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Everything posted by pSiKO
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Hi Komaros, - to disable repair off-road, go to file "core.liberation\scripts\server\game\init_marker.sqf" comment lines from 79 to 89 - to change the bot skill you have a server parameter "Difficulty" (that is used in set_skill) range in "0.5, 0.75, 1, 1.25, 1.5, 2, 4, 10" the lower is the easier. - to increase AI group size, you have another server parameter "Unitcap" range in 0.5,0.75,1,1.25,1.5,2 the lower is the smaller group (it's an ratio multiplier) 50%, 75% 100% 150% etc.. you better change theses value in server parameter rather than directly in the code, because theses values can be used in multiple place. have fun ! note: all server parameters can be found here: https://github.com/tbox1911/Liberation-RX/blob/master/mission_param.cfg
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Hi, I test with box loaded into vehicle (load in..) (R3F) and with box transported on truck (RP style) wait for more than 4 hours, but I cannot reproduce the issue ๐ it is happening all the time ? do you have some error in RPT file ?
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hi, 1) the earplug system actually work all the time ๐ it's just autmatic when you enter vehicle, but you can plug in/out anytime, be sure to configure the user action key. on the main map look at the shortcut menu. 2) Ammo boxes should never disappear ! (maybe it's a bug) this only occure when the box is transported ? I'll take a look on issue 2 Thx
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Hi, yep opfor can capture our FOB, when they counter attack. only commander has the right to pack/unpack FOB. at this rank, the player should knows what he does !!
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about PedagneMod, I test with this Mod and it's more than just units/weapon modification. as you can see it also enable (force ) stamina/fatigue and change something on player damage system. player is wounded but never died ! I dont know if I can do anything about this. project seem stoped on 19-01-2018 ! if you know the dev behind this project, we can find a solution.. ------------------------------------------ edit: Ok: I found the root cause ! The Mod change the respawn system (erasing my previous respawn code) for example : in the file "ASZ_Weapons_A3/AT/data/script/disposable/ammo_player.sqf:" player removeAllEventHandlers "InventoryOpened"; player removeAllEventHandlers "InventoryClosed"; player removeAllEventHandlers "Take"; player removeAllEventHandlers "Put"; player removeAllEventHandlers "Respawn"; <<--- here !! there is no switch to enable/disable this ๐ the mod don't have any parametrisable options ๐ there is not much i can do, you need to speak with the author (Aspide) to update the mod.
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no problem mate ! Its not clear to me, (The bug also occurs without modifications / the mod that causes the problem is the PedagneMod) ?? I run two public server with this mission and without any mod, the respawn system seem to work properly. I'll download PedagneMod to see if I can do something ๐ I keep you informed
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2 info you must know, - as a player you can 'Abandon' a locked vehicle so everyone can use it. (Saved on server) - as a commander you can build many object (walls / flags ) with the Build Menu, everywhere on the map (but close to a FOB) (Saved on server)
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you're welcome there is no 'easy' way to deactivate vehicle permission. but you can 'hack' the file : "core.liberation\scripts\client\misc\vehicle_permissions.sqf" by commenting the code between lines 42 - 52, like this: (no guarantee ๐ ) /* if (!([_unit, _vehicle] call is_owner)) then { _msg = "Wrong Vehicle Owner.\nAccess is Denied !!"; if (isPlayer _unit) then { { if ((_x distance2D _vehicle) <= 500) then { [["A3\Sounds_F\sfx\alarmcar.wss", _vehicle, false, getPosASL _vehicle, 1, 1, 500]] remoteExec ["playSound3D", owner _x]; }; } forEach allPlayers; }; _doeject = true; }; */ Zeus is only for ephemeral, in-game modification, to add permanent objects (building, walls, etc..) to the mission, you have to: unpack mission pbo, in your arma3 profile, use the Eden editor and open mission , and put desired object, then save. copy back the "mission.sqm" file into your Liberation-RX folder repack the pbo, and put it in your server mpmission folder feel free to ask if you need more info !
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yes, this want I want to do ๐ I tell you when its done
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Hi, I've just tested with the last build on Altis, on it seem to work properly. the last version is from 26/04/2020 (yesterday), could you update your mission and retry ? if you send me your .pbo and the mod list, I can check on my PC (I remember one thing, in old version , if you wear the VR suit, that activate the godmode, designed for testing purpose, removed now)
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the Liberation-RX autoban is not permanent, restarting the server clear the list of banned player. otherwise, the banned player must be connected to lobby to be unbanned. (I need his STEAM ID to do so) I can think about ubanning from ID directly, I keep you informed
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hi, wow ! strange bug indeed ! on what map (island) does it occur ? did you test with the last version on github ? anyway, I take a look at code ! thanks
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Hi, I'll made here a global answer, because I already receive this kind of request. I don't want to handle by myself a "modded' version of Liberation RX, (with CUP Vehicles, RHSUSAF, FFAA, OPTRE, and much others ! ) it's too much specific works and must be maintained, taking too much of my time. I'll keep focus on Vanilla Arma3. But as you know, L-RX is mod friendly, you can easily change the units/vehicles in 'core.liberation\scripts\shared\classnames.sqf'. the core design allow you to overwrite any file of the mission by making a folder with the name of the map for exemple , take a look in "Liberation_RX.vt7" folder for Virolahti 7 map. There are only few files to change to adapt L-RX on other map with others Mod if you send me the customized folder (Liberation_RX.Lythium) , I can include it in the main dev branch. Porting the L-RX to another map is not hard but it take time to place all markers and test, look at https://greuh-liberation.fandom.com/wiki/How_to_port_liberation_to_a_new_map it's old but contain the most important part. btw, I take a look at Lythium Map, it looks great !! worth the work to port L-RX on this map ๐ I'll be glad to help you if you need. Regards,
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I see what you mean, I may include this in future release. thx
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Hi, 1) How can I set the number of points awarded for homicide. all logic for a kill are in the file "core.liberation\scripts\shared\kill_manager.sqf" the reward for killing a vehicle (ammo/xp) is in file "core.liberation\scripts\shared\functions\F_getBounty.sqf" 2) Flying units are like paper. Is it possible to change their resistance to injury? I use the default Arma 3 damage / hitpoint look at https://community.bistudio.com/wiki/Arma_3_Jets_Hitpoint_Configuration if yo want to customize 3) Is there an option to choose the number of points / ammo to be added to the player? if it's when a unit is killed see #1 if it's the startup Ammo, look at file "gameplay_constants.sqf" ie: "GREUH_start_ammo = 500;" Good game !
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hi, no rcon command is possible, (it's different from classic ban/kick) only by admin connected to the game and using the admin menu ๐
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small update -admin menu - add ammo to player - add xp to player - build vehicles - heli taxi - adapt to player's units - Server parameters - no thermal (vehicle/launcher) - no wind / no gusts - cosmetic - better intro loading
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sounds possible !
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Hi Folks, A small update is out. - New Server Parameters (for the Very Hard mode) - Min / Max IA (regardless of rank) - Disable Virtual Arsenal (the Arsenal box still exist for AI re supply) - Hide Opfor sector marker - New Bluefor TK protection for vehicle (work for build/garage/saved vehicle) (beta) - IA now works underwater (revive / recycle) - New clean-up on player disconnect (incl. taxi) - New clean-up for abandoned/destroyed vehicles - New Map (Utes / Sara lite) good game
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it's the same problem as with "just shooting" on the vehicle. counting each damage separately requires a code to manage damage for each vehicle. (resource consumer) in fact, I can protect the player because I only do it for the player and his team, not for infantry or enemy vehicles. I can check if the damage management for the bluefor vehicle is not too much work. I'll keep you informed
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Hi man ! It's no easy to count damage one by one, (and it take lot of server resources) actually if you killed someone/vehicle you have a penalty, but not if you just shoot on someone/vehicle. to limit this behaviour, you can enable the kick player option in your server, via the vote menu. we do it on our server to 'calm down' too 'jelaous' players ! ๐ it work pretty well, if someone do not respect others players, the rest of players can kick him. anyway, i can think of how to code such logic, but it takes time!
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I removed this file, (it outdated and make conflict) now you have a single file with (almost) all classnames used in the mission core.liberation\scripts\shared\classnames.sqf you can add/change vehicles here
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Hi confined people ! A new release is out. Update : - Virtual garage (keep the ammunition of the vehicle) - Reammo vehicle recharge time (60sec) - Artillery fire costs 5 rounds (thanks to Komaros) - Add fireworks! (when the player levels up - at night only) - Add Fireworks Box (to start your own Fireworks wherever you want) - Admin menu - Unban players - Admin menu - Promote players (score +200) - Performance fix (thx to akiradlc) - The service marker goes on the server side (ATM / FUEL / SELL) - Add an off-road repair near the gas station - NPC looks at you while speaking - Better recover the AI at startup - Add more helicopter - Add some items (HMTT truck, big lamp, etc.) - Cleaning code have fun and wash your hands! keep you safe ๐
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hi, I add this feature, now each shot from artillery cost 5 ammo to player. (even if AI is gunner) as bonus I add fireworks when you take a level !! so niiiice ๐
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Finding a vehicle ammo value from 0-1?
pSiKO replied to profcupcake's topic in ARMA 3 - MISSION EDITING & SCRIPTING
based on beaksby script, I made a function : // to get vehicle ammo _ammo = [_vehicle ] call getVehicleAmmoDef; // to set vehicle ammo _vehicle setVehicleAmmoDef _ammo; //define function getVehicleAmmoDef = compileFinal preprocessFileLineNumbers "scripts\shared\functions\getVehicleAmmoDef.sqf"; getVehicleAmmoDef.sqf params ["_vehicle"]; _totalCurAmmo = 0; _getVehicleAmmoDef = 0; _VehAmmoArray = []; _defAmmoCount = 0; // default ammo per magazine _VehAmmoArray = getArray (configFile >> "CfgVehicles" >> typeOf _vehicle >> "Turrets" >> "MainTurret" >> "magazines"); _defAmmoCount = getNumber (configFile >> "CfgMagazines" >> ((magazines _vehicle) select 0) >> "count"); _defTotalAmmo = 0; { _defTotalAmmo = _defTotalAmmo + (getNumber (configFile >> "CfgMagazines" >> _x >> "count")); } forEach _VehAmmoArray; if (typeOf _vehicle == "B_G_Offroad_01_armed_F") then {_defTotalAmmo = 400}; // cheat as it's not defined in CfgVehicles // need to update this for O_G_Offroad_01_armed_F _totalCurAmmo = 0; { _totalCurAmmo = _totalCurAmmo + (_x select 1); } forEach (magazinesAmmo _vehicle); _getVehicleAmmoDef = 0; _getVehicleAmmoDef = (_totalCurAmmo/_defTotalAmmo); _getVehicleAmmoDef;