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pSiKO

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Everything posted by pSiKO

  1. feature added: - Keep Player score now, players score and permissions can be restored when the map is finish or when the wipe savegame is asked, if "Keep Players Datas" server parameter is enabled. this can be useful, for players not connected enough to rank up or when map is finish too quickly note: player score is capped to GRLIB_perm_tank - Load / Save game add to the admin menu the load/save game feature you can manually load the current game state, (in clipboard), and backup it to a file. and later, paste the backup file and save it in LRX note: all players will be disconnected when you use save game
  2. hi Ed, I will add the support for the 3cb+bwmod+cwr (i need to download the mod here, will take me some time, slow conexion here !) I tell you when support is done
  3. hi, I face the same with R3F/AMF mod, fortunately I add support for multi mod in filters 🙂 look a the end of fetch_param, you'll see a filter setting: if ( GRLIB_R3F_enabled && GRLIB_filter_arsenalR3F) then { GRLIB_MOD_signature append ["r3f_", "amf_"]; GRLIB_mod_enabled = true }; that mean, filter will keep every items starting by "r3f_" OR "amf_" ! to implement for 3cb/rhs, you have to add (or I do it when I've downloaded 3CB): - detector like "GRLIB_3CB_enabled" (check for a classname) - filter setting (like the one above) and you don't have to edit arsenal white list in my mind, whitelist is for adding items that not belong to faction side (or are missing) and blacklist is to remove some object you dont want in the game (nightstalker !) there is another whitelist, called "GRLIB_whitelisted_from_arsenal_limited" that is used when you use the mod filter, to add missing items (flashlight, binocular, medikit, etc..) edit: the idea of single whitelist is still pertinent, if you want to build a pistol only arsenal. (or something like that) I keep it in mind 🙂
  4. hi dude ! I don't see the tricks ! 🙂 if (GRLIB_filter_arsenalWhitel == 1) then { [myLARsBox, ["GRLIB_whitelisted_from_arsenal", "GRLIB_blacklisted_from_arsenal"], false, "Liberation", { false }] call LARs_fnc_blacklistArsenal; } else { ..... the only difference with when 'GRLIB_mod_enabled' is true, is that I add 'side faction' items I think we can reach the same goal, only by using 'GRLIB_mod_enabled' to make sort of empty mod that only use the whitelist maybe an Params like "GRLIB_filter_arsenalA3", look at end of "fetch_params.sqf" just speaking 🙂
  5. it should work, I've just tested. did you modify/customize the mission ? did you use some mods ? it is working in locally hosted ? did you ear the Zeus call ?
  6. h, friends ! about the save issue, remember that the player need at least 20 XP point to be saved (lower score are not saved). the debug tool can print the savegame content if called this way (on server): [1] execVM "scripts\shared\diag_debug.sqf"; //replace 1 to zero to keep only the functions list about Addon PAR AI Revive, to be used elsewhere I need to transform the addon into a mod (separate classname, variables and translation data in individual files) actually , it will need some work to be used in other projects I plan to make an addon with this one. @Ed Fox: good shot ! i'll fix it in next release! spoiler: next version include : - personal fuel management - personal manpower management - better libspawnvehicles - synchro rewrite (better perf) - a fistful of fixes !! (look at commit to see them)
  7. hi, hmmm, something seems broken ! fyi, the auto save include: FOB, MHQ location and captured points vehicles (around FOB) + virtual garage any object near FOB time/date player stats i'll think about an AI save system did you use vanilla mission (ie not modified) or some MOD ?
  8. hi dreadedentity, some informations: the number of AI with you, grow with your rank (one more AI per level) you can choose the number of AI at startup in the mission parameters the game save by itself, the status of the game ( the stats, and the list of captured points) every 60 seconds your progression (xp, ammo) and your vehicles are also saved however, your AI squad units are not saved and the inventory of vehicle is lost when your close the game. when you continue the mission (the next day), you should get back the state of previous game have fun !
  9. ookay! I see, thanks for the info. as you say, actually you have to use one unit to be the artillery gunner (no need to put two units) I know how to use the "Communication menu", but I've to make some limit to prevent player from bombing the whole map ! I'll make a test version with this feature to see how it go, I tell you when you can test
  10. Awesome work my friend !! I very glad to add it in the master branch of LRX I tell you when it's merged, Thanks a lot !
  11. hi, can you give me more details on what you call "support" ? (a picture ?) btw, in LRX you have an 'Air Support" menu, which allows you to call for vehicle's airdrop or to call a taxi give me more info and I see what I can do 🙂
  12. hi, I've updated the github repo, patch should fix the two points: - heli taxi classname definition now depend of both factions used in mission (west and east) a new file in mod_template sub folder name: "classnames_taxi.sqf" declare (or not) the choppers classname to be used if no declaration are made, the default value are used - fix resistance_squad override please test the latest build and tell me if it's work
  13. hi, - you're right with the Resistance, but It's a mistake, it should can be overriden I need to add code to handle the resistance_squad = [] list correctly ! (the globmob classname use custom resistance_squad ) - the custom loadout definition present in loadout sub folder (\mod_template\A3_BLU\loadout) are used when you want to override a unit equipment by declaring unit's classname in one of these list militia_loadout_overide = [] and/or runits_loadout_overide = [] if you declare a classname in one of these list, the game will apply the custom loadout to the unit ex: units_loadout_overide = [ "B_medic_F" ]; when you build an "B_medic_F" unit type, the loadout of the unit will be modified by (\mod_template\A3_BLU\loadout\b_medic_f.sqf) file the loadout folder can be empty if you don't want to override a unit loadout, but you have to remove any declaration in militia_loadout_overide = [] and/or runits_loadout_overide = [] "crewman.sqf" is mandatory
  14. yep, sounds a good idea, it's a bit of work though. because I have to put the taxi declaration in every east and west classnames (to make a mix of available chopper) for a selected modset i'll see how to do it 😇 edit: I will add a new file taxi_classnames.sqf in each mod_template sub folder and merge them.
  15. hi EdFox, again, thanks a lot for your template ! will be merged to LRX main branch in next release
  16. hi, in Game parameters, you can change: -Difficulty (overall IA skills) -Aggressivity (counter battle group, overall enemy reaction) -Unitcap factor (maximum units allowed ) <<=== (change this one) when unitcap = 1, the maximal units is 180 There is only 10 slot for players (need map editing to add more)
  17. Hi, I'll do my best to facilitate migration to any map 🙂 look into the map folder to see the which files need to be edited, at this time, you only have to create 3 files to put LRX on a new map fixed_position.sqf -> define Markers for some location (ATM, Traders shop, Services, Fuel) not mandatory (could be empty at first) gameplay_constants.sqf -> define map specific variable (save name,sector size, ranking, ammo at start, day/nigh cycle) at first, only the save game name must be changed mission.sqm -> map specific location for Chimera (start base), capture points (city, military, tower, etc), markers for side mission, etc (the easiest way is to use existing mission.sqm from another map (which fit map size) and move add,del existing marker example: you want to port LRX to a map named "Utes" (size is like Stratis) unpack pbo from stratis, rename the folder to "Liberation_RX.Utes" change the save name in gameplay_constants.sqf open the new map in Eden and adjust all marker (Chimera, capture points, etc) locations save and repack pbo you should good to go note: template for mod (RHS,CUP,SoG,WS,etc) are independent from the map. aka, you can choose any factions defined in "mod_template" folder on any map Have fun !
  18. there must be a bug somewhere ! 🙂 note that there are two types of side missions: - the a3w style (plane wreck, delivery, city invasion, etc.) they start automatically there can be several missions at the same time they are time limited, only provide ammo or XP as a reward the marker is almost accurate - the original Liberation mission (fob hunt, convoy, sar) can be started manually (Secondary Objectives) but they can start automatically if no commander has started one (wait 1 hour before automatic start, fob Hunting is never started) there can be only one missions at the same time they never end (no time limit) the marker is only a search area these missions reduce the aggressivity of opfor according what you report it seem that the mission marker gone. (i don't know why) I investigate this point you can found events on side mission start/stop in the diary of the mission (when map is open see journal) Thanks for feedback, I keep you in touch
  19. I see some options: - you can go back and drive yourself the truck - you can abandon the truck, so another player can drive the truck and you do halo jump to re take ownership (and respawn will work) - you can abandon the truck, so another player can take ownership and drive the truck (respawn works because the veh is no more abandoned) - other player have a tent loaded in a veh cargo (the truck or other) and he takes out the tent to place it If I let abandoned veh to be a respawn point, there no way to control the number of respawn points A lot ! how else to test I host the mission on our server since a long time, and each mission (with mod or not) is tested with friends to hunt bug and improve gameplay
  20. Special Mod Support update - add Ai auto re ammo (every enemy created is fully rearmed) - add a minimal whitelist when filtering is used to add toolbox/medikit or other important missing equipment - mod filtering now accept several mod at time Note about Arsenal and Filtering - Enable the Virtual Arsenal (default: enabled) enable or not the access to the virtual arsenal. when disabled, the player don't have access to equipment dialog nor can load gear preset the Arsenal box is only used by Ai as an ammo reloading point note: the filtering still can be activated to limit equipment for a mod the white/black list still can be used to add/remove equipment - Enable the limited Virtual Arsenal (default: enabled) enable or not the use of black list for equipment note: when disabled the filtering is also disabled all available equipment can be used the whitelist still can be used to force the availability of an equipment - MOD filter: CUP (default: disabled) use filtering based on this mod, only equipment from this mod is available. a minimal whitelist is present to add missing equipment - MOD filter: RHS (default: disabled) idem - MOD filter: R3F (default: disabled) idem etc.. Important info: these settings can be mixed together ex: - No arsenal box and no filter at all - No arsenal box and use of default blacklist - No arsenal box and use only equipment from mods CUP - Arsenal box and no filter at all - Arsenal box and use of default blacklist - Arsenal box and only equipment from mods R3F - Arsenal box and only equipment from mods CUP + RHS by default settings: arsenal is activated + blacklist filtering and no mod filters are enabled
  21. for mobile spawns, you can choose how many spawn points you want to allow (MaxSpawnPoint) for abandoned spawn points (tents or vehicles abandoned by the player), another player must take ownership (by locking vehicle or by packing / unpacking tent) for locked spawn points (vehicle only), they do not appear on the spawn list (and do not count as a resource)
  22. Hi Muz, very good point! I'll will disable the follow Halo/Redeploy for the others human players in a squad. Thanks
  23. hi muzashi1964 thanks for your feedback ! note that these side mission are time limited you have the remaining time for each mission displayed with the mission's marker the default time for completing a side mission is 60 minutes if I misunderstand you, feel free to explain me in details
  24. Mission Update Happy new year !! - store player stuff in the grave box - re activate vehicle auto defense - Update Simplified Chinese and add Traditional Chinese (thanks to mihuan-0) - Reformating stringtable.xml. (thanks to Varrkan82) - limit tents per player - add FOB owner - add select duration for day and night - add store player stuff in the grave box - add CUPS USMC template (tanks to Cobr4) - fix OPTRE file path - fix paratroopers logic - rewrite update side missions - rewrite civilian manager - code clean-up - others fix 🙂 - add R3F template (tanks to Cobr4) - add FFAA_SPAIN template (tanks to Cobr4) Summary of MOD template available: MOD Preset - Friendly: A3 NATO A3 CSAT A3 AAF CUP BAF Desert CUP USMC R3F WEST Desert R3F WEST Wood RHS USAF RHS AFRF FFAA SPAIN Desert FFAA SPAIN Wood GM WEST GM WEST Winter OPTRE West WS UNA MOD Preset - Enemy: A3 CSAT A3 NATO A3 AAF A3 CSAT Urban CUP Takistan EJW Taliban R3F WEST Desert R3F WEST Wood RHS USAF RHS AFRF FFAA SPAIN Desert FFAA SPAIN Wood GM EAST GM EAST Winter OPTRE East WS FIA
  25. Hi everyone, Is it possible to empty the contents of a backpack into a container (box)? _pos = getPosATL player; _box = createVehicle ["Land_PlasticCase_01_small_black_F", _pos, [], 0, "CAN_COLLIDE"]; _box addBackpackCargo ["B_Kitbag_rgr_Exp",1]; // at this point the backpack is placed in the container, but the backpack is full of items (toolbox, detector and mines) _backpack = firstBackpack _box; clearItemCargo _backpack; // at this point only the toolbox and the detector are removed from the backpack in the container but the mines are still present I can't go any further ... I try with clearBackpackCargo, clearAllItemsFromBackpack, almost everything in https://community.bistudio.com/wiki/Category:Command_Group:_Containers. without luck 😞 clearAllItemsFromBackpack seems like the right solution, but it doesn't work when the backpack is in a container ?? Thanks for your help Happy holiday
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