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Everything posted by pSiKO
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How Auto Support system works: # Infantry Ammo close to ammo facility - FOB 60m - Arsenalbox, #ai_resupply_sources 30m Current unit ammo is lower than preset maximum ammo by kind of weapons (DMG/SMG/etc) For launcher unit must have a backpack to rearm. Health close to health facility - FOB 60m - #ai_healing_sources 30m # Vehicles vehicle is not locked close to ammo facility - FOB 60m - HurronAmmo, #vehicle_rearm_sources 30m Unit is in vehicle (or player is connected to Uavs) - gunner, driver, commander Current vehicle ammo is lower than preset maximum ammo - static 6 Mag - default 3 Mag * a single Mag can have multiple round. Vehicle Rearming occur every 5 minutes - can't use VG during cool down Repair & Refuel use Arma3 vanilla system.
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Hi, you are right i need to add more instructions (btw i just added the icon description in the tutorial) 1) first rank required to access VG 2) by mouse wheel, near a FOB, but not too close to the base itself (radius of 10 m) 3) yes! (I'm proud) VG stores weapons (only) in the vehicle inventory, as well as the R3F item "loaded into .." (but not the items attached to the vehicle) for vehicles parked near a FOB, the server save: - Inventory (only weapons) - R3F objects "loaded into..." (aka cargo) - object "attached to.." (like arsenal box or ammo box "Loaded" on top of truck or offroad) you are in the best place on the internet here!
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Access variable from MPeventhandler "MPKilled" - Help Needed
pSiKO posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello dear community! I'm facing some strange behavior which I think requires your knowledge. in short: I cannot read the unit variable from the "MPKilled" event handler, only if the unit is in the vehicle ..... talk is cheap: // poc MPKilled getVar ? player setVariable ["VARID", "132", true]; kill_manager = { params [ "_unit", "_killer" ]; _r1 = _killer getVariable ["VARID", "null"]; systemchat format ["DBG: %1 %2 %3", name _killer, name _unit, _r1]; hidebody _unit; }; _grp = createGroup [CIVILIAN, true]; "C_man_1" createUnit [ getpos player, _grp, "this addMPEventHandler [""MPKilled"", {_this spawn kill_manager}]", 0.5, "PRIVATE"]; When I shot the civil, (outside vehicle), I got (as expected): "DBG: pSiKO Kouris Spiros 132" but when I shoot from a vehicle, I got (surprisingly): "DBG: pSiKO Evangelos Maras null" my questions are: 1) why !🤔 (it's related to unit boarding, but I don't understand why) 2) how to access unit's variable ? I'll try lot things whitout success. (vehicle _unit) -> (driver _vehicle) -> getVariable thanks for your reading. pSiKO -
Access variable from MPeventhandler "MPKilled" - Help Needed
pSiKO replied to pSiKO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
can't wait to test ! many thanks 😍 edit: confirmed, that works fine ! I was sure is about the source of _killer, but can't figure how to access the unit object. -
Hi buddies, here come... The New Year Day Update ! - Full Chineses Imperial translation done by strayer49 Thank you very much for that ! - A brand new Air Taxi service (unbreakable !) - Loading game protect objects vehicles should no blow at startup - Rewrite TK Protect - Rewrite Protect Static - Rewrite Action Manager - Refacto pSiko AI revive remove old FAR code make standalone addon - Add Hide dead body action - Better Drag units - Unified Payment library - Opfor vehicles count in ressource - Update Vehicle marker (ignore veh side) - Code cleanup, performance fix - add strings for translation Taxi Payment I wish you all a Happy New Year!
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Hi, be sure to start the scenario as a local multiplayer, and re test with the latest version (from github, links on first page), because i fix the solo startup some time ago btw, thank a lot for the Chinese translation ! 🤩
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Small update: - Tk Protect update - Minor fix (permission, cap bonus) - FOB lost penalty - New sounds (salvage, refuel) - Add action to remove dead body - TownInvasion never surrender - OpFor vehicles count in resources - Map update - Startup chain
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in my opinion you should keep the economy, this is the way the game should be played. if you run out of ammo you can use the admin menu.
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Gameplay Update - UAVs: recover ownership and HCI control when respawn/reconnect automatic rearm no game menu in uavs player penalty when AI kill civilian (no driver) 🙂 - load / unload Object locked to vehicle owner - loaded object are saved ! - New Resupply Manager (work for player/AI/UAVs) - New Wildlife manager (adapt to sector/player) (move to server side) - New Patrol Manager (adapt to sector/player) - More Friendly names - New Marker engine (precomputed + search) - City capture continue if all units are wounded (but not dead) - Fix bug solo mission startup - Map update Have fun on Chernarus Winter !
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hello friends, 'the benefits of teleworking' update ! - Arsenal Menu in first position - Eject dead units from vehicles - Add blood effect when revive or wounded + medic garbage - Add extra time when revive units - Admin Menu can create Opfor vehicles - Add new patrol type (static weapons) + spotter !! - Filters low score player (reduce Savegame size) - Add ability to overide default textures for Opfor vehicles - Add GRLIB_spawn_min, GRLIB_spawn_max to adapt to map size - Fix bug in count player units - Fix bug in spawnair location - New MAP Chernarus Winter 🙂 - Better Endgame + surprise ! Good game !
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hi, yes, you have to keep all a3w related script (init script/function/data) prepare yourself, to do surgical operation !! start you game with ' -showScriptErrors' and look into the RPT files to check errors
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I just tested the Zeus mode on my public server all that i needed to do is to be connected as Commander (in lobby) then press Y (Zeus key) and the Eden editor appear note that you must have add your steam_id in whitelist.sqf
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Hi BucNasty, yes, github version is always the most up to date. when i fix bug, I update the mission repo. btw: I've just update the mission with some fix: - add Hedgehog defence - prisoners eject from vehicle at fob - can load Arsenal box over a truck (like ammo box) - change color of abandoned vehicle - fix animation Please update your mission files and tell me if everything is working correctly Cheers !
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hey ! I push a new update on github - rewrite some SideMission engine + squadbuilding - Oxygen Indicator - wounded unit cannot drowns - add blufor wreck bounty - prevent disassemble static weapon / uavs - new bonus object, can be loaded on vehicles (top of truck) - New Side Mission "Water Delivery" - New Side Mission "Fuel Delivery" - fix string - fix remotexec - get LRX object name - remove Atlas check good to go !!!
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Hi, I'm actually working on sides mission. I rewrite lots of code and fix some bug I've add new object to prepare new missions 🙂
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Hi, You all you need is the "core.liberation\scripts\server\a3w" folder and (on server init) use: [] execVM "scripts\server\a3w\init_missions.sqf"; Parts of the Dynamic Sides Missions come from A3Wasteland by AgentRev, please give credit to him. note: I don't think it will work 'out of the box", you have to adapt some scripts/functions Have fun !
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small tech update: more medic / engineer in lobby fix town invasion failed fix public stats manage civ uavs helipad for air taxi better create VehicleCrew better wreck manager new init (loading screen) Tchusss !
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hi folks ! new update is out: - Rewrite Psiko AI Revive, now fully working in MP, you can revive other player AI ! - Rewrite cleanup manager better policy to delete objects/dead/wrecks - Save vehicle's cargo - Save vehicle's inventory weapons - new code to recover AI after crash/CTD - new AI enemy patrol pathfinding - new call Air Taxi use helipad - fix some map issue (vt7, tanoa) - fix error no mass - notify when game saved - fix some check and verifications - update sides missions Enjoy !
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Hi, I'm glad to annouce Liberation RX ported on Valtatie 7 check here: https://steamcommunity.com/sharedfiles/filedetails/?id=2052900338 Good mission for this kind of (big) map Enjoy !
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tech update: - new savegame format (dynamic size) - re add Headless Client - Paint menu keep open - notification when game is saved (in fps diag) - save vehicle inventory (only weapons) but with attachment !! - save vehicle cargo (arsenal, tents, object) also work with the virtual garage.
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small update: - fix medikit detection - fix revive animation - code cleanup AI revive - (re) Add option to build crewed vehicles (commander only) - balance sides mission and large counter attack based on number of connected players - extend expiration timer when side mission is updated - fix player score manger (for not saved players) - fix MP refuel - improve performance edit: - Add the High Command Interface (see: https://community.bistudio.com/wiki/Arma_3_Field_Manual_-_High_Command ) - use (ctrl + space) to open HCI menu - available to all players for drone (uavs) and the extra squad - the commander can build crewed vehicle or static defences and command them. - no more need of Zeus mode - restored on server restart
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can you give me more details please (or if it's a custom map, send it in pm)
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Hi take a look at file "gameplay_constants.sqf" it's different for each map you"ll find: GRLIB_spawn_altitude = 23; because, in startis the aircraft deck is at 23 m (altitude)
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Hi, yes it is possible but the player is already gaining XP by killing enemies and ammunition by recycling / selling items. I'm not sure it's a good idea to blend the two.
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