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superfishlu

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Everything posted by superfishlu

  1. So, actually a while ago I discussed with the scenario creator on Discord and he provided me his sample server config. It seems that the mission headers to pre-configure the scenario can be set in the server config! I haven't tested it yet but here is the (complete, including mission header examples) config he gave as an example: { "publicAddress": "---.---.---.---", "publicPort": 2001, "game": { "name": "Escapists - Everon", "password": "", "passwordAdmin": "-----", "admins" : [ "pid" ], "scenarioId": "{D8253A9909511192}Missions/Escapists_Eden.conf", "maxPlayers": 12, "visible": true, "crossPlatform": true, "supportedPlatforms": [ "PLATFORM_PC", "PLATFORM_XBL" ], "gameProperties": { "serverMaxViewDistance": 2000, "serverMinGrassDistance": 50, "networkViewDistance": 1000, "disableThirdPerson": false, "fastValidation": true, "battlEye": false, "VONDisableUI": false, "VONDisableDirectSpeechUI": false, "VONCanTransmitCrossFaction": true, "missionHeader": { "m_iPlayerCount": 12, "m_sOccupyingFaction": "USSR", "m_eAiSkill": 20, "m_eHealthType": 2, "m_iStartHours": 8, "m_fTimeAcceleration": 10.0, "m_fDisabledLocationsRatio": 0.35, "m_fPatrolSpawnChance": 0.8, "m_iCivilianPresence": 1, "m_sStartingWeather": "RANDOM" } }, "mods": [ { "modId": "5F16D7E4A1CBE075", "name": "Escapists" } ] }, "operating": { "lobbyPlayerSynchronise": true, "disableNavmeshStreaming": [] } }
  2. I think the mission is built that way, but couldn't you instruct your players to vote somebody to be admin and then that player can configure and start the session? If you know the people that want to play in advance, or if it is always the same people, you could also add them to be admin of the server in the config (if you trust them of course :))
  3. I am late to the party but still wanted to share my current insights. I have spent some time in Eden back in 2022 to create custom missions for my casual squad, but far away from the 1000 of hours you have put in. I recently tried to get in AF and was also overwhelmed by the Workbench, however coming from an IT background I immediately realized the potential that this provides to future mission makers. The learning curve is huge, but the devs basically give us access to the proper engine tools that they themselves use. I am a bit sad to see the slow adoption and sometimes plain hate for RF and the workbench, people asking over and over again for a "real scenario editor in Arma 4", not realizing that the Workbench is exactly this. EDEN, besides all it's good perks, unfortunately conditioned a whole community to the wrong approach to game dev/modding. Workbench is correcting this, and I'm sure in 5 years from now we'll look back at Eden and have a good laugh while enjoying incredible mods and scenarios created in Enfusion for AF and A4 down the road. Having said all that, here is some concrete feedback regarding your videos: They are a very good introduction and help to get into SF, HOWEVER, the structure regarding playlists and order of the video leaves a lot of room for confusion: The link in the OP and your signature goes to a dead playlist on YT. When one manages to find your channel on YT, it is not obvious which playlist to start watching and in what order (see screenshot 1) Choosing the right order between playlists is challenging, especially since some have section numbers but not all By intuition, I felt that the playlist "Scenario Framework Setup Tutorial" is a good one to start, but even within that the order seems messed up (see screenshot 1) and some people ended up in the "Add a Move Task" video and found it didn't work because they didn't complete the Spawn Point Creation. Some of those people asked for help in the comments of the "Add a Move Task" video, only to get passive-aggressively being told that they didn't setup their scenario correctly. How could they if the order of videos isn't correct? Only yesterday, a new playlist "Scenario_Framework | Basics" was created, it contains one video, is it supposed to be the new starting point of the series? Who knows? Do you know? 😉 There is also "Scenario Framework Prerequisites" "Scenario Framework | Getting Started" in case confusion levels weren't high enough before .. I think clearing up the confusion of the above would immensely help giving your hard work the credit it deserves and at the same time help the community as a whole to get into Scenario Framework and help us move to a brighter future in terms of community created content for AF and future A4. Screenshot 1 Screenshot 2 Cheers, superfish
  4. Thank you Pierre for answering, as usual. Do I need to run the mod on the server as well if I use it in an MP mission? Or just on the client machine where I edit the mission?
  5. Hello my friend, I do have another question. Is it related to being in air with a vehicle with no actual player being on the ground: - I feel that no ambient civilian car traffic is being spawned when I'm in flight with the helicopter, is that correct? - Is there a way to make civilians and AI patrols spawn when I am flying over a zone, too? Would I need to adapt the trigger height in that case - I suppose yes? Thanks!
  6. Thanks a lot man for this fast reply! It is really helpful. Maybe you can consider adding the same options as you did for the SPAWN GROUPS ATTACK module - there we can set Skill, Combat mode and even give run code on the unit - that would be pefect for the patrol module! I can't thank you enough for your work - take care!
  7. Dear Pierre, I recently stumbled across your collection and have to say this is HUGE. I'll need to reconsider so many things with the mission I am currently developing for my unit. I have a question though: Is it possible to influence the skill settings of the units spawned using the Advanced Patrols module? I think the only way I see right now is to have predefined groups placed on the editor and sync them to the module, then adapt the AI settings on the groups as I see fit? Is there any way to make the randomly spawned units adhere to some AI & skill settings? Many thanks in advance and thanks for all of your work.
  8. You need to change this to true: _remove = false; // removes the looted equipment from the ground, optional but bugged when true It says it is buggy but with the limited testing I did in my mission so far I don't encounter any game breaking! kahssymhir, thanks for posting, this was exactly what I needed!
  9. superfishlu

    [Release] Liberation RX

    Hi, thanks for your reply! 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. 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? 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. We had some problems to find out the mechanics for Fuel/Repair and Respawn Tent but think now we have got it sorted out. At the beginning it is confusing that we have the vanilla inventory and the R3F inventory but it all starts to make sense slowly. We are now at almost 50% alert level and failed to attack the first military base so I wonder when the CSAT will come tear apart our FOB - we will need to see how the static defence works very soon. Anyways we are having a good time with your mission file, so thanks once more for all of your work.
  10. superfishlu

    [Release] Liberation RX

    Hello, First of all many thanks for this mission file, I am enjoying it a lot with my friends the last couple of weeks! I am a new Server Admin and would have some questions, please ignore my ignorance if they have already been answered. - Difficulty: The mission_param.cfg Difficulty setting affects what exactly? Does it affect the AI skill and precision? I am configuring a custom difficulty in the Arma server profile with custom AI skill and precision. - Advanced Flight Models: I see you set forceRotorLibSimulation = 2; in the description.ext, I did set forceRotorLibSimulation = 1; in my server.cfg on the request of my designated pilot, Will my setting override yours? If yes, does it break anything on your mission file (e.g. heli taxi etc?) - In general, do I understand correctly that Liberation-RX is a fork of the original GREUH and not of Liberation KP? I am asking because something looking up information or tutorials for e.g. the build menu I am not finding a lot of Info on Liberation RX, but if GREUH or KP is valid information for your mission file I know where my friends and I can get educated! Thanks a lot again for all of your work. EDIT (some more questions and I am sorry for spamming!) - Am I right that logistics has mostly been removed in RX compared to GREUH or KP? - 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? - 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?
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