sowens 71 Posted April 23, 2017 7 hours ago, Wyqer said: @sowens Hey there and thanks for the Feedback. To First: I also thought about some methods to prevent the starter package beeing unreachable. Nothing really suitable till now, but I'll keep thinking. Could you use the drag body animation? Its pretty slow to get it away from power lines. Wouldn't be easy to drag that way. Share this post Link to post Share on other sites
Wyqer 305 Posted April 23, 2017 I thinking more about preventing it to happen, then a further feature implementation to create a "workaround". Share this post Link to post Share on other sites
Wyqer 305 Posted April 24, 2017 Small Dev Update with an updated Changelog for 0.95 so far Added: New resource system Added: Italian localization. Thanks to kaso2mod Added: Action to change alignment (up or terrain aligned) during placement of buildings Added: Action to reassign the commander to the zeus module (only shows if the commander has no access to zeus) Added: Paradrop of a resource package when first FOB is built Added: Action to switch between displaying global or local FOB resources Added: Air vehicle slot system (need a Flight Control to build helipads, hangars and air vehicles) Added: Blacklist / Whitelist filtering for saved loadouts Added: Recycling of enemy vehicles Added: Recycle value now depends on vehicle damage, remaining ammo and fuel. Removed: Resource caps system Removed: Old vanilla unit preset (custom.sqf already provides a vanilla setting) Removed: Passive Income (due to new resource system) Removed: Ammo Bounties (due to new resource system) Removed: Civilian Penalties (due to new resource system) Removed: Overwrite functionality for classnames.sqf, as it is no longer needed due to the preset system Removed: gameplay_constants.sqf Merged: gameplay_constants.sqf settings into kp_liberation_config.sqf and added descriptions to the variables Updated: Spanish localization. Thanks to regiregi22 Replaced: Manpower icon with supplies icon. Thanks to jus61 Replaced: Every deprecated BIS_fnc_MP with remoteExec Tweaked: Arsenal blacklist filtering. Thanks to veteran29 Tweaked: Initialization of the arsenal, which should increase the performance for blacklist using Tweaked: Save manager -> helicopters from the LHD or Chimera won't be saved, as they spawn on every mission start/load Tweaked: Name for savegame namespace -> adapts automaticly to worldName Tweaked: Revive settings: BI Revive is enabled by default. Disable it, when you use ACE Tweaked: Config, as some apex classnames were missing. Thanks to Applejakerie Fixed: UAV unconnectable after player death. Thanks to veteran29 Fixed: Missing batteries with Apex laser designators. Thanks to veteran29 Fixed: Enemy weapon dance. Thanks to kaso2mod Fixed: Non vanilla paratroopers don't have a parachute Fixed: Enemy jets sometimes spawn on the ground instead flying Fixed: Empty ACE medical crate was empty and couldn't be recycled I'm very confident, that I'll implement all the other planned features till planned release of 0.95 in the second half of May. You can have a look in the new features with the experimental missionfile (link below), or if you join the public server from @jus61: Name: KP Liberation by www.killahpotatoes.de IP: 213.133.110.170 Port: 2302 Needed Mods: None Admin: jus61 I would very appreciate feedback, suggestions, contributions, bug reports, etc. Experimental 0.95 Missionfile 1 Share this post Link to post Share on other sites
sowens 71 Posted April 24, 2017 More than a few hours and no bugs yet. 2 Share this post Link to post Share on other sites
sowens 71 Posted April 25, 2017 I answered my own question and the gui designer isn't fun So I am interested in adding more mission types. I have building them down ok, but I sure don't know how to fiddle with UI's. Is there a tool out like a gui that designs them? I have destroy headquarters, sam sites, artillery sites, mortar teams, etc that I am working on but adding them seems to be a pita. Is the link https://community.bistudio.com/wiki/User_Interface_Editor_(Arma_3) what I am looking for here to make a new one or edit the one there? and I probably put this in the wrong forum...sorry Share this post Link to post Share on other sites
Wyqer 305 Posted April 26, 2017 This is the right one, yes. Share this post Link to post Share on other sites
porast 2 Posted April 26, 2017 A weird question maybe: Even if I play without mods, the enemies are looking like mercenaries, not like soldiers from a big army (Russia). They wear bad vests with less protection e. g. That was not like this with the normal Liberation. Did you change something in this way? And is it easy to change it again? Best regards Share this post Link to post Share on other sites
Wyqer 305 Posted April 26, 2017 Which map do you play? And maybe you attacked a city, which is more often defended by milita forces then by regular military. This behaviour was "always" part of Liberation, no changes there. Share this post Link to post Share on other sites
D-man9000 6 Posted April 26, 2017 Yeah, this is functionality from the original Lib, where it would load RHS equipment onto whatever guys are spawned. Just vests and guns, mainly. I think it was the loadout scripts, if I'm not mistaken. Military bases and reinforcements are your big boy army types. Share this post Link to post Share on other sites
Wyqer 305 Posted April 27, 2017 A small preview of the upcoming production settings for captured sectors. This menu is available for the commander. He can change which resources should be produced in each city or factory sector. 1 Share this post Link to post Share on other sites
Veren 10 Posted April 27, 2017 @Wyqer There will be english translation, right? Share this post Link to post Share on other sites
sowens 71 Posted April 27, 2017 I don't know if your interested in it or not, but Im working on AI Halo and on call AI support (AH6 circles providing cover). The support cost resources, fuel and ammo, or will if I can ever figure out the gui creation. Share this post Link to post Share on other sites
Wyqer 305 Posted April 27, 2017 @Veren Sure, already done. I always write english and german strings for the stringtable. But as I play and work in german, I don't change the language just for one picture. And I suppose, that everybody can get the basic idea about the menu and which informations are provided. @sowens If you've finished your implementation, you can let me have a look, sure. Share this post Link to post Share on other sites
Wyqer 305 Posted April 28, 2017 New experimental missionfile The production system is "finished", so here is the next experimental missionfile for testing purpose. I've tested it on my side and everything work as intended. But sure I can't test all possible situations. So I would really appreciate your help again for testing and reporting of any encountered bugs or strange behaviours. If you use this missionfile you need to wipe your save! Intended behaviour: The commander can open the production setting menu, when he is at a FOB and at least one factory or city (not capital) is captured. In the menu you see some informations and can choose what kind of resource should be produced (changing this will reset the production timer). The "Facilities available" area is already functional at displaying the informations, but the functionality behind this information isn't implemented yet. You can adjust the production time in the kp_liberation_config.sqf and it will also be affected by the resource multiplier parameter. The production starts only, when you've build a storage area at the sector. You can build the storage area when: You've build permission, you're inside a radius of 125m around the sector marker and if there is not already a storage area at the sector. At the moment the area will be build directly where you stay. The direction is set to the direction you're looking at (so if you unload crates they will be placed in that direction you're looking). This will be changed later. Military sectors won't spawn crates anymore. Factory and city sectors will spawn a random amount of crates, each with a random resource, once. (1 - 3, also affected by resource multiplier) Download the missionfile Share this post Link to post Share on other sites
sowens 71 Posted April 28, 2017 Hell ya I am on it! Share this post Link to post Share on other sites
Huski_ 1 Posted April 28, 2017 Looks good, I'll have to try this on my testhost. Share this post Link to post Share on other sites
sowens 71 Posted April 28, 2017 thru in an ace ai medic script and it made it a lot better for single/small groups. The ai medics can pick us up and other ai if they aren't dead. Really digging the changes now. Share this post Link to post Share on other sites
sowens 71 Posted April 28, 2017 Trying this with the LDH this time and it works locally and doesn't on the server. Probably on my end though. Share this post Link to post Share on other sites
Wyqer 305 Posted April 28, 2017 @sowens Ensure that you load the atlas mod on server and clientside. Share this post Link to post Share on other sites
sowens 71 Posted April 28, 2017 Yes I have that and re-verified my steam and nothing. Probably the server or an addon. Share this post Link to post Share on other sites
Wyqer 305 Posted April 28, 2017 Consider joining the discord. Then we (all the others and I) can help you surely faster with your issue. And we won't use the thread as kind of "chatroom" ^^ 1 Share this post Link to post Share on other sites
lerbert 10 Posted April 30, 2017 Hi Great mission! Couple questions: Do we have any "getting started" documentation etc? I'm struggling a bit how to start the whole mission (what to do first etc.) Do you see any possible conflicts if I add Alive Module(s). Transportation is something in my mind.. Thanks, Lerbert Share this post Link to post Share on other sites
sowens 71 Posted April 30, 2017 There should be a How to Play button in game that is pretty extensive. I added some ALIVE functions and it was alright, although a lot slower to load. Share this post Link to post Share on other sites
jingols 10 Posted April 30, 2017 Where do I find the file that includes all the starting parameters in the mission pbo? And is it possible to have no restrictions on Arsenal equipment so everyone can take everything? Share this post Link to post Share on other sites
Veren 10 Posted April 30, 2017 @jingols The file for parameters is "mission_params.hpp" located in "ui" folder. The latter I unfortunately don't know. Share this post Link to post Share on other sites