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Everything posted by pSiKO
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copy! added to todo list I will need some help to make all theses classmap !!
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hi, yes in server params try FancyInfo = 0; you can even remove all Opfor markers with HideOpfor = 1;
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Hello everyone, To make Liberation RX easier to use with Mod (GM, Cups, RHS, EJW, etc.), I'm preparing a new design with two powerful new options. in server config: ModPresetWest = 0; // Select MOD Preset for Friendly side - values = "A3_BLU", "A3_OPF", "CPUS", "GM_WEST", "GM_WEST_WINT" ModPresetEast = 0; // Select MOD Preset for the enemy side - values = "A3_OPF", "A3_BLU", "A3_IND", "CUPS", "GM_EAST", "GM_EAST_WINT", "EJW", "CP_TA", how it works? In the scripts folder, there was a new directory named "mod_template" containing definition of all class names to be used by a Mod. arsenal.sqf <- Definition of Arsenal White / Black lists classnames_r3f.sqf <- Definition of R3F logistics objects classnames_civ.sqf <- Definition of civilians and vehicles classnames_west.sqf <- Class name when used as friendly side classnames_east.sqf <- Class name when used as enemy side The folder can only contain one 'classnames_east.sqf' if the mod set is just for an enemy side. (see A3_IND) each file is now quite small and should be easy to edit. how to use ? In the lobby, choose the combination of your choice (the mod must be installed of course!) For each side, and tadaaa! that means you can play, CSAT vs INDP on Weferlingen or BLU vs GM_EAST on chernarus or CUPS_RF vs BLU on Altis etc, etc .. without changing anything, apart a server restart ๐ endless fun! forcing You can force the Modset for each side in the 'gameplay_constants.sqf'. file of map. example for a red vs blue only: ... GRLIB_mod_west = "A3_OPF"; GRLIB_mod_east = "A3_BLU"; ... After that, the lobby selection is ignored. note: it is not recommended to change sides after the game was started. it's stil work in progress, I've finish the Arma and GM classnames I need to do CUPS (USA/RAF/OTAN/RF/TA) and maybe RHS once it's stable enought I comit to master for now it's on the 'mod_template' branch for those who want to test ๐ Tell me what you think
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Hi ! I see what you mean ๐ you have two option to limit spawn cost. - for all player you can choose an default template for player (ForcedLoadout in server params) so player spawn with very limited stuff (for 5ammo ๐ ). or - teach players they can choose spawn stuff when they choose deployment point, a dropdown list with your saved arsenal preset is upon the map
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@zegolem: I have update LRX to support EricJ Weapons looks good to me, please update and test btw great mod !
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Update is out ! - move all markers to client side - retro fix from PvP version - New admin menu (include offline players) - classname update - various fix !
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hi Zegolem, I'm think you pretty good, just look at fetch param .sqf on how to build the Boolean variable (GRLIB_EJW_enabled) just check for the first weapon in Mod edit: I'm downloading the mod, then I update LRX to support EricJ weapons
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hi zegolem ! you're right, I need to update the arsenal code to support "EricJ mod" (i don't have this mod, i need more info) try yourself, look at "core.liberation\addons\LARs\liberationArsenal.sqf" in short, add a code bloc for "EricJ mod" like for other (cups/gm) in the bloc it's just a filter on configClasses or send me a screenshot from the configClasses of a EricJ 's weapons if its work send me the update if nothing above speaks to you, please wait a bit until I can test the mod ๐ yes, or any vehicle in "vehicle_rearm_sources" , range is 30m
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[Release] Liberation RX - PvP
pSiKO replied to pSiKO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, that the good place !- 22 replies
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[Release] Liberation RX - PvP
pSiKO replied to pSiKO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yep, I see... that because my stats counter four fuel/man power are broken. ๐ (lots of work here!) by principle, when recycling, you only get ammo. the Fuel/MP stats are global for a side (west/east) in first screen before 'recycling' you should have 6MP and 3 Fuel unit consumed. I'll fix this asap- 22 replies
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thx zegolem, I can't reproduce the error in MP, anyway I remove some debug code that can cause this..
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[Release] Liberation RX - PvP
pSiKO replied to pSiKO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
ATM is for sending Ammo between players SELL is where you can sell your vehicle inventory FUEL is where you can buy fuel jerrican (or refuel)- 22 replies
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[Release] Liberation RX - PvP
pSiKO replied to pSiKO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this is a question I am often asked, unfortunately no, I did not have time to create the classname files for RHS if someone would create preset, I can add them in the misions btw, I also need a new logo for Liberation RX PvP- 22 replies
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The best way to have access to all infantry at start, is to use the "Admin menu" when connected, give you 200Xp (many time you want). If you connect as "Commander" you can build squad/armored with AI and you can use the HCI (ctrl+space) to command them.
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Hi 1Para, it could be possible. that need change to load/save system can be an option. I keep in mind ๐
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[Release] Liberation RX - PvP
pSiKO replied to pSiKO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yes, but it disabel AI reive- 22 replies
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Hi, my bad, I rewrote the spawn system and I miss to fix the altitude for this map. I'll fix it in next update ! edit: I update the pbo on github, I plan to update steam version on next week thanks
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I add several little fix: - Side mission take nearby player in count - don't save player's low score vehicles - add huron alternative ("CH-67 Huron", "CH-49 Mohawk", "UH-80 Ghost Hawk") - can build 0 cost AI (like dog) even when the squad is full - static weapons can re ammo like other vehicles (no more need for special ammobox) - Praetorian defence is build with AI (work with save/load game)
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you mean make spawning blue/ind forces in captured town ? it's a nice feature, take care of server perf ! look at "manage_xxx.sqf" (civilian/patrol/wildlife) controller scripts, they are designed for this kind of job (manage spawn units add waypoints and cleanup) if you add your new scripts beside the others and call them separately (execVM), you should be fine ๐ also a good point! better look at "scripts\server\a3w\missions\missionProcessor.sqf" line 97 _failed = ((!isNil "_waitUntilCondition" && {call _waitUntilCondition}) || diag_tickTime - _startTime >= _missionTimeout || count allPlayers == 0); if i got some time, I'll implement this added in last update ๐
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you're right, for now I'll try to keep all classname for units and vehicle in a single file "core.liberation\scripts\shared\classnames.sqf" to make customization easier. but i need time to make template for rhs/usaf/r3f .. mod it's not so difficult to change classenames for a mod, look "weferlingen" map (https://github.com/tbox1911/Liberation-RX/tree/master/maps/Liberation_RX.gm_weferlingen_summer) you'll found only config files (no code needed) that need to be edited to use mod if a kind soul, would make a tuto on this, I can teach him all I know ๐
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Hi people, I have very good news for all of you, I release the first version of Liberation RX - PvP, a true 3 sides version. there was lots of work, but now it run ! still in development state, don't be rude ! ๐ link to download mission https://github.com/tbox1911/Liberation-RX-Pv/raw/main/build/Liberation_RX_PvP.Altis.pbo feedback/bug report is welcome Cheers !
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pSiKO replied to pSiKO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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good to ear, the ATM should work as all other markers (service/fuel) code to detect marker is in "core.liberation\scripts\shared\functions\F_check_near.sqf" btw, if you can send me the misson file, I can take a look ๐
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glad to ear ! - "support" squads is just a bunch of soldiers with revive and reammo scripts enabled, the main purpose is to put them somewhere (with an arsenal box) to defend a sector. or at most to capture big city. they are not an extend to your squad, but more like a "static weapons" as you can see the player has limited control over them, the direct order with the menu "should" be respected, but ... ๐ anyway i'm not proud of this part ๐ it needs to be finished. to disable it (quick fix) edit "core.liberation\scripts\shared\classnames.sqf"; near the end I plan to add an server option. the huron alternative is already managed by the game. look in server params: HuronType {"CH-67 Huron", "UH-80 Ghost Hawk"}; it miss the the CH49-Mohawk, I push it in next update thank !
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hi, look in "core.liberation\scripts\shared\classnames.sqf" you'll found all classnames used in LRX
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