bramjam01
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zoggy_abrufc started following bramjam01
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i have been working on a port to Takistan. (is on github: https://github.com/bramjam/greuh_liberation.Takistan) i have most objectives,base, FOBs placed. but while testing a came across unit spawn problem. when bottom left corner of the map is not in the water, units spawn there instead of inside the objective circle. (you will have the same issue, i have the same issue with Esseker) see https://github.com/GreuhZbug/greuh_liberation.Altis/issues/49 i have been trying to work around it by replacing all Code '[0,0,0]' by coordinate in the pond at the top of map. it seems to work for vehicles but not for the infantry. so i'm stuck there. mariocornetto, your welcome to help. because im running out of ideas on how to fix the issue
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MachineNetworks started following bramjam01
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bramjam01 started following MachineNetworks
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@Porast, i have tested with 1.4 and at first it was also not working. i found the Atlas mod is miss-packaged and not loaded because of that. by moving the .pbo files to a 'addons' subfolder. => works. (with the new update elevators)
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based on reading the savemanager code you can increase the range by editing in gameplay_constants.sqf the param GRLIB_fob_range . (which seems to be at 125 currently) (not tested)
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had any luck looking in the dirs noted here? http://greuh-liberation.wikia.com/wiki/Server_Admin#Savegame
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do you still have the ace problem? are you sure there are NO Tents or other mod spawn beacons on the map (i have seen this breaking the spawn system). if you have them remove them and only use the liberation mobile respawns
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To completely replace the Atlas mod you will have a bit of work. You would have to rewire the whole LHD object and Spawning scripts. Or you could just try adding the Nimitz and move 'Base Chimera' From the island onto the nimitz. Those Question marks are Enemy BattelGroups that are trying to recapture territory. see Wiki.
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Was just on the DogB. they had a similar request. 'can we request an ammo drop. and a package with ammo gets dropped by parachute. with Ammo resource cost' another idea they had (And I had heard something simular on TMG): POW prison: after you have captured prisoners and brought them to your fob. you can put them in a 'Prison'. they can generate more intel over time. but the Enemy battlegroups will attack that FOB with more priority. (trying to free the prisoner)
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We have heard this nuisance already before. what version are you using? in 0.912 we already lowered the 'vehicle to infantry' ratio so that there are more troop transports and less tanks. Maybe we need to consider turning the ratio into a mission parameter
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We currently do resupply runs by towing the 'Arsenal Box' by chopper. (its under the Logistics build menu). yeah, its a bit OP since it gives infinite ammo :) and only cost manpower.
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That could be today ;) I made a port of this mission to Bronholm. (all the same fantastic functionality & optional mods. just different map) Can be found here: https://github.com/bramjam/greuh_liberation.Bornholm/releases (not fully tested yet, feedback is welcome through Github ! ) (Mission will be updated withing 3 days after each release of Zbug' s Core Altis Liberation) I'm also working on other map ports, See wiki: http://greuh-liberation.wikia.com/wiki/Development#Alternative_maps
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are you using any mods? any pbo modifications?
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Idea from DoGB: can there be a 'MAIN Major city' that you can only take if the other areas are captured. (to prevent a large group of just capturing all the majors fast without much other areas. )
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here you can find a quick version with ACE Added. (i was not able to test this thoroughly!) This version is ONLY meant as a base / kickstart for your mission. if you need more/different Ace configuration you must apply them yourself by editing the mission file in Arma Editor. see howto. (there are so many option combinations that almost each server end up a different flavour of ACE) (sidenote, no not post ACE specific questions/problems in this forum thread. please use the ACE threads for that)
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Talking with Zbug & Faron, we found it is because you have so many open fronts and already capture a lot of areas. There is no more spot available that is further than 4 km 'behind enemy lines' for new enemy FOB's to be build.
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In this thread I have seen multiple questions about tweaking the mission parameters on dedicated hosts. I have expanded the wiki with info on how to use the server.cfg for this. (so no more modifying the mission file itself) see http://greuh-liberation.wikia.com/wiki/Server_Admin#Dedicated_hosting (for those wondering on how to set them on localhosts, check the section above it)
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