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pSiKO

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Everything posted by pSiKO

  1. thanks QuickSilver, that make sense, I understand a bit better 🙂 you point me in the right direction, (re reading disableRemoteSensors documentation help me) if I enable the remote sensor (on client/server) will there be a huge impact on performance?
  2. update is out: - save player and AIs stuff when player logout - better game cleaner (garbage collector) - add new vehicle's fuel management - add take fuel action - fix underwater issue (revive, recycle, etc) - rewrite R3F mod template (AMF not used) - several little fix 🙂 have fun !
  3. hi, you're not alone 🙂 please can you wipe the save game (at the end of the Settings options, when you're on lobby) you have to select two options (wipe + confirmation) and restart server note, just before the "End Mission" dialog, be attentive, the game may show what cause the end of the mission can you send me your server report (log) file
  4. hola, did you want to remove only markers or the shop itself ? note: please use translator to post in english
  5. LRX Update: - New rank "Super Colonel" - update Admin Menu - add Volume slider for ear plug - rewrite trader/sell shop - rewrite Airdrop - fix permissions for public vehicles and user placed objects - AirDrop cost can be defined in classnames - several little fix 🙂 - mod_template update (rhs, cwr3, opfor) have fun ! you should try Tanoa with SoG units ! note: pbo are now in https://github.com/tbox1911/Liberation-RX/releases
  6. I don't think it's a good idea if it's too hard, try using the admin menu (at start, focus on economy and side missions)
  7. it's the current state, but you have to wait some seconds (3~4), bc your local object is not immediately synchronized with server btw, the save game was not working properly in local MP, it's fixed now !
  8. it's the factor for maximum number of enemies units
  9. the server arma3 profile file example on window: "C:\Users\pSiKO\Documents\Arma 3 - Other Profiles\server\server.vars.Arma3Profile"
  10. hi, you're right the placement of the first fob is very important, but because the first fob if given to you for free (even if you lost it), we can't set the ownership to the player who setup it. (it's like if the game offer one FOB to the first player) note that before building fob, you can built outpost (cheaper but with less functionality) i'm still open to code another mechanism, if it's fair play 😉
  11. hi, additional answer Regarding the logistics, I think I saw in some other Liberation mods that after taking a location, a crate is spawned that needs to be transported to the FOB. But I realize in RX the players get Ammo and Fuel automatically so that part is removed I assume. You have the choice, with the parameters 'Passive Income' enabled, it transform ammbox in ammo credit (whiteout transport + recycle) if disabled (the default) you have to collect by yourself the ammo box and recycle them at FOB or at Shop (less ammo) it's the same for 'economy' objects: water,fuel barrels and the food stack these objects spawn only on certain locations Is there a reason that the slinging & towing mechanic is not the vanilla one where you actually see ropes and the physics of the load are more realistic? you have both enabled, the realistic (from Arma) with rope, but it don't work with every objects I want and the one from R3F Logistic (R3F team) without rope, but much more configurable (work with everything) Also, I saw in Antistasi that the towing is also with an actual rope and more physics but I don't know if this is an additional script or vanilla feature. (maybe from an addons, don't know) We had some problems to find out the mechanics for Fuel/Repair and Respawn Tent feel free to ask 🙂 LRX is still in development, let me know if you have any great ideas to add to the mission!
  12. Hi, thanks for the feedback ! I'll try to answer all of your questions 🙂 - Difficulty Difficulty setting affects what exactly? Does it affect the AI skill and precision? The mission_param.cfg Difficulty mostly impact the number of enemies AI and the combat readiness management There is no more hardcoded AI skill, now it's managed by calling the BIS function BIS_fnc_EXP_camp_dynamicAISkill - Advanced Flight Models: Will my setting override yours? If yes, does it break anything on your mission file (e.g. heli taxi etc?) As I know the server.cfg take precedence over description.ext, I don't think it change the AI behaviour (in taxi/enemies) only the player - Liberation-RX is a fork of the original GREUH and not of Liberation KP? yes, Liberation RX is a fork of the original GREUH Liberation (not from KP), heavily modified. because we (KP and RX) all share the same base (GREUH) many tutorial/doc can apply to both, but for the specific things (ranking, pnj, rules, economy, etc..) on RX, I need time to write documentation 🙂 feel free to participate and if you do some wiki, I'll be glad to add it to the project ! (the best place to find info about RX , is here in the past messages and on our discord) - Am I right that logistics has mostly been removed in RX compared to GREUH or KP? for me "logistics " mean economy and building, there is very little in GREUH, I don't know about KP. in RX you can build lots of buildings (even the bigger one), move/rotate them where you want you can load/unload object from/to vehicles or tow or lift almost all objects (on curtains truck, you can even put objects on top. like the Arsenal box, so players and Ai can refill without moving the box) the economy is private to player (no sharing) you can use tents or taxi to move quickly around the map a garage to safely store your vehicles (including cargo) an autonomous static AI weapons defence btw, tell me what 'logistics' component, you think is removed/missing ? - If we play as a 3 guys team, is it necessary to learn High Command to protect our FOBs and captured sectors using friendly AI? I don't thinks so, you can build static defence to protect your fob, and a group of defenders spawn when your fob is attacked plus you can build a extra squad to protect some locations imho, the HCI is useful for Commander and/or to play artillery/drone or in solo - When you release a new PBO on Github, is it generally safe to shutdown my Arma 3 server executable, replace the current PBO with the new one and then start it again without having issues on the savegame? yes, I'll try to release 'working' update of the mission (but sometime I fail :)!) so, without an explicit warning, you can safely use the new pbo I hope it will help you, do no hesitate to ask more questions 😉 good game !
  13. Steam version updated - ACE compat - new lib for spawning - backup player squad/loadout on exit - faction classname update - add Jukebox - various bugfix 🙂 have fun!
  14. that's it ! I've updated Github and Steam version (github is always the latest version)
  15. sorry, this was a bugged version , please update
  16. everything seems ok ! that strange ! could you exec this call on Server via the admin console [1] execVM "scripts\shared\diag_debug.sqf
  17. unfortunately, there is no debug on client side (when loading squad) the only hint is : systemChat "-------- Loading Squad Backup --------"; btw, I've just rebuild the pbo, please update to the latest version. there was some fix on this feature
  18. btw, it seem work at 8:55 8:55:26 "--- LRX: Cleanup player Z@Warrior (xxxuidxxx)" 8:55:26 "--- LRX Squad Player Z@Warrior Saved at 3335.75 " 8:55:26 "--- LRX Save start at 3335.75" 8:55:26 "--- LRX Save finish at 3335.75"
  19. nope ! 9:26:26 "--- Init start ---" 9:28:16 "--- LRX: Cleanup player Z@Warrior (xxxuidxxxx)" in many debug string the number after "at" is the time elapsed from the server start
  20. ok, as I told you, the server MUST be up for 5 minutes (300 sec) "--- LRX Squad Player Z@Warrior Saved at 107.463 " you don't wait enough, look on map (bottom left) to see uptime the "save player load" on exit fire, but server save not fire because of timer
  21. hi, admin 'add score' and 'manual' kill should do the same (player score update) send me the rpt file by discord if you want
  22. thank for reporting no change, Radio-towers still need to be destroyed. saving squad need the player have a save slot (score > 20) and the server must be running since 5minutes if everything work as expected, you should see, in the server log 20:34:30 "--- LRX: Cleanup player pSiKO (xxxxxuidxxxxxx)" 20:34:30 "--- LRX Squad Player pSiKO Saved at 616.961 "
  23. feature added: - Squad backup now, the player and his squad are saved on disconnect (including loadout!) they reappear when the player get back - Save Manager rewrite total rewrite, use much less server resources ! - Add dialogue for Seller now player can sell the ammobox content directly - Add Taksistan Shop
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