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pSiKO

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Everything posted by pSiKO

  1. Hi you must be Colonel to see this menu it on the right in build menu
  2. yes all static weapons are protected from damage (otherwise they are too weak) can be disabled in "scripts\client\misc\protect_static.sqf" and uavs are kind of special units and require specific processing (auto crew, action manager, etc..)
  3. info: thanks to this script by Vandeanson, I add a wild life manager ๐Ÿ™‚ available in next update
  4. hi man, it's a nice little script that do a good job. I put it in my mission (lightly modified). thank you very much
  5. just a warning, be very careful when editing this file it save the gamestate every 60s, if you do a bug / problem and the script crashes, you corrupt the save file. if you change the gamestate format, the next reboot could crash you have to 'wipe' the save game to fix
  6. Hi folks, A new release is out. Update : - repair off-road not on the road - better IA defence - new lobby - dog find run - ammo round is now free - XP reward is capped - cosmetic fix (menu, dialog) - better ACE support (and MOD in general) - better squad management - better loadout filter - Add server option: Force player default loadout - Add server MOD signature: Force loadout filter based on MOD - Add auto naming for markers (city, base, etc) - Add Global Mobilization - weferlingen - units/weapons/vehicles note: this update may need a save game wipe Have fun !
  7. rather to change the value in multiple files, just 'hardcode" it : in file "core.liberation\scripts\shared\fetch_params.sqf" at the very end of the file add: GRLIB_difficulty_modifier = 0.5; GRLIB_unitcap = 0.5;
  8. Hi, in fact, they work;) but when they are used from the Parameters menu (on mission's lobby) or from the server config file. but you're right, you can't use decimal value for the default in hpp files (arma 3 design) only integer from wiki: // Default values that are not whole numbers do not work. Param will default to 0 (or 1 if defined) you have to use the menu or the server file for fine tuning. an example of use of the server's parameters is in the file "mission_param.cfg"
  9. Hi Komaros, If i'm not wrong there are only two list of units that are protected in the game - civilian vehicles (when driven by civilian) ('civilians' ' in classnames.sqf) - static weapons units ('static_vehicles' in classnames.sqf) make sure that the units you want to use are not on these lists. if it's a particular unit give me its classname, i'll try at home anyway you can send me the mission's pbo in private I'll be glad to take look ๐Ÿ™‚
  10. Hi friends, I'm on vacation right now I'll answer you as soon as I get home ! I can't connect to my github thanks to the hotel's wifi ๐Ÿ™‚
  11. hi, note that selling cargo only works with weapons I just tested it works here
  12. Hi, I push a small update - add a server option to select player's default loadout (see file "core.liberation\scripts\loadouts\vanilla\player_set1.sqf") - rewrite the squad management code - better ACE support - some fixes
  13. hi, go to "core.liberation\scripts\shared\classnames.sqf", (almost all class are defined here) you'll find : light_vehicles = [ ["B_Quadbike_01_F",1,5,1,0], ["B_Boat_Transport_01_F",1,25,1,GRLIB_perm_inf], ["C_Boat_Transport_02_F",2,25,2,GRLIB_perm_log], the last value of each array is the level needed to build this vehicle that's the correct way, but you cant use "custom loading", for example only the pistol. in the editor, you only define the unit class (B_medic_F, B_soldier_F, etc.), they appear with all their equipment i have a work in progress to override the vanilla loadout for a unit (to have a single loadout for all players) short: no, because I cannot save the inventory for all vehicles. long: because I don't use an external database to record the state of the game, I have to use the profileNamespace profile to store the data and its size is limited, the vehicle inventory can be quite long! I can work on a workaround with a dedicated box (Storage Box ?) to store player items ??. > backlog ๐Ÿ™‚ a simple rgb + alpha, decode as follows: ["Black", _color + "(<RED>,<GRN>,<BLU>, <OPACITY>)"] see: https://community.bistudio.com/wiki/Color https://community.bistudio.com/wiki/setObjectTexture I hope it will help you see you
  14. I look to the respawn loadout the virtual garage is useful for protecting your vehicle (when you leave a public server) or for moving vehicles between FOBs you need the corporal level and the menu will appear on your vehicle
  15. i will (re)install ace to test ๐Ÿ˜‰ edit: I fixed some problems with ace ACE Arsenal Menu Virtual Garage and PaintShop small fixes please update your pbo from github tell me if anything else is missing/broken ๐Ÿ˜‰
  16. Haa, sorry ๐Ÿ™‚ you can define this list of loadout yourself: - Open Arsenal Menu - Select Edit Arsenal here you have a "Save" button, that where the list is build. you can use it with or without ACE.
  17. Hi, frankly, I don't know how to do this !! (I don't use ACE) at least you found the right file; "open_arsenal.sqf" you have to change the call below (Vanilla A3 Arsenal) by the call used by ACE (which i don't know). ['Open',[nil,_box]] call BIS_fnc_arsenal; alike, I use default loadout preset for the arsenal box, you have to "cleanup the box" and the refill with ACE preset, in my opinion, the best place is "\scripts\client\build\do_build.sqf" around lines 290 (see code below) you have to add the code to manage ACE preset not so easy but doable ๐Ÿ™‚ if (!(_classname in GRLIB_Ammobox)) then { clearWeaponCargoGlobal _vehicle; clearMagazineCargoGlobal _vehicle; clearItemCargoGlobal _vehicle; clearBackpackCargoGlobal _vehicle; }; I hope I helped
  18. Hi go to file "core.liberation\scripts\client\actions\do_recycle.sqf" near lines 29 comment (add //) in front of these lines [player, 10] remoteExec ["addScore", 2]; hint format ["%1\nBonus Score + 10 Pts!", name player]; I'm pleased you have fun !!!
  19. yes, as many as you want, (take a look on the others map) not here (it's harcoded) only the ammo reward that why you can use github to work on my project (we can share the code on different branch) take a look at https://github.com/tbox1911/Liberation-RX if you're interested, I can create a contributors account for you
  20. Hi Komaros, good idea !! to port the mission on a new map, you have to change these files: fixed_position.sqf <-- used for static marker (fuel, sell, ...) gameplay_constants.sqf <-- Important file for Savename and constant for the map mission.sqm <-- mission map (with markers) whitelist.sqf <-- used for commander white list you have to copy each markers on the new map, you can have as many markers as you want (capture_, military_, etc) to change the reward for ammobox go to "core.liberation\scripts\shared\classnames.sqf" lines ~230 [ammobox_b_typename,0,round(300 / GRLIB_recycling_percentage),0,99999], [ammobox_o_typename,0,round(300 / GRLIB_recycling_percentage),0,99999], [ammobox_i_typename,0,round(300 / GRLIB_recycling_percentage),0,99999], you can change the value for each box here. in the last version, the XP reward is limited to the the rank "Corporal" and "Sergeant". keep me informed ๐Ÿ™‚
  21. Hi, you are on wrong topic, here is about RX Liberation mission and not the KP Liberation version btw, the errors you report is harmless and do not prevent to play the mission
  22. hi, because the mission was originally designed for blue force, it's deeply hard coded in the game. to make a working "RedForce" version, I have to rewrite a lot of code internals (spawning IA/manage IA/manage sector/lots of utility functions and so) this idea, is on my plan for L-RX, but I need time. I'll keep you informed when I start to write it ๐Ÿ˜‰
  23. what can be done (without rewriting everything) is a redforce version, but I already know that there will be a lot of code modification! if I have time this winter when it rains and the evenings are long !! I'll keep you informed here
  24. yep, I already think of it, but it need complete rewrite of the code ๐Ÿ˜ž because everything is based on Blue force. maybe if I got enough time ๐Ÿ™‚
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