Jump to content

SSG Garcia-506th IR

Member
  • Content Count

    12
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About SSG Garcia-506th IR

  • Rank
    Private First Class

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. SSG Garcia-506th IR

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

    Here's the mission.sqm, working perfectly on .963 https://drive.google.com/open?id=1RZdy73tarfcc-1nT9WjFQHnfrpC07RhZ Map is here: http://www.armaholic.com/page.php?id=30518&highlight=NAPF I have the difficulties cranked up pretty high, and give them huge compounds with multiple military markers and respawnable stuff for them to mess around with. So it'll need to be tweaked a bit for regular usage, but most of the work is done! Also note the carrier has F/A-18s on it, so the mod linked on the front page is required. We also run with RHS, and it has some RHS assets on the ground.
  2. SSG Garcia-506th IR

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

    Thank you so much guys, that fixed it right off the bat! And yeah Wyqer I popped open an old one for this. Is anyone interested in my Napf port? I made it pretty difficult specifically for our guys so you might want to edit it a little, but if there's interest I'll be happy to link the mission.sqm
  3. SSG Garcia-506th IR

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

    Quick question, I'm updating our server from version .960 to .963. I custom modify a few files so I wait for awhile between updates to do it. I ported Napf over to liberation. It works fine with .960, but with .963 it gives me the error where you spawn on the island and it doesn't take you all the way to the actual start spot on the carrier. Usually this is the result of a missed piece of punctuation somewhere so I did some testing and the .963 version works fine with your stock Altis file, yet doesn't work with my ported Napf. Altis works with both .960 and .963 (my modified versions) Napf works with .960 (modified) but does NOT work with .963 (modified) or the stock .963 files. What changed between .960 and .963 that could cause that kind of error for a ported map where the author is not intimately familiar with making liberation maps? I believe the issue to be the map based on my testing.
  4. Question for the author or anyone else who knows: In the beginning post it says Is this allowable at this stage? I would like to use a few assets for a private modpack (will never be uploaded on Steam, only for use privately). Thank you
  5. SSG Garcia-506th IR

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

    Oh sweet there's a dev kit! I've just been grabbing them off your release lists and modifying them a bit. But like I said we've done all 8 of your release maps so I'll have to cycle back through them unless I make them. When I get a new one made I'll drop the mission.sqm here so other people can use it. I found out that the USS Freedom is compatible with the F/A-18 mod so I've got the map starting with several planes already spawned on the carrier on Sahrani. So naturally, I've used your instructions and kicked up the probability that some AA vehicles will spawn, including the dreaded Russian 2S6 Tunguska! How do I increase the probability of fixed wing spawns? What I'd like to do is make sure our pilots always have something to do, and really give them a challenge. Thank you again Wyqer.
  6. SSG Garcia-506th IR

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

    Thanks again for the amazing content Wyqer! My unit is absolutely loving it. They've cleared about 8 maps at this point hahaha Quick question for ya. What precisely do the aggressiveness and difficulty settings change? I disabled the difficulty setting changing anything from the server difficulty configuration, but does it change anything else? I'm just trying to get the difficulty dialed in really precisely. Our guys are too good haha Also - how would I adjust the spawn rate of anti-air vehicles/MANPADs? Respectfully, SGT Garcia 506th IR RU
  7. SSG Garcia-506th IR

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

    It's not. It's a server for our unit, the 506th. Running our custom modpacks and whatnot. Although we have had talk of a public server recently. If you've ever seen Jester814 on YouTube, we're that 506th.
  8. SSG Garcia-506th IR

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

    Perfect man, thanks. I really appreciate the work you've put into this. We've got a lot of guys playing it every night.
  9. SSG Garcia-506th IR

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

    If I wanted to hard code our units difficulty settings - specifically: skillAI=0.95; precisionAI=0.30; How would I go about it? I've figured out that fetch_params grabs the GRLIB_difficulty_modifier from the mission_params, then it's called by set_skill.sqf. In here it uses the sqrt of the difficulty_modifier and multiplies it by 0.whatever. If I wanted to hard code precisionAI at 0.30 for example, would I just replace the 0.35 * _skillmodifier with 0.30 for the aiming skills in set_skill.sqf? I hope that made sense lol. The issue is that the AI is getting to be aimbots on difficulty level 5, so I'm trying to hard code it to our unit's standard. Thank you.
  10. SSG Garcia-506th IR

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

    Liberation 0.94, RHS 0.4.4.2. I set the "KP_liberation_preset = 3;" in the settings file, but it doesn't change any of the units deployed in game, it just uses the stock ones named in classnames.sqf. I figured that out by replacing the huron_type in classnames.sqf to the one from RHS and then it worked properly for that unit.
  11. SSG Garcia-506th IR

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

    @Wyqer Thank you very much for picking up development of Liberation! My whole unit is loving it, we're regularly getting 10-20 people every night playing on it. I had a question. I'm currently attempting to get Altis to work with RHS. I've set the "KP_liberation_preset = 3;", we don't use the FA-18 so I //Commented out the lines, the only other things I've done are enable ACE and change zeus to work fully. No matter what I do I can't seem to get the presets to overwrite the vanilla information in the game. Can you give me an idea on how to force it to do this? Thanks again, CPL Garcia 506th IR Realism Unit EDIT: I was able to make it work by changing the information in classnames.sqf. For some reason when the preset .sqfs are being called it doesn't actually do the overwrite properly. Really odd.
  12. Greetings, I've been running PO3 on a server for our unit, and it's modded slightly for use with our modpack. Using RHS models, equipment boxes set up for us, some basic stuff. We had an issue after an update which broke defend town and defend base. Now the progress indicator starts at 100% and counts backwards, past 0 and into negatives. It never ends the mission. It starts at 100% when the enemies begin to spawn and attack, hits zero when they're all dead, just keeps going after that. Does anyone else have this issue and have you solved it? Thanks for the help, CPL Garcia 506th IR Realism Unit
×