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Posts posted by Not_Oliver
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Hey, I was wondering if there was a way to implement the Eden squad spawn system (without interfering with the redeploy screen). It would be really nice for small groups!
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3 hours ago, Donnie_Plays said:We have a RAVAGE dedicated server set up! It has three factions with specific starting uniforms. It also has heli crashes and crate drops, roaming AI, zombies and of course looting. There is a random respawn system if you die and a killfeed. There is a group system but you must get close to the player to add them to the group. You can check in game stats by pushing "P".
The server has four hour restarts for now. We may change this. We're testing for performance at four hours. So far everything has been good. You can find the server on the regular Arma launcher just search in the browser.
SERVER NAME:
Infection Podcast - Ravage - Factions - PVP - ZombiesIP:
63.224.241.83 : 2302REQUIRED MODS:
Tembelan
CUP Terrains Core
CBA_A3
Ravage
Warfare Ex Thai
Enhanced Movement
Before anyone asks... we are not going to add more mods to the server. Everything is set up to give a good balance of action, looting, surviving with good FPS and performance. More mods will ruin this experience. I'm personally not at all into most Arma servers because they tend to run 10-15 mods and it hurts performance and gameplay.
The server has a 24 hour day and night cycle. It takes about two and a half hours for a 24 hour period to pass with the dynamic weather system. You need to keep ahold of flares and chemlights. It gets dark and scary at night. More zombies and they are more aggressive.
Have fun everyone!Ayo this is great! How does the group system work though exactly? <3 ty
JK, it is very self explanatory - you just half to be on the same faction as your bud.
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4 minutes ago, Rockapes said:You should only lose the squad/s if they are not within the safe area of a FOB, from memory 250 mtrs by default. Can you confirm if this is correct?
Don't think so, I was at my FOB with my squad when I disconnected and they were gone when I started my local server up again :(
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Heyo, have been playing liberation for a while and thanks for the continued development!
I was wondering if there was a workaround/fix for recruited AI squadmate resource costs being lost - for example you recruit a squad of AI with resources, disconnect, rejoin, the AI are gone and so are the resources :(
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Quick question, how is the compatibility of Ravage with the new Taunus terrain? Do the buildings work? Not home atm, so I can't test
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Is there a simple way to disable the liberation info on the right side of the screen, possibly with some hotkey in the mission through the mission scripts? I don't really have any knowledge in coding for arma, thanks :P
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How can I convert mission (if that is allowed) for all of my maps?
http://greuh-liberation.wikia.com/wiki/How_to_port_liberation_to_a_new_map
This might help :D
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Did the new save manager file delete anything already saved for you..I'd like to try it but I don't want to delete any progress made already.
My save is perfectly intact :lol:
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1. Here's my variant of the curator-patch. (I'm using a curator modules named "zeus" that is set to "adminLogged")
It gets fullaccess and automatically has all objects and units added as editable.
/scripts/server/game/zeus_synchro.sqf
2. Here's the file I adjusted to make sure everything in FOB-range is saved (also seems to fix some inaccurate placement after reloading):
/scripts/server/game/save_manager.sqf
It's rather simple really. I'm just disabling the check for the building list and instead added my own little safteycheck to make sure it doesn't save units as buildings.
Let me know if theres anything wrong with it. I just rewrote that in the original file because I have some more changes in mine that are not fully tested/functional.
Works absolutely flawlessly for me! Paired with the Ares mod, this is absolutely amazing! :D
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The default system only saves objects that are in range of an FOBs and that are also part of the list of buildable objects.
Personally I pretty much kept it that way and just changed it so it saves anything in range of the FOB, allowing me to freely decorate my base with zeus.
Of course you could also just save all zeus-placed objects and put them in a seperate variable. (should be fairly easy if you use the curator eventhandlers)
Just remember to make them editable again when you load em back in.
Wow, thanks! How exactly would you go about making items near the FOBs save?
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Is there a way for the autosave to save assets placed by a Zeus gamemaster that I implemented with Dexious' method?
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When I move the rvg_apex.pbo into my missions folder, it doesn't show up in scenarios. Is this a bug/problem on my end? Thanks
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After the Steam workshop mod overhaul, where are the mods located to use in TADST?
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It's not a huge issue I think, there aren't any performance hits or anything as far as I can tell.
It just bugs me a little bit :P
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When I host my server, I see two in the server browser... are there any solutions?
Tested on dev, performance, and stable build
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If someone could release some MP mission similar to the original demo mission, that would be great for some of us to learn from to design our own missions!
In particular I'm wondering how sleeping mats might work as spawn points, and how a random respawn system would work.
Congrats haleks!
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Based on what you guys are posting, can we anticipate a release very soon :P
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Was wondering, are these ports going to have problems when the new Ravage update comes out?
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this seems to be a problem related to a plant from cup_terrains/aia terrain pack.
not much i can do about, maybe sth. of your data is corrupted?
If I have it on steam, is the only way to resolve this problem to redownload?
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Hey, for some reason when I launch this I get
Warning: preNLOD format in objectca\plants_e\tree\t_pistacial2s_ep1.p3dHelp?EDIT: validating steam files didn't help -
No, the 390x will only give you 2-4 more fps maybe.
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This looks sick, looking forward to testing :D
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Yo, haven't tested it yet (not home), but what save functionality does it have right now on a dedi?
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Ayo, haven't been keeping up with this thread as much as I used to, is there any progress/news on MP? Or if anyone has tested it, how does it work?
[MP][CTI-COOP] Liberation (continued)
in ARMA 3 - USER MISSIONS
Posted
Ayo, loving the updates! Quick question, is there a way to transfer Liberation progress/saves from the server I host ingame (with the host server button) to a dedicated server? Thanks!!