parmenides 11 Posted November 29, 2016 How am I supposed to use ZEUS, whenever I press zeus key as commander only an eye appears but nothing more happens. many thanks for any help Share this post Link to post Share on other sites
spork 10 Posted November 30, 2016 How am I supposed to use ZEUS, whenever I press zeus key as commander only an eye appears but nothing more happens. many thanks for any help Make sure you select the 'commander' slot when joining the server. Share this post Link to post Share on other sites
d3lta 10 Posted November 30, 2016 Amazing mission!!! I loved the scripts!!! Congratulations! My reference mission number one! Share this post Link to post Share on other sites
dingos8 24 Posted December 1, 2016 Chernarus Version: http://www.file-upload.net/download-12068368/Liberation_Chernarus.Chernarus.rar.html Addons: @CBA_A3;@OCP;@CUP_Core;@CUP_Maps;@RHSAFRF;@RHSUSAF;@ace;@ACE3_RHS;@ACRE2; Hi jus61, I'm eager to try out your Chernarus variation, but I'm getting kicked because I'm missing the following "addons": "KM_ClassesModule", "KM_AmbientCombat", "KM_FillHouse", "KM_HeliParadrop", "KM_RandomSectors", "KM_ReinforcementChopper" I see that those resemble the LV scripts, but what addon is that? Thanks! Share this post Link to post Share on other sites
T.Fork 19 Posted December 1, 2016 Check this out bud https://forums.bistudio.com/topic/154316-how-to-remove-mod-dependency-from-mission/ It's unlikely there's anything in the mission that depends on the mod, it seems to be an alternative to the Ares mod providing expanded Zeus functions. That fillhouse function looks really cool to be honest. Share this post Link to post Share on other sites
dingos8 24 Posted December 1, 2016 Thanks T.Fork, those scripts are great, they're originally from https://forums.bistudio.com/topic/155690-ai-spawn-script-pack/, I especially like the airdrop and patrol scripts. When entering buildings, the AI even close doors after themselves to avoid giving away their position. However in this instance the mission does seem dependent on them, if I remove the 6 km_x entries from the addons at the top of the sqm, the mission won't run because they are called further along, 176 times to be exact. Search "KM_" (182 hits in 1 file)C:\Users\tjorvi\Documents\Arma 3 - Other Profiles\dingos8\missions\Liberation_Chernarus.Chernarus\mission.sqm (182 hits)Line 79: "KM_ClassesModule",Line 80: "KM_AmbientCombat",Line 81: "KM_FillHouse",Line 82: "KM_HeliParadrop",Line 83: "KM_RandomSectors",Line 84: "KM_ReinforcementChopper"Line 296: className="KM_ClassesModule";Line 297: name="KM_ClassesModule";Line 301: className="KM_AmbientCombat";Line 302: name="KM_AmbientCombat";Line 306: className="KM_FillHouse";Line 307: name="KM_FillHouse";Line 311: className="KM_HeliParadrop";Line 312: name="KM_HeliParadrop";Line 316: className="KM_RandomSectors";Line 317: name="KM_RandomSectors";Line 321: className="KM_ReinforcementChopper";Line 322: name="KM_ReinforcementChopper";Line 8649: type="KM_ClassesModule";Line 8655: property="KM_ClassesModule_OPF_CSAT_Men_Urban";Line 8674: property="KM_ClassesModule_BLU_T_Men_Divers";Line 8693: property="KM_ClassesModule_IND_SYN_Men_Paramilitarity";Line 8712: property="KM_ClassesModule_OPF_T_Cars";Line 8731: property="KM_ClassesModule_OPF_T_Men";Line 8750: property="KM_ClassesModule_IND_SYN_Helis";Line 8769: property="KM_ClassesModule_BLU_NATO_Planes";Line 8788: property="KM_ClassesModule_IND_AAF_Divers";Line 8807: property="KM_ClassesModule_BLU_NATO_Cars";Line 8826: property="KM_ClassesModule_CIV_Cars";Line 8845: property="KM_ClassesModule_BLU_NATO_Helis";Line 8864: property="KM_ClassesModule_BLU_FIA_Ships";Line 8883: property="KM_ClassesModule_IND_SYN_Ships";Line 8902: property="KM_ClassesModule_OPF_CSAT_Helis";Line 8921: property="KM_ClassesModule_BLU_NATO_Ships";Line 8940: property="KM_ClassesModule_OPF_CSAT_Ships";Line 8959: property="KM_ClassesModule_OPF_T_Tanks";Line 8978: property="KM_ClassesModule_OPF_T_Men_Viper";Line 8997: property="KM_ClassesModule_BLU_CTRG_Helis";Line 9016: property="KM_ClassesModule_BLU_T_Planes";Line 9035: property="KM_ClassesModule_BLU_GEN_Men";Line 9054: property="KM_ClassesModule_IND_FIA_Ships";Line 9073: property="KM_ClassesModule_IND_FIA_Cars";Line 9092: property="KM_ClassesModule_CIV_Men";Line 9111: property="KM_ClassesModule_OPF_CSAT_Men";Line 9130: property="KM_ClassesModule_BLU_T_Tanks";Line 9149: property="KM_ClassesModule_IND_FIA_Men";Line 9168: property="KM_ClassesModule_CIV_Helis";Line 9187: property="KM_ClassesModule_BLU_T_Cars";Line 9206: property="KM_ClassesModule_IND_SYN_Men_Bandits";Line 9225: property="KM_ClassesModule_BLU_GEN_Cars";Line 9244: property="KM_ClassesModule_CIV_Ships";Line 9263: property="KM_ClassesModule_BLU_FIA_Cars";Line 9282: property="KM_ClassesModule_IND_AAF_Tanks";Line 9301: property="KM_ClassesModule_OPF_CSAT_Men_Viper";Line 9320: property="KM_ClassesModule_OPF_FIA_Ships";Line 9339: property="KM_ClassesModule_IND_AAF_Men";Line 9358: property="KM_ClassesModule_OPF_T_Men_SpecialForces";Line 9377: property="KM_ClassesModule_OPF_CSAT_Divers";Line 9396: property="KM_ClassesModule_OPF_CSAT_Cars";Line 9415: property="KM_ClassesModule_BLU_NATO_Men";Line 9434: property="KM_ClassesModule_OPF_T_Ships";Line 9453: property="KM_ClassesModule_BLU_CTRG_Men";Line 9472: property="KM_ClassesModule_IND_SYN_Cars";Line 9491: property="KM_ClassesModule_OPF_T_Planes";Line 9510: property="KM_ClassesModule_BLU_T_Helis";Line 9529: property="KM_ClassesModule_IND_SYN_Planes";Line 9548: property="KM_ClassesModule_BLU_NATO_Men_Divers";Line 9567: property="KM_ClassesModule_BLU_NATO_Tanks";Line 9586: property="KM_ClassesModule_OPF_FIA_Men";Line 9605: property="KM_ClassesModule_BLU_T_Ships";Line 9624: property="KM_ClassesModule_OPF_CSAT_Tanks";Line 9643: property="KM_ClassesModule_BLU_NATO_Men_SpecialForces";Line 9662: property="KM_ClassesModule_BLU_CTRG_Cars";Line 9681: property="KM_ClassesModule_IND_AAF_Helis";Line 9700: property="KM_ClassesModule_BLU_T_Men";Line 9719: property="KM_ClassesModule_CIV_Planes";Line 9738: property="KM_ClassesModule_OPF_CSAT_Men_SpecialForces";Line 9757: property="KM_ClassesModule_OPF_T_Divers";Line 9776: property="KM_ClassesModule_IND_AAF_Ships";Line 9795: property="KM_ClassesModule_OPF_CSAT_Planes";Line 9814: property="KM_ClassesModule_IND_AAF_Planes";Line 9833: property="KM_ClassesModule_IND_AAF_Cars";Line 9852: property="KM_ClassesModule_BLU_FIA_Men";Line 9871: property="KM_ClassesModule_OPF_FIA_Cars";Line 9890: property="KM_ClassesModule_BLU_T_Men_SpecialForces";Line 9918: type="KM_AmbientCombat";Line 9924: property="KM_AmbientCombat_customInit";Line 9943: property="KM_AmbientCombat_wpBehaviour";Line 9962: property="KM_AmbientCombat_maxDistance";Line 9981: property="KM_AmbientCombat_sideRatioIND";Line 10000: property="KM_AmbientCombat_skills";Line 10019: property="KM_AmbientCombat_airVehicleChance";Line 10038: property="KM_AmbientCombat_maxTime";Line 10057: property="KM_AmbientCombat_sideRatioOPF";Line 10076: property="KM_AmbientCombat_patrolType";Line 10095: property="KM_AmbientCombat_sideRatioBLU";Line 10114: property="KM_AmbientCombat_mp";Line 10133: property="KM_AmbientCombat_wpType";Line 10152: property="KM_AmbientCombat_minTime";Line 10171: property="KM_AmbientCombat_communication";Line 10190: property="KM_AmbientCombat_dissapearDistance";Line 10209: property="KM_AmbientCombat_groupAmount";Line 10228: property="KM_AmbientCombat_minDistance";Line 10247: property="KM_AmbientCombat_waterUnits";Line 10266: property="KM_AmbientCombat_cleanup";Line 10285: property="KM_AmbientCombat_vehicleChance";Line 10313: type="KM_FillHouse";Line 10319: property="KM_FillHouse_patrol";Line 10338: property="KM_FillHouse_spawnRate";Line 10357: property="KM_FillHouse_faction";Line 10376: property="KM_FillHouse_radius";Line 10395: property="KM_FillHouse_id";Line 10414: property="KM_FillHouse_skills";Line 10433: property="KM_FillHouse_patrolType";Line 10452: property="KM_FillHouse_customInit";Line 10471: property="KM_FillHouse_group";Line 10499: type="KM_HeliParadrop";Line 10505: property="KM_HeliParadrop_direction";Line 10524: property="KM_HeliParadrop_cycle";Line 10543: property="KM_HeliParadrop_flyby";Line 10562: property="KM_HeliParadrop_faction";Line 10581: property="KM_HeliParadrop_mp";Line 10600: property="KM_HeliParadrop_patrol";Line 10619: property="KM_HeliParadrop_oheight";Line 10638: property="KM_HeliParadrop_chems";Line 10657: property="KM_HeliParadrop_jdistance";Line 10676: property="KM_HeliParadrop_damage";Line 10695: property="KM_HeliParadrop_height";Line 10714: property="KM_HeliParadrop_size";Line 10733: property="KM_HeliParadrop_distance";Line 10752: property="KM_HeliParadrop_customInit";Line 10771: property="KM_HeliParadrop_target";Line 10790: property="KM_HeliParadrop_csmoke";Line 10809: property="KM_HeliParadrop_spot";Line 10828: property="KM_HeliParadrop_doors";Line 10847: property="KM_HeliParadrop_captive";Line 10866: property="KM_HeliParadrop_group";Line 10885: property="KM_HeliParadrop_jdelay";Line 10904: property="KM_HeliParadrop_flares";Line 10923: property="KM_HeliParadrop_id";Line 10942: property="KM_HeliParadrop_skills";Line 10970: type="KM_RandomSectors";Line 10976: property="KM_RandomSectors_radius";Line 10995: property="KM_RandomSectors_reInfAmount";Line 11014: property="KM_RandomSectors_engagePercentage";Line 11033: property="KM_RandomSectors_milMen";Line 11052: property="KM_RandomSectors_minDistance";Line 11071: property="KM_RandomSectors_skill";Line 11090: property="KM_RandomSectors_smokes";Line 11109: property="KM_RandomSectors_landVehicles";Line 11128: property="KM_RandomSectors_airVehicles";Line 11147: property="KM_RandomSectors_doors";Line 11166: property="KM_RandomSectors_updateTask";Line 11185: property="KM_RandomSectors_extraChance";Line 11204: property="KM_RandomSectors_extraType";Line 11223: property="KM_RandomSectors_filMen";Line 11242: property="KM_RandomSectors_milVeh";Line 11261: property="KM_RandomSectors_heliChance";Line 11280: property="KM_RandomSectors_reChoAmount";Line 11299: property="KM_RandomSectors_backupPercentage";Line 11327: type="KM_ReinforcementChopper";Line 11333: property="KM_ReinforcementChopper_skills";Line 11352: property="KM_ReinforcementChopper_direction";Line 11371: property="KM_ReinforcementChopper_chems";Line 11390: property="KM_ReinforcementChopper_type";Line 11409: property="KM_ReinforcementChopper_faction";Line 11428: property="KM_ReinforcementChopper_rush";Line 11447: property="KM_ReinforcementChopper_lsmoke";Line 11466: property="KM_ReinforcementChopper_customInit";Line 11485: property="KM_ReinforcementChopper_patrol";Line 11504: property="KM_ReinforcementChopper_group";Line 11523: property="KM_ReinforcementChopper_distance";Line 11542: property="KM_ReinforcementChopper_doors";Line 11561: property="KM_ReinforcementChopper_id";Line 11580: property="KM_ReinforcementChopper_target";Line 11599: property="KM_ReinforcementChopper_cycle";Line 11618: property="KM_ReinforcementChopper_size";Line 11637: property="KM_ReinforcementChopper_csmoke";Line 11656: property="KM_ReinforcementChopper_captive";Line 11675: property="KM_ReinforcementChopper_mp";Line 11694: property="KM_ReinforcementChopper_flares";Line 11713: property="KM_ReinforcementChopper_exact"; My best guess is it's something in-house from the Killah Potatoes, and I don't want to break the mission by trying to remove them all. I'm sure jus61 will clarify soon. Best, dingos8 Share this post Link to post Share on other sites
ziga.cernic4@hotmail.com 1 Posted December 2, 2016 And... how to start the mission if you don`t have the helicopter DLC? Edit: Can you also play with RHS mod? Share this post Link to post Share on other sites
dingos8 24 Posted December 2, 2016 IIRC, you can play without the Helicopter DLC, you will just need to use the Ghosthawk instead of the Huron to lift the containers. You can play with the RHS mods, but you'll need to edit the classnames_extension.sqf file, or use one of the RHS versions found elsewhere in this thread for the RHS troops to show up in game. Share this post Link to post Share on other sites
ziga.cernic4@hotmail.com 1 Posted December 2, 2016 IIRC, you can play without the Helicopter DLC, you will just need to use the Ghosthawk instead of the Huron to lift the containers. You can play with the RHS mods, but you'll need to edit the classnames_extension.sqf file, or use one of the RHS versions found elsewhere in this thread for the RHS troops to show up in game. Thanks. Can CSAT launch attacks on your FOBs? Share this post Link to post Share on other sites
kdjac 19 Posted December 2, 2016 What is the latest and best working version for this? Share this post Link to post Share on other sites
jus61 54 Posted December 2, 2016 What is the latest and best working version for this? This: Chernarus Version: http://www.file-upload.net/download-12068368/Liberation_Chernarus.Chernarus.rar.html Addons: @CBA_A3;@OCP;@CUP_Core;@CUP_Maps;@RHSAFRF;@RHSUSAF;@ace;@ACE3_RHS;@ACRE2; Download this: https://github.com/Dexious/Tanoa_Lib0924_Dex/raw/master/Tanoa_Lib0924_Dex_r5.Tanoa.pbo It is on Tanoa (DLC map). If you don't have it upload your mission and i could have a look at it, Inside editor find the Game Master module that has in it's Owner field my PUID. Either replace it with your PUID or enter the value #adminLogged. Tell me if it worked. Also take in consideration what people told you in previous comments about LAN and Server. In server you have to type #login adminpassword to gain admin rights. and Takistan: https://github.com/Wyqer/kp_liberation_rhs.Takistan Share this post Link to post Share on other sites
KENNETH03 13 Posted December 3, 2016 Hello, libetarion Altis have some problem with the new up day, some one fixe please :) Share this post Link to post Share on other sites
Not_Oliver 16 Posted December 4, 2016 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 Share this post Link to post Share on other sites
Tetsel 12 Posted December 5, 2016 Chernarus Version: http://www.file-upload.net/download-12068368/Liberation_Chernarus.Chernarus.rar.html Addons: @CBA_A3;@OCP;@CUP_Core;@CUP_Maps;@RHSAFRF;@RHSUSAF;@ace;@ACE3_RHS;@ACRE2; Thx for porting this on a new map. Are RHS mod pack, Ace & ACRE2 optional in your mission ? Share this post Link to post Share on other sites
jus61 54 Posted December 6, 2016 No it is mandatory but can edit it Share this post Link to post Share on other sites
Sgt DeWolf 21 Posted December 12, 2016 Anyone have a clean working Tanoa conversion? I've looked at a few on the Steam workshop but they are filled with bugs. The one referenced in this forum by Dexius, Zeus is broken when mission is run from a dedicated server. I've deconstructed the pbo, can't figure out why it's not working. Share this post Link to post Share on other sites
yxman 90 Posted December 12, 2016 @Cpl DeWolf https://github.com/Applejakerie/AJs-Tanoa-Liberation-0.924 runs without any mods, and is working flawless 3 Share this post Link to post Share on other sites
Colonel_Panic 4 Posted December 12, 2016 Hey all - Returning after a brief but fun side incursion to Antistasi. Fun mission, similar to Liberation but tedious in terms of having to gather weapons and it ended rather unceremoniously when 50.1% of the towns supported our insurgency. We're now back to Liberation and are trying the version provided by Dexious and I have a few of questions: 1. We played AJ's Tanoa version and aside from a few issues, it worked really well. With Dexious' version, we're seeing random patrols of insurgents around and inbetween objectives. Is this normal? 2. There seems to be an issue with both friendly and enemy patrol boats. They seem to spawn with no one in them and either go around in circles or beach themselves and just keep revving the motor. What's the deal there? 3. When we started the mission yesterday, there was a friendly patrol out fighting and taking objectives. What is the idea of this? Is this meant to be controlled via Zeus and used when needed or to make the game shorter by them running around taking objectives? We're kinda confused as to the utility of this patrol. *Edit*: Just noticed that another poster says that Dexious' version is broken on dedicated server. We're using a dedicated server and HC and it seems to be running fine. What issue is Cpl DeWolf referring to? Thanks! 1 Share this post Link to post Share on other sites
Sgt DeWolf 21 Posted December 12, 2016 I found that respawning after initially loading in as commander, I was able to get into Zeus. Bohemia issue I suppose. The 'extra' AI spawning in is from additional scripts packed into the mission. Thanks for the link yxman. Exactly what I was looking for. Share this post Link to post Share on other sites
gabs 10 Posted December 13, 2016 Disregard, i make a mistake..... Share this post Link to post Share on other sites
Zero Two 3 Posted December 13, 2016 Please make it so you can use zeus. I have a mod called huey pack and I cannot get them in game without zeus. Add zeus please because i cannot place shit. Share this post Link to post Share on other sites
subs17 9 Posted December 14, 2016 Don't download Cheanrus Liberation as it has a virus, the file is an installer and does not contain the mission. My advice to mission makers use Armaholic or the steam community downloads to avoid viruses and malware harming other peoples computers. cheers Subs BTW I hope one day someone does a Liberation for the other maps on A3 like Chenarus. Share this post Link to post Share on other sites
JohnHawk 0 Posted December 15, 2016 (edited) Hey everyone. I tried looking through all 2k+ comments and was not able to find what i was looking for so I figured I would just ask. A group of friend and I have been playing on a local server that I have been hosting. I have been backing up our save from the vars.profile. We were going to try and make a switch to a dedicated server but I was not certain on if we could transfer the save game that we currently have. Is it dependent on profile ID or can i transfer it to another system to continue our previous save? EDIT: Seem to have found some information on page 77. Will attempt a few more tries of getting it right. EDIT2: Still seem to be having trouble loading the previous save. Any help on this one? Edited December 15, 2016 by JohnHawk Share this post Link to post Share on other sites
Zero Two 3 Posted December 15, 2016 How do I use some kind of high command when I am the commander? I cannot seem to control groups I spawn. What is the buttons or how do I move them around ? Share this post Link to post Share on other sites
J.ONeill 10 Posted December 15, 2016 Is it possible to activate the Endgame Revive system into Liberation. I have already disabled FAR Revive. After going into the Eden Editor, I click: Attributes > Multiplayer For "Respawn", I have it set to disabled like it is by default for Liberation since it's defined in "description.ext" For "Revive", I have it set to all player, no trait requred, requires FAK or MediKit, 15 sec revive with Medic Multiplier at 3x, forced duration at 5 secs, incap mode to basic and a 2 minute bleedout duration. However, when I try to play Liberation using these settings, you die instantaneously, no revive, etc. And the mission ends if all players are dead. Any help would be appreciated. Share this post Link to post Share on other sites