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zegolem

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Everything posted by zegolem

  1. That's a good one IMHO, because it's easy to count on your teammates and rush stupidly especially with a tent near (if you planed your assault well 😉 ). In the same idea, I wondered if it could be possible to let some of our IAs die after too many "deaths" to avoid the "we are enough in the center of an assault place to die repeatedly till the enemy was bored enough so we counter attack" situation (lived once 🙄 ).
  2. Hello! You need to play as commander and login as admin.
  3. Hello! Great update, thanx! I still haven't found the mission responsible for the side mission's slowdowns, that's occurring randomly when missions start but are not chosen. I must investigate further but don't have much time at the moment.
  4. Sorry, I forgot the files of the root. Here is a list of the files you should get. addons (folder) GREUH (folder) mod_template (folder) R3F_LOG (folder) res (folder) scripts (folder) ui (folder) compute_position.sqf COPYING.md description.ext fixed_position.sqf gameplay_constants.sqf init.sqf liberation.jpg liberation.png mission.sqm mission_param.cfg onPlayerRespawn.sqf README.md stringtable.xml whitelist.sqf
  5. Hello saddle! Have you launched the mission directly in the editor from the "Liberation-RX-master" folder? If so, to make it work from EDEN you have to previously make a folder "Liberation-RX.Altis" (or another name) then put into it the content of the "core-liberation" folder and add the 4 file from the "maps\Liberation_RX.Altis" folder. Same thing for any other map. The folder "Liberation-RX-master" you got from Github is kind of a "compiler" that regroups the files for each map before generating the .pbo(s). I'm editing this mission for a while now and it's working perfectly from EDEN (with reduced perf' compared to a real server though, but that's another topic). And don't forget the files of the Liberation-RX-Master root! (you can ignore .gitignore I think). (edited) Cheers!
  6. Hello! I finally got it working, the save system is working very well (though I have no success in using the user key for rpt dump). Putting the automatic versions of turrets in AI was a very good suggestion! It got them really useful for small teams. We kept SAM/radars/CRAM as "hackable" because this way they can be controllable via drone console at distance and that can also help to defend (and the players have to organize a bit their tasks to activate them first). While testing our "tertiary tasks" system for the common pool, we encountered a huge server fps drop down after a few hours of game. So we removed it to check the issue but there is still this problem at a moment (on a 1/4 conquered Altis). Actually it seems to be related with the occurrence of the "secret" missions (the ones that are marked with red hatching on the map). At the moment of the mission starts the fps seems to be cut in half causing an almost unplayable state until we reboot. Are we alone to encounter that issue? (we investigate in our changes to see if it could be a conflict but we prefer to ask in case it was a known limitation). Thanx again for all the good work, this mission is the one we definitely play the most! Cheers!
  7. Hi, I thought that was reserved for "non-crewed" vehicles, that could be interesting to ask them what they want there... I already added the automatic versions of the HMG and GMG turrets, which avoid them spending too much time hacking those at server start to get functional minimal defenses (with 92% the AI hit pretty hard on FOB counter-attacks now, and para are not rare...). Thanx!
  8. Thank you for all this, I'll try to set up that and see what I can do with that option. The players asked for the possibility to buy an autonomous little defensive force for the FOB when they are in very far operation, I've made a "Deploy defensive force" action that spawn a little squad, using this common pool. They also can buy air-supremacy this way, which will force them to make choices (complete task for pool points / air-support or defend the fob better / concentrate on side missions / focus on the map objectives... ). All we like of Liberation concept. Thanx again for all this good work!
  9. Hi, yeah seems that's related to the tweaking in the used variables, I reset everything to 1 and that's working perfectly (nice features by the way we love it!). About tweaking, as I'm not good at too elaborated scripting (probably a bit too old for the weird way of BIS script), I used some modules to add some simple features to Liberation. One of them allows me to use a common pool of points for players, earned with simple tasks assigned by a virtual HQ (way simplistic than your very cool side missions). Those points can be used by players for air support (mainly) in a global way. I actually replaced the Air Supremacy with an Arsenal drop, and put air support in more classical radio requests (because the price of Air Sup' is way too much for a small team and doesn't last more than 3mn because of their incompetence 😉 ). My main problem is to make the pool variable persistent, I have issues figuring out how your save_manager script work. Any tips?
  10. Hello, I recently encountered some issues when my players reached the "Bête Noire" event... At first it was working nicely but recently I've got this message in rpt : 13:33:47 Error in expression <sleeptime = (1800 + floor(random 1800)) / (([] call F_adaptiveOpforFactor) * GR> 13:33:47 Error position: </ (([] call F_adaptiveOpforFactor) * GR> 13:33:47 Error Zero divisor If I read well the GR is for GRLIB_csat_aggressivity, could it be the cause of the issue (set on 0.5)? After a moment, the event finally spawned dozen of helis with para troops on the player in continuous waves! Unplayable, mainly because of the framerate. Seems the event never finish spawning. But I also discovered some issues with the sleep function in other scripts, maybe because of a MOD?
  11. Thanx for your answer, that would be great! I'll look for this update for sure, we enjoy this nice module a lot.
  12. Ah ok, my bad, MGI advanced air support had this option, so I had a dream... Yes, BIS modules are ok for that and I used them a bit but they lack the immersion level and the sense of details of HAS (that I really enjoy). The idea for the init or action script field came from some modules which include them (DMP, MGI...). That helps to make some really interesting things to personalize the use of modules. Thanx anyway!
  13. Oh! you mean by synchronizing a BIS air support module to HAS, between the linked helo and HAS? I'll try that! Thanx!
  14. Hello, as said in the steam workshop thread, great mod! We are using the module with some success on a little test server based on Liberation RX with a carrier. We only can use RTB to get the helicopters to land correctly (we placed several heliports LZ with enough space to avoid a collision at maximum), but's it is working quite nicely. We, of course, can't use other orders touchdown or fastrope as the carrier is on the sea. I saw some good news above with some interesting approaches to solve the problem of the "sea". In that regard, the Advanced Transport MGI module has some good options to hover the sea ( but less options for our needs, so we prefer HAS ). We also encountered a concern relating to the lack of an option to configure the init field of the helicopters synchronized with the module. The one synched and spawned at start got his appearance and init correctly activated, but as soon as it is replaced by the mod, it's a new version of the helicopter, with default appearance and no init script... A field in the module for activating a script at spawn like the BIS air support could be helpful there (instead of tracking the respawned choppers to force them to the good state).
  15. Hello! Great modifications! If I understand well, it's easier to edit factions and arsenal lists with the files in the mod_template folder. And now it's possible to play the sides we want! very cool! For the testing part, I don't know if it's an issue from our server but last day we were attacked and one of our FOBs was destroyed by nasty air attacks but even with the building totally wiped out, the "virtual" FOB was still there! So we were able to spawn on it, then simply repack and redeploy it. Thanx again for all your work on this mission pack, it's awesome!
  16. Hello! Just returning back to Arma after a big loaded week of work, thanx for the update for EricJ Weapons, it's working nicely! The new approach for mods looks promising!
  17. Hello, Based on the other mods I tried to add the EricJ weapons myself to not take too much on your time 😉 and add the corresponding cfgpatch to the fetch-params.sqf But I'm actually not sure about the "Ej_u100" class as there are many in the config viewer, how have you chosen the good one for CUP (for example)? Seems the "Ej_u100" is not the good one or I made another error, with a limited arsenal I've got a totally empty arsenal and an error.
  18. Hello, The issue seems related to the presence of the EricJ weapon pack. In fact, if we don't use limited liberation's Arsenal we got all the stuff in the lists (even the blacklist_bag ones). If we activate the limitation, the filter works but we just could see 4 weapons from the EricJ mod, the others are wiped even when in the whitelist. That also seems to make the menu and the Arsenal taking more time to load. I saw that you added CUP, RHS and GM specific code to handle them. What do I need to add to make EricJ working properly? Question for my players, do an airdrop for arsenal still planned? and, the static amobox was removed and replaced by vehicle one, correct? so, what is the range of rearming for static defenses? And thank you again for those missions, we are very fond of them!
  19. Hello! I was playing with the editor to test things and found this one in the .rtp when opening Arsenal in MP game:
  20. Another question, we want to avoid the despawn of side missions when players are in the vicinity (mainly resistance one or wrecks that feel strange suddenly vanishing). Is the missionsController.sqf script (in server/missions/) the good one to look at, to add this?
  21. Hello, many thanx for your work and reactivity! We really enjoy those missions. I was exploring your scripts a bit and I was wondering if it would be possible to convert the OPFOR spawn script to a Blufor/Resistance spawn script once the areas are captured to add a bit of ambiance to the towns crossed? What should I watch out for so as not to break everything and how is despawn managed once the players are away to keep good server performance?
  22. Hello there! Still a lot of fun with the missions (congratz for the "special" events like drop of paratroopers reinforcement covered by a gunship just in front of us! A nightmare to handle!). However, we encountered an issue with our first "support" squads and the squad commands. The guys are acting totally dumb as soon as we gave an order with the menu, and seem conflicting with the high command usual UI (on the map or in direct mode, they act stupidly running everywhere, never reaching the waypoints or obeying orders). Is there a way to disable the squad management via the menu? We also add the CH49-Mohawk as an alternative to the huron for the players who don't have the DLC, I had to use the parent name to make it work in the liberation addon of R3F logistics (the class name just broke the script for an unknown reason preventing any logistic operation!).
  23. Hello there! We are playing quite a lot this scenario on a dedicated server those past days and we have some feedback to you. First, thanx for the vehicle permissions and the clean up fix! - In the same idea, we sometimes had some trouble with the AI in our squads when we die. Actually, they try to save/heal us even if they are many kilometers away (like waiting in the FOB near the evac heli we prepared for emergencies), so, as soon as we are injured and there is no AI able to heal us in the vicinity, they try to cross the map on foot to reach us! I don't know if there is a distance limiter for that ability but if that's the case it doesn't work as intended (thumbs up for my heli pilot able to cross 5km before I discover his attempt). - We encounter an issue with prisoners refusing to climb in a minigun boat or helicopter to be brought back to the FOB, that was quite a pain to find a vehicle and cross the OPFOR lines while we put so many efforts to attack their rear lines 😉 - We sometimes got issues with the "Join fight" image at the connection that doesn't appear (we have to reconnect again, sometimes many times). - We spend a lot of time rebuilding our squads and inventories at each start because of the necessary reset between each session. We tried to let the server run without players but after a day it's impossible to connect again, it stops on the file reception. So, we tried a mod that save MP sessions in the hope we could at least keep our AIs (without success) and one that allow loading/saving of vehicles inventories to speed up the process but it needs a original BIS or ACE Arsenal to work, the script doesn't recognize the Liberation Arsenal. - We also used some MCC4 zeus modules on the go with success, to add ambient birds (when crossing vegetation, they fly away, revealing your position), fire (the fire spread and sometimes burn a lot of things in the vicinity), and finally MCC civilians which add a bit more chaos with vehicles and "living" civilians spawning around the players positions with panic reactions and variable behavior (not sure if they give us penalties like the regular ones, but MCC use his own system so they finally become hostiles if we attack them and sometimes reveal themselves as hostiles and armed!). Seems there are no issues with MCC mod which also adds a lot of possibilities for the admin in case of something going wrong. Congratz on those missions, with all the isles and configurations that's a lot of fun and perfectly match our way to play! Thanks! Th.
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