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The work on GreuhZbugs Liberation Mission for Arma 3 continues...

License: MIT License

SQF 91.07% C++ 8.52% TypeScript 0.39% Batchfile 0.02%
arma3 liberation mission coop cti sqf

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kp-liberation's Issues

Different elite vehicle unlocking

Instead of having various military bases unlock vehicles (since you can just target those bases). Have vehicle unlocking be done through progression by taking a percentage of the map or spending of intel or another resource.

Add halo to respawn menu

It's repetitive work to respawn somewhere, then go into the halo jump menu. It would be wonderful to have halo jump as a respawn option

Logistic Trucks never finish mission

Logistic trucks never reach the end of their mission.

For exmaple:

Truck Alpha
Status: Loading
Time left: 2 minutes

Or

Truck Bravo
Status: Aborting
Time left: 1 minutes

Minues never go by.

Ranking System

Would like if there could be an optional ranking system!

If activated, the player should get experience points per kill, helping capturin sectors, Revive
, follow commander orders, etc. which will allow him to rise in rank and thus get better weapons and equipment.

0.95 Sector Supplies showing in FOB Supply Totals

I modify do_build_fob.sql to

_minfobdist = 500;
//_minsectordist = GRLIB_capture_size + GRLIB_fob_range;
_minsectordist = 5;

to be able to build in key locations. The Sector in question is Almyra. The center of my FOB building is 89k meters from the center of the marker for Almyra at the airstrip in the desert. The supplies from Almyra are showing up on the ALPHA FOB totals without moving. The only time I need to move is when the Supply in Almyra reaches 12 and production stops. This is repeatable after server/pc reboot.

Can't build storage at any sectors.

The two sectors were pretty close to each other, the work camp and airport depot below the, bottom left, airport on Taunus. I'll paste the report. :))

21:58:16 Error in expression <ng) then { _building = (_this select 3) createVehicle (getPosATL player); _build> 21:58:16 Error position: <createVehicle (getPosATL player); _build> 21:58:16 Error createvehicle: Type Array, expected String 21:58:16 File mpmissions\__CUR_MP.xcam_taunus\scripts\client\build\do_sector_build.sqf, line 4 21:58:26 Error in expression <ng) then { _building = (_this select 3) createVehicle (getPosATL player); _build> 21:58:26 Error position: <createVehicle (getPosATL player); _build> 21:58:26 Error createvehicle: Type Array, expected String 21:58:26 File mpmissions\__CUR_MP.xcam_taunus\scripts\client\build\do_sector_build.sqf, line 4 21:58:35 Error in expression <ng) then { _building = (_this select 3) createVehicle (getPosATL player); _build> 21:58:35 Error position: <createVehicle (getPosATL player); _build> 21:58:35 Error createvehicle: Type Array, expected String 21:58:35 File mpmissions\__CUR_MP.xcam_taunus\scripts\client\build\do_sector_build.sqf, line 4 21:58:42 Error in expression <ng) then { _building = (_this select 3) createVehicle (getPosATL player); _build> 21:58:42 Error position: <createVehicle (getPosATL player); _build> 21:58:42 Error createvehicle: Type Array, expected String 21:58:42 File mpmissions\__CUR_MP.xcam_taunus\scripts\client\build\do_sector_build.sqf, line 4 21:58:43 String STR_A3_RscGroupRootMenu_Items_ActivateMine0 not found 21:58:43 String STR_A3_RscGroupRootMenu_Items_ActivateMine0 not found 21:58:43 Unknown attribute itemsCmd 21:58:43 Unknown attribute itemsCmd 21:58:50 Error in expression <ng) then { _building = (_this select 3) createVehicle (getPosATL player); _build> 21:58:50 Error position: <createVehicle (getPosATL player); _build> 21:58:50 Error createvehicle: Type Array, expected String 21:58:50 File mpmissions\__CUR_MP.xcam_taunus\scripts\client\build\do_sector_build.sqf, line 4

GREUH-Script

the greuh option "in vehicle sound volume" isn't working, when using ace3.

it seems the script is overwritten, by ace.

0.95 The Following Items are not allowed: Error.

There are some items in the arsenal that will remove all your items on the players body. One item is the magazine for the M136 launcher from RHS. The M72A launcher magazine also causes the same issue. The arsenal is set to KP_liberation_arsenal = 0;

There are some other items but I do not remember what they were. I will update this post if I find more.

Feature Suggestion: Commander airdrops

Apple and I have been talking about a system where the commander can call in airdrops of small vehicles or paratroopers while in the field.

The commander would have a menu option he can call up at any time with multiple options for what to drop and how to drop it. The commander selects a vehicle and the drop method and then a map appears where the commander can choose to have it drop. This allows the commander to give reinforcements to troops even if he's not directly engaged in combat, and he can place it precisely where they want.

For the sake of realism and gameplay there would be two dropping options:

The first one would be to spawn a Chinook at around 3-4km out since most players' draw distances are about 2km and then fly to the location and drop the cargo while flying (not fast, but not completely stopped). This would look realistic, but also add the necessity of clearing out enemy AA first. This option would be more expensive than it would be to buy it at the FOB (the cost could be the regular cost + 50% of the fuel cost for a Chinook. Possibly costing even more if the Chinook is shot down).

The second option would be the easiest to implement, but not feel as real. It would simply be the "noise and drop" like you have when you deploy a FOB and supplies drop. This would cost more than the Chinook drop and have a delay before the supplies drop since they're being dropped by a C130 from a far away airbase and not the "Chinook from Base Chimera". This would be immune to enemy AA, but like I said it would cost more and possibly take longer, since it will have a delay and be falling from a higher height.

These drops would be limited to Humvee's and smaller vehicles and infantry squads.

Support DUWS like support calls

Sometimes, it's really nice to be able to use the UAV support call in DUWS, It shows the one or two enemies hidden in really weird places and saves tons of times when playing alone in local mp.

Is it possible to add some of those support calls to Liberation?

UAVs are not disconnected from terminal before respawn

UAVs connected to the terminated before you die become in a non-controllable state after you die. You have to destroy and recreate them. I'm guessing it's because they should be disconnected from the terminal on death and before respawn.

I'd be happy to provide any debug information

Logistics Convoy had status "No resources" even there have been enough

Situation:
I had two convoys (Alpha, Bravo).
Alpha was delivering fuel from a factory to FOB Alpha.
Bravo should bring 200 supplies, 100 fammo, 200 fuel to a captured town, so I can build a factory.
After 2 minutes of status "loading" there was "no resources".
At this time I had 500+ of everything.

Not sure if it was some kind of "misusing" or an actual bug.

Hummingbird unable to slingload crates that spawn in captured towns

The Hummingbird that you start with at Base Chimera is unable to lift supply crates that spawn in towns you capture.
It is able to airlift the crates that drop down when you build the first fob, however the crates that spawn in towns you capture do not appear in the slingload assistant and are not slingloadable!
Verified by me and a mate, as well as somebody else pointing it out on discord.

Resources Overhaul

Instead of some kind of production system for resources. How about replacing the ammo with something like "political support" or "prestige"?

The mission starts with a set number of prestige.
Every time a player dies a number of prestige is removed.
Every time an friendly AI dies a very small number of prestige is also removed.
Every time a friendly vehicle is destroyed some prestige is removed.
Buying vehicles also cost prestige. The fancy ones are obviously more expensive. Maybe even prestige can be used for "researching" or unlocking them in the first place.
Taking and holding military bases gives the most prestige, towns or radio towers the least. Losing control of a sector would probably cost some prestige as well.

Recycling gives back some of the prestige.

The prestige can go into negative but then no fancy vehicles can be bought, no new FOB's etc.
Unit caps and vehicle caps could be tied to local buildings in fobs as well but, would have to be bought by prestige.

It would have to exist more ways of getting prestige since dying and building would make it go away rather fast. Holding sectors after they have been captured should probably give some prestige but may require a more aggressive opfor. Maybe new sidemissions like hearts and minds (deliver food packages to captured towns, clear all of the remaning IEDs etc.).

0.95 - Helipad Not Able to Recycle

The Helipad is not able to be recycled. I believe it used to be but it was but it took some moving around to do it. I tried all 4 corners, along the edges, and in the center to recycle the item.

RPT ERROR

In den Logs kommt der folgende Fehler:
File mpmissions__cur_mp.Altis\ui\liberation_production.hpp, line 296: '/liberation_production/ProduceToolBox.onToolBoxSelChanged': Missing ';' prior '}'

onToolBoxSelChanged = "new_production = (_this select 1);"
zu
onToolBoxSelChanged = "new_production = (_this select 1)";

0.95dev - Parameter error

When I start the game locally and on dedicated server, with a full wipe, I get an error about a parameter already defined and a line number. I will submit more info when I restart the server again.

Almyra Base causing large amounts of lag | Static gun placement

Almyra Base is causing an unusual amount of lag compared to the rest of the map. I took a look at it thru the editor and there are a lot of placed objects in a small area. I removed the items that serve no purpose like trash, chairs, boxes etc and the lag was mostly gone (except during spawn in of troops).

Static weapons are placed in this base. One was placed ok. The two other I found were not. One was placed inside of a building and the other was outside the bases walls.

0.95 Unable to build Supply Point for Ioannina Sector

I am unable to deploy a Supply Point for the Factory to produce supplies in Ioannina.. I took the radio tower near Pefkas, Pefkas, and then Ioannina Sector. Pefkas worked and is working fine. After Ioannina did not work, I went to Delfinaki and was able to build a Supply Point for that sector. I have tried reboots of Server and PC and I am still unable to build Ioanina.

Option to play without enemy vehicles

Enemy vehicles add exponential difficulty that you cannot battle by just spawning friendly AIs. It makes it super hard to complete the game after capturing a couple of regions.

Having an option that controls where Enemy vehicles are spawned or not would make the game a lot more enjoyable for 2-3 person LAN parties

Invisible FOBs

When I resume a multiplayer game all the FOBs still exist in game logic but they are not visible (and there is no way to collide with them). But as I said: all the functions are available further ...
Sorry if it was reported already.
Happens without mods too.

It happens every time I resume a saved mission. A FOB I/we built is only visible in the same session.

Identify Ranks, Conditions and Benefits

Ranks like real world? (expecting yes)
How could you rise in rank?
How you collect XP?
What benefits you could get for a higher rank or on what you could spend XP for?

Create Senseful Classes

Which Classes are senseful?
Restrictions for Classes like max count, only after condition X is met, etc.

Identify buildable Objects for Sectors

Which buildings or objects should be buildable in sectors?
Why should a certain building or objects be buildable?
Which features should be provided?
Which conditions should be apply on being able to build? (Kind of material truck in the area or something)

Can't Recycle free FOB structures

When trying to recycle a building

client RTP

18:58:48 Error in expression <elect 1) * GRLIB_recycling_percentage * _suppMulti);
_price_a = round ((_objecti>
18:58:48   Error position: <_suppMulti);
_price_a = round ((_objecti>
18:58:48   Error Undefined variable in expression: _suppmulti
18:58:48 File mpmissions\__CUR_MP.Tanoa\scripts\client\actions\do_recycle.sqf, line 44
18:58:48 Error in expression <") - 1) * -1);
_ammoMulti = _currentAmmo/_allAmmo;
_fuelMulti = fuel _vehtorecyc>
18:58:48   Error position: </_allAmmo;
_fuelMulti = fuel _vehtorecyc>
18:58:48   Error Zero divisor
18:58:48 File mpmissions\__CUR_MP.Tanoa\scripts\client\actions\do_recycle.sqf, line 21
18:58:50 Error in expression <nditionalSelect;

_supplyCrates = ceil (_price_s / 100);
_ammoCrates = ceil (_pr>
18:58:50   Error position: <_price_s / 100);
_ammoCrates = ceil (_pr>
18:58:50   Error Undefined variable in expression: _price_s

http://i.imgur.com/IrdwC1s.png

base part is not recycled

Thanks JamieKG

Dedicated Server Progress Reset Hangs on Mission Read (dev 0.95)

Trying to reset the progress of a dedicated server (using mission params) causes client to hang at the mission loading screen.

Steps to reproduce:

  1. Have an already working instance of the mission (dev 0.95) on a dedicated server.
  2. Launch dedicated server, launch client.
  3. Connect to server, select mission and activate both progress wipe options
  4. Launch mission

Other details:

  • EDIT: This is on the Altis map
  • No mods are being used for the server
  • Mission seems to get past 1 loading screen, then flickers to the mission map screen (the one with the continue button) and then flickers back to the loading screen.
  • Client stays like this for what appears indefinitely (alt-f4 required to exit client)
  • Server seems fine and even registers that all clients have disconnected
  • After this issue, the mission will no longer load at all (even without reset params)
  • Locally hosted server works fine (no issues playing or resetting)

arma3server_x64_2017-05-19_17-59-37.rpt.txt

Option to recycle soldiers

Sometimes you accidentally spawn a unit that you have no use for in a squad, for example you spawn an engineer instead of an AT Rifleman. There should be another way than shooting them :)

0.95 GRLIB_fob_range = Not Working // Build range around the FOB building

// Build range around the FOB building
GRLIB_fob_range = 125;

Changing the above code does not work. Looking at action_manager.sqf, it appears that _distfob = 100; is the actual value that is being used and is hard coded. GRLIB_fob_range = in the kp_liberation_config.sqf file is not being used.

Disable Loaded cargo from being slingloaded

If you load up the huron with cargo and then try to sling load something it will just try to sling load the cargo that is inside it is there anyway to disable loaded cargo from being slingloaded ?

Class system

With a mission option, alternative loadouts system that enforces actual classes instead of people being able to play rambo (a side effect of the option to remove fatigue entirely...)

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