like Takistan.
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@Wyqer Only things I edited are buildings. I added more of them, because we consider building FOBs as crème de la crème of that mission. Can You please explain what do You mean by rpt? EDIT: Hey, You know what? I downloaded newer version of Project Opfor, just to make sure, and problem was fixed! Thanks for Your time anyway!
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@Wyqer Yes, definitely, like I said, the Regular Takistani Army spawns just like it's supposed to, we only have problems with the militia.
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Hey, @Wyqer, I've got a small problem. We are trying to play Takistan version of this glorious mission, and while the Takistani Army spawns just like it's expected to, the Militia doesn't spawn at all. There's that small village of Landay just next to Chimera Base, when we try to capture it, the progress bar immediately turns blue, but we still can't capture it. It seems that the game thinks that there are some enemies in the village, but it doesn't spawn them. If it matters, we haven't set up our first FOB yet.