Arma 3
pvt TOAST Feb 3, 2023 @ 9:11pm
KP Liberation RX Stratis feedback.
@pSiko this is for you bruh.

So how do I get the game to save everything like vanilla?
1) I have to manually set the parameters each time I start the server. If I mismatch one parameter, the game gives the message and doesn't load. (found the code for the error message in in the .sqf)
2) If I use the autosave, captured vehicles and their contents are wiped on server boot. Magazines are also reset to full capacity.
3) The only thing I use zeus for is to spawn an empty ammo cache for storage. I scavenge and loot a lot because I find arsenal to be a crutch that my friends use to make the game more like call of duty. (love the fact that respawning and using arsenal costs you ammo :steamhappy:)

4) I love how efficient your mission is, with all the mods pre-programmed in (very efficiently I might add), but each session I play will typically take several hours. And like DUWS, I force myself to use what I have on hand, and only drive vehicles that I know how, like quadbikes, offroads, rafts etc. I also limit use to manually aimed rpgs like the alamut or the maaws. I like to die knowing it was my own laziness that got me (or my team) killed, and strangely enjoy the fact that it cost me a vehicle or special weapon I had scavenged.
******
Now for the interesting read about this [all, _whyNecessary] true;
I have a very specific engineers loadout using 100% vanilla nato stuff. Contents are what a US navy seal would carry. Includes survival fatigues and diving goggles and both night and day optics etc. Very heavy, no room for a helmet, 1 bar of stamina. I have to manually set this up because the arsenal filter will not let me load this. This takes a while.
enter skipTime -3; to bring it to 03:30 local. I Zeus a pilot into the huron (I dunno how to fly a helicopter really so I avoid it) and an assault raft.

It is dark and cold, I put the diving goggles on, throw a glowstick overboard, and jump off the side of the carrier. It is silent and pitch black. God only knows how deep I sank after impact. I have less than 60 seconds to find the surface before I drown. I succeed. I swim to the boat and drive 4km to 0261-0031 under the cover of darkness. Arma decided it was a foggy night with zero visibility so I have to orient myself with the glowing compass and gps (navpoints for AI ONLY!). I approach my insertion point heading exactly due west, kill the motor 250m out and swim to shore. The raft silently coasts to land while I swim under the surface, coming up periodically for air. It is still pitch black. I can hear the AAF MG patrol boat very close by. I quickly climb the beachhead and drop my tactical pack (full of daytime gear, extra ammo, medical, tools and a satchel). The patrol boat gets dangerously close as I hide in a bush and put on my vanilla nvgs. I use a suppressed MXC with the yorris J2 red dot to quickly silence all three crew members. I mark the map to come back for my pack. From that point, I seek out the foot patrols at both the spartan and the lighthouse, typically from behind a bush or small rock, the sentrys getting close enough to slap. I will also recover several Apers bounding mines from the lighthouse for later use (THANKY YOU!!) After capturing both POIs, I proceed to the small cove at 024-008 south of Jay Cove. I recover the assault raft, the patrol boat, and typically an HMG technical and drive them to my new LZ. I give the AI pilot orders to pick up the huron container and fly a route around the south horn to drop at my location while I provide security. The bounding mines I mentioned earlier help with that. It is nearing 0700 by the time the huron gets to the LZ. I pop smoke and come out of the shrub. I spend the remainder of the morning setting up the FOB and collecting the mines at the lighthouse so civillians dont trigger them, while the huron lands back at the carrier safely. I log out at 10:00-ish. Beachhead secured, LZ established, FOB Alpha operational. Minefield cleared. Zero casualties. Total mission time to completion: about 9 hrs. Logout.

Login: everything gone at FOB with strange loadout, cache empty, fuel tanks filled. :steamsad:
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Showing 1-4 of 4 comments
pSiKO Feb 4, 2023 @ 1:02am 
hi Toast!

thnaks for your feedbac, I'll really appreciate !

1: you can use your server.cfg to set all your parrams you want
(or in solo, edit the defaulty value in params.hpp)

2: only weapons are saved (in vehicle or box) only the personal player box can store equipment / ammo

3: there is a preset you can like, I call it 'hard mode', try these settings:

Difficulty = 1.25;
Aggressivity = 1.25;
MaximumFobs = 3;
Weather = 2;
Whitelist = 1;
FancyInfo = 1;
DayDuration = 2;
NightDuration = 10;
ForcedLoadout = 1;
HideOpfor = 1;
MaxSquadSize = 5;
EnableArsenal = 0;
BluforDefenders = 0;


btw, update your pbo from github (the steam version is a little outdated!)
be ready for the PvP version incoming !!
pvt TOAST Feb 4, 2023 @ 1:01pm 
I had to use the feedback section because of word limit on the workshop page. You put a lot of work into it so I figured I'd do the same with communications... Ill start working with the github version. Hope you found that story interesting. I like to show mod makers how deep their work is being experienced. I'll edit this post afterward, I have a feeling the autoupdate function in steam may have been messing with things.
pvt TOAST Feb 9, 2023 @ 11:59am 
Many times better with your Github release. I do believe the steam workshop download function causes huge resets.

I have brought several friends into my server and we have figured out how you have configured item saving. But there are a few things I don't fully understand yet.

1) If you capture a vehicle and bring it back to the FOB, someone needs to load it into their garage in order to keep it [true]; But if you dont and you just leave that captured vehicle at the FOB for anyone to use at any time, the vehicle is somehow locked or disabled when the server is restarted the next day, and no one can use it.

2) while I am slowly weaning my buddies off of the arsenal boob, they have gotten good at scavenging ammo for the gear we have. The problem is their personal box is used for their loadout gear (and a little ammo) so it doesn't cost them. We will then stockpile (lets say rpg rounds) for a major assault the next day. We dont have a way of saving that rpg ammo stockpile. I tried to zeus in an ammo cache or a cargo net object, but it is not saved.

We need to somehow figure out how to leave a vehicle at the FOB with all of its contents still intact, or perhaps have a very large storage container that is buildable (that costs resoures).

Storyline read:
Day 06 in the campaign to free Stratis. FOB Alpha is fully operational and barricaded. It wont be long before we need to setup static HMG defenses. The AAF are bound to figure out that we are a full blow operation rather than an insurgency, and may be honing in on our exact location. The have not discovered ooutpost Bravo south of Mike-26 yet, and it was crucial to capturing Camp Maxwell. The medics worked overtime that day I can tell you, and command was pissed when both AT specialists lost their lives during Maxwell. despite our success, the top brass deems it unnecessary for us to keep and mobilize several captured AAF vehicles, one being a tank. On inspection of the FOB they found the time to weld the doors shut on these vehicles, denying us access to the medical supplies and mines we dug up after the raid. Combat Medic sgt Abbey came up with some rather unique names for the CO that day. On a brighter note, we were rewarded with an ammo budget for these vehicles (but not their content), which of course, cmd Evans believes we are not worthy of an APC yet (strangely).

it is 15:00 game-time. We plan on quietly commandeering all of the radio towers this evening. This is a mandatory step in the aquisition of Stratis Airbase. We will need to move quietly throughout the island to each tower, touching off charges at each location in rapid sequence once everything is placed. I personally plan on doing this on a quadbike with Abbey to assist. From there, we will execute a night operation, placing recovered mines in key areas around the airbase, inserting off the south tip near Radio Tower 016049.

We will let the AAF maintain Mike-26 for the time being, that way they have the duty to explain in real time, how they are completely losing control of the island in one night.

This will push the alert level over the edge. We expect a full assault on FOB alpha, and Outpost Bravo. But they can have them. My team an I agree that a couple of FOBs are a good trade for a full blown military air base.
pvt TOAST Feb 11, 2023 @ 1:31pm 
We are about 75% of the way through the entirety of Stratis. This feedback may apply to all of the RX branch (because the files are generally the same).

1) I simply do not understand how the RX arsenal loadout interface selects which pre-saved loadouts appear on the list. I have tried all of the filter modes and I dont see the pattern. They appear to be randomly selected with a cap of, say 20 loadouts.

2)The arsenal blacklist and whitelist is an awesome idea to keep people from abusing arsenal for mortars, uav etc. But there might be an issue with the way it works.
a] arsenal disabled-works great, you have to ["Open", true] spawn BIS_fnc_arsenal; via debug menu in order to use VA-BUT the LAR blacklist and whitelist functions still apply-this may be intentional.
b]Arsenal enabled, no filter: full LAR filters still apply strangely. Loading presets in BI arsenal causes full naked. You can still manually build the loadout in BI interface though which does not cost you ammo.

Full Explanation of 2) b]. I make a very simple 100% vanilla rifleman save in BI VA. I can load this via the RX interface in game and it costs ammo. But when I click "edit Loadout" in RX interface, the preset is yellowed out and selecting it causes you to be fully naked. NEXT, I select this same loadout via RX interface, pay for it (awesome), and now it is selectable via the BI VA interface (which does not cost you). IN THIS STATE, if you throw your gear on the ground, you can buy it again at the RX interface (perfect), but you cannot load it via BI VA interface (causes nakedness) when you click the "edit loadout".

3) We still need a way to save collected ammo in vehicles and various crates available for players to use. By disabling arsenal, we can buy ammo/weapons/support crates (awesome, command won't just authorize the expenditure of this equipment without you doing your job), but their contents are reset when the server is reset. Perhaps just allow save of the vehicle (and whatever is in it) or have a high capacity purchasable crate early in game that has all content saved, whereby we will just make sure to empty the vehicles when we shut down. The personal player box is just too small. The players use it to store their weapons, and hard to come by ammo (RGNs, 100rnd mags), but everyone I played with insists on being able to persistently stockpile, say MAAWs rounds, for use in a specific operation later. Again, this is for when people play without arsenal, but this mechanic can/should be universal.

4) Allowing zeused-in objects to be saved: After reading the code I realize how difficult this would be. Using Zeus was an attempt at solving the previous issues (result failure), and may not be necessary if the previous restrictions are altered or relived.

Final solution: It may just be easier to set up in parameters "allow full zeus yes/no" and "allow full arsenal yes/no". If arsenal is used, it costs you ammo no matter what.
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