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rob3para

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About rob3para

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  1. rob3para

    [MP][COOP-60] Co-ops

    Hi excellent mission but we have a bug on Tanoa it comes up with error that it cant find any buildings in the AO to populate, what classnames are you using do they need updating?
  2. rob3para

    Ghost Missions

    Hi Ghost tried porting this Tanoa but getting errors and no tasks being generated with Apex/1.62 patch. Not sure if you are still updating this mission for Apex..But would be nice if you are as an excellent mission which we have been running for many hours on our server.
  3. Hi If you set the marker size to the full size of Altis will it help with performance a bit.
  4. rob3para

    Ghost Missions

    When I open or download it I get a HTM file, not sure what I do with this as was expecting a PBO file.
  5. rob3para

    Ghost Missions

    Ghost we have enjoyed playing your mission on our server, excellent work. Tried the download link but not working for me.
  6. rob3para

    [MP][CTI-COOP] Liberation (beta)

    Hi Zbug Is it possible to have the player markers stay on the map and say turn red when you have been shot/killed but not respawned as at the moment it makes it more difficult to find people to revive them because the player marker is removed.
  7. @Smoke hope you are well and cant wait to run some missions on this.
  8. rob3para

    [MP][CTI-COOP] Liberation (beta)

    I think its set up so only the medic class can do a full heal, if you are not a medic you will still be slightly wounded.
  9. rob3para

    [MP][CTI-COOP] Liberation (beta)

    Hi Zbug We have had the same problem, once we restart the server lots of FOB's. Closed server deleted old <profile>.vars.Arma3Profile and uploaded a saved one but once we start server it must overwrite it as all captured towns are gone.
  10. rob3para

    [MP][CTI-COOP] Liberation (beta)

    Classnames used- // For this entire file: classnames that come from mods you don't have // will be filtered out and won't cause any issues. You just won't see them ingame. // Each array below represents one page of the build menu // Format : [ "classname", manpower, ammo, fuel ] infantry_units = [ ["B_soldier_F",2,0,0], ["B_soldier_GL_F",3,0,0], ["B_soldier_AR_F",3,0,0], ["B_medic_F",3,0,0], ["B_soldier_M_F",3,0,0], ["B_engineer_F",3,0,0], ["B_soldier_LAT_F",4,0,0], ["B_Sharpshooter_F",5,0,0], ["B_HeavyGunner_F",5,0,0], ["B_recon_F",4,0,0], ["B_recon_medic_F",4,0,0], ["B_recon_M_F",5,0,0], ["B_Recon_Sharpshooter_F",8,0,0], ["B_soldier_AA_F",5,10,0], ["B_soldier_AT_F",5,10,0], ["B_sniper_F",10,0,0], ["B_soldier_PG_F",2,0,0], ["B_crew_F",1,0,0], ["B_helipilot_F",1,0,0] ]; light_vehicles = [ ["B_Quadbike_01_F",0,0,1], ["rhsusf_m998_d_s_4dr",0,0,2], ["rhsusf_m1025_d_s_m2",0,10,2], ["rhsusf_rg33_m2_usmc_d",0,20,2], ["rhsusf_m998_w_4dr",0,0,2], ["rhsusf_m998_d_2dr",0,0,3], ["rhsusf_M1078A1P2_B_M2_d_open_fmtv_usarmy",0,0,3], ["UK3CB_BAF_Jackal2_L2A1_D",0,10,3], ["UK3CB_BAF_Coyote_Passenger_L111A1_D",0,10,3], ["greuh_fnk_hmg_dsrt",0,10,3], ["B_Truck_01_transport_F",0,0,5], ["B_Truck_01_covered_F",0,0,5], ["B_UGV_01_F",0,0,5], ["B_UGV_01_rcws_F",0,50,5] ]; heavy_vehicles = [ ["RHS_M6",0,30,8], ["greuh_pandur_wdld",0,50,10], ["greuh_fv510_wdld",0,40,15], ["greuh_fv510_dsrt",0,40,15], ["B_APC_Tracked_01_rcws_F",0,30,15], ["B_APC_Tracked_01_AA_F",0,40,15], ["RHS_M2A3_BUSKIII_wd",0,55,15], ["rhsusf_m1a1fep_d",0,75,20], ["Steve_MBT_Kuma",0,100,25], ["B_MBT_01_TUSK_F",0,100,25], ["Burnes_FV4034_01",0,200,40], ["RHS_M2A2",0,500,30], ["B_MBT_01_mlrs_F",0,2000,100] ]; air_vehicles = [ ["B_Heli_Light_01_F",0,0,10], ["RHS_UH1Y_d",0,30,10], ["UK3CB_BAF_Wildcat_Armed_Army_ZZ400",0,50,12], ["RHS_UH60M_d",0,20,12], ["RHS_CH_47F_light",0,20,15], ["UK3CB_BAF_Merlin_RAF_ZJ124",0,0,25], ["MV22",0,0,25], ["RHS_AH1Z_GS",0,150,30], ["H_RAH66",0,200,30], ["RHS_AH64D",0,400,50], ["B_Plane_CAS_01_F",0,500,50], ["FIR_F16C",0,100,20], ["RHS_A10",0,350,40], ["JS_JC_FA18F",0,350,40], ["sab_C130_CSP",0,0,30], ["sab_C130_J",0,0,30], ["B_UAV_01_F",0,0,5], ["B_UAV_02_F",0,250,20], ["B_UAV_02_CAS_F",0,250,20] ]; static_vehicles = [ ["B_HMG_01_F",0,10,0], ["B_HMG_01_high_F",0,10,0], ["B_GMG_01_F",0,20,0], ["B_GMG_01_high_F",0,20,0], ["B_static_AA_F",0,25,0], ["B_static_AT_F",0,30,0] ]; buildings = [ ["Land_CncBarrierMedium4_F",0,0,0], ["Land_CncWall4_F",0,0,0], ["Land_HBarrier_5_F",0,0,0], ["Land_HBarrierBig_F",0,0,0], ["Land_HBarrierWall6_F",0,0,0], ["Land_HBarrierWall_corner_F",0,0,0], ["Land_HBarrierTower_F",0,0,0], ["Land_BagBunker_Large_F",0,0,0], ["Land_BagBunker_Small_F",0,0,0], ["Land_BagBunker_Tower_F",0,0,0], ["Land_PortableLight_single_F",0,0,0], ["CamoNet_BLUFOR_open_F",0,0,0], ["CamoNet_BLUFOR_big_F",0,0,0], ["Land_Cargo_House_V1_F",0,0,0], ["Land_Cargo_Patrol_V1_F",0,0,0], ["Flag_UK_F",0,0,0], ["Land_LampHalogen_F",0,0,0], ["Land_Sign_WarningMilitaryArea_F",0,0,0], ["TargetP_Inf_F",0,0,0], ["Land_Razorwire_F",0,0,0], ["Land_BarGate_F",0,0,0], ["Land_CampingChair_V1_F",0,0,0], ["Land_Communication_F",0,0,0], ["Land_Loudspeakers_F",0,0,0], ["Land_WaterTank_F",0,0,0], ["Land_HelipadSquare_F",0,0,0] ]; support_vehicles = [ ["B_supplyCrate_F",2,0,0], ["B_Slingload_01_Cargo_F",30,50,0], ["B_Truck_01_box_F",30,50,5], ["B_Truck_01_medical_F",20,0,5], ["B_Truck_01_Repair_F",10,0,5], ["B_Truck_01_fuel_F",10,0,5], ["B_Truck_01_ammo_F",10,0,5], ["B_Slingload_01_Repair_F",5,0,0], ["B_Slingload_01_Fuel_F",5,0,0], ["B_Slingload_01_Ammo_F",5,0,0], ["C_Offroad_01_repair_F",5,0,2], ["B_APC_Tracked_01_CRV_F",0,30,10], ["Box_NATO_AmmoVeh_F",0,115,0], ["Box_East_AmmoVeh_F",0,115,0] ]; // Vehicles unlocked by military base control elite_vehicles = ["B_UGV_01_rcws_F","Steve_MBT_Kuma","B_MBT_01_TUSK_F","Burnes_FV4034_01","B_MBT_01_arty_F","B_MBT_01_mlrs_F","B_Heli_Attack_01_F","RHS_AH1Z_wd_GS","H_RAH66","RHS_AH64D_wd","B_Plane_CAS_01_F","JS_JC_FA18E","JS_JC_FA18F","B_UAV_02_F","B_UAV_02_CAS_F","greuh_pandur_wdld","RHS_M2A3_BUSKIII_wd" ]; // Pre-made squads for the commander build menu blufor_squad_inf_light = [ "B_Soldier_SL_F","B_Soldier_TL_F","B_Soldier_GL_F","B_soldier_AR_F","B_Soldier_GL_F","B_medic_F","B_Soldier_LAT_F","B_Soldier_F","B_Soldier_F"]; blufor_squad_inf = [ "B_Soldier_SL_F","B_Soldier_TL_F","B_Soldier_AR_F","B_HeavyGunner_F","B_medic_F","B_Soldier_GL_F","B_Soldier_LAT_F","B_Soldier_LAT_F","B_soldier_M_F","B_Sharpshooter_F" ]; blufor_squad_at = [ "B_Soldier_SL_F","B_soldier_AT_F","B_soldier_AT_F","B_soldier_AT_F","B_medic_F","B_soldier_F" ]; blufor_squad_aa = [ "B_Soldier_SL_F","B_soldier_AA_F","B_soldier_AA_F","B_soldier_AA_F","B_medic_F","B_soldier_F" ]; blufor_squad_recon = [ "B_recon_TL_F","B_recon_F","B_recon_exp_F","B_recon_medic_F","B_recon_LAT_F","B_recon_LAT_F","B_recon_M_F","B_Recon_Sharpshooter_F","B_recon_F"]; blufor_squad_para = [ "B_soldier_PG_F","B_soldier_PG_F","B_soldier_PG_F","B_soldier_PG_F","B_soldier_PG_F","B_soldier_PG_F","B_soldier_PG_F","B_soldier_PG_F","B_soldier_PG_F","B_soldier_PG_F" ]; // [ squad, manpower, ammo, fuel ] // The game doesn't calculate the actual cost of the squads when they're being bought and instead use the costs below (especially ammo), // but once they're spawned the cost of each individual unit will be used to calculate caps (especially manpower and fuel) squads = [ [blufor_squad_inf_light,20,0,0], [blufor_squad_inf,30,0,0], [blufor_squad_at,20,25,0], [blufor_squad_aa,20,25,0], [blufor_squad_recon,25,0,0], [blufor_squad_para,20,0,0] ]; // All the UAVs you'll use must be declared here for technical purposes, otherwise there will be buggy issues uavs = [ "B_UAV_01_F","B_UAV_02_F","B_UAV_02_CAS_F","B_UGV_01_F","B_UGV_01_rcws_F" ]; // Each of these should be unique, the same classnames for different purposes may cause various issues with actions FOB_typename = "Land_Cargo_HQ_V1_F"; FOB_box_typename = "B_Slingload_01_Cargo_F"; FOB_truck_typename = "B_Truck_01_box_F"; Arsenal_typename = "B_supplyCrate_F"; Respawn_truck_typename = "B_Truck_01_medical_F"; huron_typename = "B_Heli_Transport_03_unarmed_F"; ammobox_b_typename = "Box_NATO_AmmoVeh_F"; ammobox_o_typename = "Box_East_AmmoVeh_F"; ammobox_transports_typenames = [ "B_Truck_01_transport_F" ]; // Guerillas. It's only classnames the game will pick from, not the actual squad that will spawn, unlike the CSAT pre-made squads below militia_squad = [ "B_G_Soldier_SL_F","B_G_Soldier_A_F","B_G_Soldier_AR_F","B_G_medic_F","B_G_engineer_F","B_G_Soldier_exp_F","B_G_Soldier_GL_F","B_G_Soldier_M_F","B_G_Soldier_F","B_G_Soldier_LAT_F","B_G_Soldier_lite_F","b_g_soldier_unarmed_f","B_G_Sharpshooter_F","b_g_survivor_F","B_G_Soldier_TL_F"]; // Same principle, only an array with everything for the game to randomly choose into militia_vehicles = [ "rhs_btr70_chdkz","rhs_zsu234_chdkz","I_MU_mercs_Offroad_01_armed_F","I_MU_mercs_Offroad_01_armed_F","B_G_Offroad_01_armed_F","B_G_Offroad_01_armed_F","LOP_AFR_BTR60","LOP_AFR_M113_W","LOP_AFR_T72BA","I_MU_mercs_Offroad_01_armed_F"]; // All the CSAT pre-made squads opfor_squad_low_intensity = ["rhs_msv_aa","rhs_msv_efreitor","rhs_msv_engineer","rhs_msv_grenadier","rhs_msv_at","rhs_msv_strelok_rpg_assist","rhs_msv_junior_sergeant","rhs_msv_machinegunner","rhs_msv_medic","rhs_msv_officer_armored","rhs_msv_LAT","rhs_msv_RShG2"]; opfor_squad_8_standard = ["rhs_msv_aa","rhs_msv_efreitor","rhs_msv_engineer","rhs_msv_grenadier","rhs_msv_at","rhs_msv_strelok_rpg_assist","rhs_msv_junior_sergeant","rhs_msv_machinegunner","rhs_msv_medic","rhs_msv_officer_armored","rhs_msv_LAT","rhs_msv_RShG2"]; opfor_squad_8_infkillers = ["rhs_vdv_aa","rhs_vdv_efreitor","rhs_vdv_engineer","rhs_vdv_grenadier","rhs_vdv_at","rhs_vdv_strelok_rpg_assist","rhs_vdv_junior_sergeant","rhs_vdv_machinegunner","rhs_vdv_medic","rhs_vdv_officer_armored","rhs_vdv_LAT","rhs_vdv_RShG2"]; opfor_squad_8_tankkillers = ["rhs_msv_aa","rhs_msv_efreitor","rhs_msv_engineer","rhs_msv_grenadier","rhs_msv_at","rhs_msv_strelok_rpg_assist","rhs_msv_junior_sergeant","rhs_msv_machinegunner","rhs_msv_medic","rhs_msv_officer_armored","rhs_msv_LAT","rhs_msv_RShG2"]; opfor_squad_8_airkillers = ["rhs_vdv_aa","rhs_vdv_efreitor","rhs_vdv_engineer","rhs_vdv_grenadier","rhs_vdv_at","rhs_vdv_strelok_rpg_assist","rhs_vdv_junior_sergeant","rhs_vdv_machinegunner","rhs_vdv_medic","rhs_vdv_officer_armored","rhs_vdv_LAT","rhs_vdv_RShG2"]; // Single units that will be used for secondary objectives and cargo posts garrisons opfor_sentry = "rhs_msv_rifleman"; opfor_lookout_1 = "rhs_msv_marksman"; opfor_lookout_2 = "rhs_msv_machinegunner"; // All the vehicles that can spawn as sector defenders and patrols, the game will pick randomly opfor_vehicles = ["rhs_btr60_vmf","rhs_btr70_vmf","rhs_btr80_vmf","rhs_bmp1_vmf","rhs_bmp2_vmf","rhs_brm1k_vmf","RHS_BM21_MSV_01","rhs_sprut_vdv","rhs_t72ba_tv","rhs_t80"]; // Same, with lighter choices to be used when the alert level is low opfor_vehicles_low_intensity = ["rhs_btr60_vmf","rhs_btr70_vmf","rhs_btr80_vmf","rhs_bmp1_vmf","rhs_bmp2_vmf"]; // All the vehicles that can spawn as battlegroup members, again the game will pick randomly opfor_battlegroup_vehicles = ["rhs_btr60_vmf","rhs_btr70_vmf","rhs_btr80_vmf","rhs_bmp1_vmf","rhs_bmp2_vmf","rhs_brm1k_vmf","RHS_BM21_MSV_01","rhs_sprut_vdv","rhs_t72ba_tv","rhs_t80","RHS_Mi8AMTSh_vvs","O_Heli_Transport_04_bench_F"]; opfor_battlegroup_vehicles_low_intensity = ["rhs_btr60_vmf","rhs_btr70_vmf","rhs_btr80_vmf","rhs_bmp1_vmf","rhs_bmp2_vmf","O_Truck_03_covered_F","O_Heli_Transport_04_bench_F"]; // All the vehicles that can spawn as battlegroup members (see above) and hold 8 soldiers as passengers. // If something can't hold all 8 soldiers then buggy behaviours may occur opfor_troup_transports = ["rhs_tigr_vv","O_Truck_03_covered_F","O_Heli_Transport_04_bench_F"]; // Battlegroup members that will need to spawn in flight. Should be only helos but, who knows opfor_choppers = ["RHS_Mi8AMTSh_vvs","O_Heli_Transport_04_bench_F"]; // Opfor attack aircrafts to choose from opfor_air = ["RHS_Su25SM_vvs"]; // Civilians to randomly choose from civilians = ["C_man_1","C_man_polo_6_F","C_man_polo_3_F","C_man_polo_2_F","C_man_polo_4_F","C_man_polo_5_F","C_man_polo_1_F","C_man_p_beggar_F","C_man_1_2_F","C_man_p_fugitive_F","C_man_hunter_1_F","C_journalist_F","C_man_shorts_2_F","C_man_w_worker_F"]; civilian_vehicles = [ "C_Hatchback_01_F", "C_Hatchback_01_sport_F", "C_Offroad_01_F", "C_SUV_01_F", "C_Van_01_transport_F", "C_Van_01_box_F", "C_Van_01_fuel_F" ]; // !! // Do not edit below this point!! // Only boring technical stuff // !! infantry_units = [ infantry_units ] call F_filterMods; light_vehicles = [ light_vehicles ] call F_filterMods; heavy_vehicles = [ heavy_vehicles ] call F_filterMods; air_vehicles = [ air_vehicles ] call F_filterMods; support_vehicles = [ support_vehicles ] call F_filterMods; static_vehicles = [ static_vehicles ] call F_filterMods; buildings = [ buildings ] call F_filterMods; build_lists = [[],infantry_units,light_vehicles,heavy_vehicles,air_vehicles,static_vehicles,buildings,support_vehicles,squads]; militia_vehicles = [ militia_vehicles , { [ _x ] call F_checkClass } ] call BIS_fnc_conditionalSelect; military_alphabet = ["Alpha","Bravo","Charlie","Delta","Echo","Foxtrot","Golf","Hotel","India","Juliet","Kilo","Lima","Mike","November","Oscar","Papa","Quebec","Romeo","Sierra","Tango","Uniform","Victor","Whiskey","X-Ray","Yankee","Zulu"]; land_vehicles_classnames = (opfor_vehicles + militia_vehicles); all_ofpor_troops = opfor_squad_low_intensity + opfor_squad_8_standard + opfor_squad_8_infkillers + opfor_squad_8_tankkillers + opfor_squad_8_airkillers + [opfor_sentry, opfor_lookout_1, opfor_lookout_2 ]; all_resistance_troops = militia_squad; all_hostile_classnames = (land_vehicles_classnames + opfor_air + opfor_choppers + opfor_troup_transports + opfor_vehicles_low_intensity); { land_vehicles_classnames pushback (_x select 0); } foreach (heavy_vehicles + light_vehicles); air_vehicles_classnames = opfor_choppers; { air_vehicles_classnames pushback (_x select 0); } foreach air_vehicles; markers_reset = [99999,99999,0]; squads_names = [ localize "STR_LIGHT_RIFLE_SQUAD", localize "STR_RIFLE_SQUAD", localize "STR_AT_SQUAD", localize "STR_AA_SQUAD", localize "STR_RECON_SQUAD", localize "STR_PARA_SQUAD" ]; boats_names = [ "B_Boat_Transport_01_F", "B_Boat_Armed_01_minigun_F" ]; box_transport_config = [ [ "B_Truck_01_transport_F", -6.5, [0, -0.4, 0.4], [0, -2.1, 0.4], [0, -3.8, 0.4] ], [ "O_Truck_03_transport_F", -6.5, [0, -0.8, 0.4], [0, -2.4, 0.4], [0, -4.0, 0.4] ], [ "B_Heli_Transport_03_F", -7.5, [0, 2.2, -1], [0, 0.8, -1], [0, -1.0, -1] ], [ "B_Heli_Transport_03_unarmed_F", -7.5, [0, 2.2, -1], [0, 0.8, -1], [0, -1.0, -1] ], [ "greuh_eh101_gr", -6.5, [0, 4.2, -1.45], [0, 2.5, -1.45], [0, 0.8, -1.45], [0, -0.9, -1.45] ] ]; ammobox_transports_typenames = []; { ammobox_transports_typenames pushback (_x select 0) } foreach box_transport_config; ammobox_transports_typenames = [ ammobox_transports_typenames , { [ _x ] call F_checkClass } ] call BIS_fnc_conditionalSelect; elite_vehicles = [ elite_vehicles , { [ _x ] call F_checkClass } ] call BIS_fnc_conditionalSelect;
  11. rob3para

    [MP][CTI-COOP] Liberation (beta)

    Hi Zbug we restarted the server but must have had a problem as it corrupted the save game file. We have done a fresh start and wiped everything and so no problems so far. Will post classnames shortly
  12. rob3para

    [MP][CTI-COOP] Liberation (beta)

    Hi Zbug We saw you trying to get join our 3para server but you kept disconnecting, this is because we added an addon checker which puts you on a mission complete screen if anyone is running addons we don't want on the server.
  13. rob3para

    [MP][CTI-COOP] Liberation (beta)

    We seem to have a issue on our server were we are in the sector about 20 secs before it starts spawning in enemies, not sure if you have had this happen.
  14. rob3para

    [MP][CTI-COOP] Liberation (beta)

    Question about the difficulty setting in the parameter, does this change the numbers of enemies spawned?
  15. rob3para

    [MP][CTI-COOP] Liberation (beta)

    Many thanks for an excellent mission, one question would it be easy to make it that only commander and team leaders can use the build option. It would stop public coming on and building things everywhere using up resources.
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