sowens 71 Posted April 30, 2017 1 minute ago, jingols said: 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? mission_Params.hpp in the ui folder for parameters. The KP_liberation_arsenal = ; in kp_liberation_config.sqf in your main directory of the mission (it's not in a folder). It gives you values up above it for arsenal presets. Share this post Link to post Share on other sites
jingols 10 Posted April 30, 2017 (edited) 1 hour ago, sowens said: mission_Params.hpp in the ui folder for parameters. The KP_liberation_arsenal = ; in kp_liberation_config.sqf in your main directory of the mission (it's not in a folder). It gives you values up above it for arsenal presets. That was fast. Thanks! Edit: I'm using the blacklist preset and leave everything empty, but ingame (local server) it still prevents me from taking most of the mod items (RHS, VSM etc.). Is there an easy way to just put no restrictions on the arsenal? Edited April 30, 2017 by jingols Share this post Link to post Share on other sites
porast 2 Posted April 30, 2017 On 26.4.2017 at 6:19 PM, Wyqer said: 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. Okay, so it seems to be my fault, sorry. You are right, everything is good now. Allow me some other questions: Is it able to disable tanks and armored vehicles for OPFOR? Sometimes I want to play only with 3-5 people. And it works very good (the option to adjust the enemies in relation to BLUFOR is enabled), but sometimes there are only 10 men but then there come 2 tanks ... Or do you recommend another mission to play with a small group? The basics of your mission are great, I likes DUWS too. Okay, things like resources e. g. are not important for me, I want to be free what we are able to do. But the construction with the dynamic hostile zones ... great. Share this post Link to post Share on other sites
Wyqer 305 Posted April 30, 2017 @porast I want to relay that to @zbug, because he's the creator of the basic mission. I've only picked up the maintenance and development. :) Liberation is more fore a larger scale, that's right. If you want to try some kind of equal missions I would recommend to have a look at "Antistasi" or "Dynamic Recon Ops". Also great ones, so have a look. :) Share this post Link to post Share on other sites
porast 2 Posted May 1, 2017 Okay, thank you. Dynamic Recon Ops looks good too, Dynamic Combat Ops maybe is an option too. Advantage of Liberation is, it is easy and authentic to use the USS Nimitz (and USS Freedom soon). Disable tanks for OPFOR is not as easy as I hoped (@liberation), is it? Share this post Link to post Share on other sites
Wyqer 305 Posted May 1, 2017 Yeah, I'll implement the Freedom for 0.95 :) and you can "easily" disable tanks. In the presets you just have to delete the tank classnames in the enemy arrays and you won't have tanks at the enemy side. Share this post Link to post Share on other sites
porast 2 Posted May 1, 2017 Oh that is great, thanks. I do not know so much about all of this but I am willing to test around repeatedly. Unfortunately the performance of Dynamic Combat Ops and Recon Ops is really bad, even if I reduce the number of the enemies. Best regards. Share this post Link to post Share on other sites
griffz 1 Posted May 2, 2017 very impressive work. a great mission. i playing right now chernarus version with enterable building. it seems there is no civil traffic and civil parked car. is this problem known ? edit: nevermind, there IS civil traffic on chernarus ;) Share this post Link to post Share on other sites
griffz 1 Posted May 2, 2017 On 01/05/2017 at 7:40 PM, porast said: Oh that is great, thanks. I do not know so much about all of this but I am willing to test around repeatedly. Unfortunately the performance of Dynamic Combat Ops and Recon Ops is really bad, even if I reduce the number of the enemies. Best regards. you should try to play with a dedicated server. with a quad core cpu , it's better than hosting mission from your own game client. run a client PLUS a dedicated one the same computer. RAM hungry but faster . Share this post Link to post Share on other sites
griffz 1 Posted May 3, 2017 (edited) a better preset for pure rhs on chernarus . i added MRAP and smaw soldier too. only engineer is still desert camo , because rhs marpat woodland engineer... doesnt have toolkit . file kp_liberation.Chernarus\presets\rhs.sqf: Spoiler Quote // This file allows you to add content to the mission without conflict issues after each update of the original classnames.sqf // If you want more modifications to be supported by this file, let's discuss it on the forums. // REQUIRED MODS FOR THIS PRESET: // CBA A3 // FA-18 Super Hornet // RHS: Armed Forces of the Russian Federation // RHS: United States Forces // *** SUPPORT STUFF *** // Setting a value here will overwrite the original value found from the mission. Do that if you're doing a total conversion. // Each of these should be unique, the same classnames for different purposes may cause various unpredictable issues with player actions. Or not. Just don't try. FOB_typename = "Land_Cargo_HQ_V1_F"; // Default "Land_Cargo_HQ_V1_F"; FOB_box_typename = "B_Slingload_01_Cargo_F"; // Default "B_Slingload_01_Cargo_F"; FOB_truck_typename = "B_Truck_01_box_F"; // Default "B_Truck_01_box_F"; Arsenal_typename = "B_supplyCrate_F"; // Default "B_supplyCrate_F"; Respawn_truck_typename = "rhsusf_m113_usarmy_medical"; // Default "B_Truck_01_medical_F"; huron_typename = "RHS_CH_47F"; // Default "B_Heli_Transport_03_unarmed_F"; ammobox_b_typename = "Box_NATO_AmmoVeh_F"; // Default "Box_NATO_AmmoVeh_F"; ammobox_o_typename = "Box_East_AmmoVeh_F"; // Default "Box_East_AmmoVeh_F"; opfor_ammobox_transport = "O_Truck_03_transport_F"; // Default "O_Truck_03_transport_F"; // Make sure this thing can transport ammo boxes (see box_transport_config down below) otherwise things will break commander_classname = "B_officer_F"; // Default "B_officer_F" crewman_classname = "B_crew_F"; // Default "B_crew_F"; pilot_classname = "B_Helipilot_F"; // Default "B_Helipilot_F"; KP_liberation_little_bird_classname = "RHS_MELB_MH6M"; // Default "B_Heli_Light_01_F" // classname of little birds that spawn on the lhd or chimera base // *** FRIENDLIES *** // Each array below represents one page of the build menu // Format : [ "classname", manpower, ammo, fuel ] // Example : [ "B_APC_Tracked_01_AA_F", 0, 40, 15 ], // If overwrite is set to true, then the extension list will entirely replace the original list defined in classnames.sqf. Otherwise it will be appended to it. // Useful for total conversions to RHS and such, without having to alter the original file. infantry_units_overwrite = true; infantry_units_extension = [ ["rhsusf_usmc_marpat_wd_rifleman_m4",2,0,0], ["rhsusf_usmc_marpat_wd_grenadier",3,0,0], ["rhsusf_usmc_marpat_wd_autorifleman_m249",3,0,0], ["rhsusf_socom_marsoc_sarc",3,0,0], ["rhsusf_usmc_recon_marpat_wd_marksman_lite",3,0,0], ["rhsusf_army_ucp_engineer",3,0,0], ["rhsusf_usmc_marpat_wd_smaw",3,0,0], ["rhsusf_usmc_marpat_wd_javelin",4,0,0], ["rhsusf_usmc_marpat_wd_machinegunner",5,0,0], ["rhsusf_usmc_recon_marpat_wd_rifleman_lite",4,0,0], ["rhsusf_usmc_recon_marpat_wd_sniper_M107",5,0,0], ["rhsusf_usmc_marpat_wd_stinger",5,10,0], ["rhsusf_usmc_marpat_wd_combatcrewman",1,0,0], ["rhsusf_usmc_marpat_wd_helipilot",1,0,0] ]; light_vehicles_overwrite = true; light_vehicles_extension = [ ["B_Quadbike_01_F",0,0,2], ["rhsusf_m1025_w",0,0,5], ["rhsusf_m1025_w_m2",0,40,5], ["rhsusf_m1025_w_mk19",0,60,5], ["rhsusf_rg33_usmc_wd",0,0,8], ["rhsusf_rg33_m2_usmc_wd",0,40,8], ["B_Truck_01_transport_F",0,0,8], ["B_Truck_01_covered_F",0,0,8], ["B_Truck_01_medical_F",5,0,8], ["B_Boat_Transport_01_F",0,0,5], ["B_Boat_Armed_01_minigun_F",0,80,15] ]; heavy_vehicles_overwrite = true; heavy_vehicles_extension = [ ["rhsusf_m113_usarmy",0,70,10], ["rhsusf_m113_usarmy_MK19",0,90,10], ["RHS_M6_wd",0,200,15], ["RHS_M2A2_wd",0,220,15], ["RHS_M2A3_BUSKIII_wd",0,240,15], ["rhsusf_m1a2sep1wd_usarmy",0,400,20], ["rhsusf_m1a2sep1tuskiiwd_usarmy",0,500,25], ["rhsusf_m109_usarmy",0,2000,30] ]; air_vehicles_overwrite = true; air_vehicles_extension = [ ["RHS_MELB_MH6M",0,0,10], ["RHS_MELB_AH6M_L",0,160,10], ["RHS_UH60M_MEV2",15,0,15], ["RHS_UH60M",0,120,12], ["RHS_AH1Z",0,1000,30], ["RHS_AH64D_wd",0,1200,40], ["RHS_A10",0,2000,50], ["JS_JC_FA18E",0,3000,50], ["JS_JC_FA18F",0,3200,50], ["B_UAV_01_F",0,0,5], ["B_UAV_02_F",0,500,20], ["B_UAV_02_CAS_F",0,600,20] ]; static_vehicles_overwrite = true; static_vehicles_extension = [ ["B_HMG_01_F",0,20,0], ["B_HMG_01_high_F",0,20,0], ["B_GMG_01_F",0,40,0], ["B_GMG_01_high_F",0,40,0], ["B_static_AA_F",0,50,0], ["B_static_AT_F",0,60,0], ["B_Mortar_01_F",0,120,0] ]; buildings_overwrite = true; buildings_extension = [ ["Land_Medevac_house_V1_F",0,0,0], ["Land_Medevac_HQ_V1_F",0,0,0], ["Land_CncBarrierMedium4_F",0,0,0], ["Land_CncWall4_F",0,0,0], ["Land_CncShelter_F",0,0,0], ["Land_HBarrier_5_F",0,0,0], ["Land_HBarrierBig_F",0,0,0], ["Land_HBarrierWall6_F",0,0,0], ["Land_HBarrierWall_corner_F",0,0,0], ["Land_HBarrierTower_F",0,0,0], ["Land_BagBunker_Large_F",0,0,0], ["Land_BagBunker_Small_F",0,0,0], ["Land_BagBunker_Tower_F",0,0,0], ["Land_PortableLight_single_F",0,0,0], ["Land_PortableLight_double_F",0,0,0], ["CamoNet_BLUFOR_open_F",0,0,0], ["CamoNet_BLUFOR_big_F",0,0,0], ["Land_Cargo_House_V1_F",0,0,0], ["Land_Cargo_Patrol_V1_F",0,0,0], ["Flag_NATO_F",0,0,0], ["Flag_RedCrystal_F",0,0,0], ["Flag_White_F",0,0,0], ["Land_HelipadSquare_F",0,0,0], ["Land_Razorwire_F",0,0,0], ["Land_BagFence_Round_F",0,0,0], ["Land_ToolTrolley_02_F",0,0,0], ["Land_WeldingTrolley_01_F",0,0,0], ["Land_GasTank_02_F",0,0,0], ["Land_Workbench_01_F",0,0,0], ["Land_WaterTank_F",0,0,0], ["Land_WaterBarrel_F",0,0,0], ["Land_MetalCase_01_large_F",0,0,0], ["CargoNet_01_box_F",0,0,0], ["Land_CampingChair_V1_F",0,0,0], ["Land_CampingChair_V2_F",0,0,0], ["Land_CampingTable_F",0,0,0], ["MapBoard_altis_F",0,0,0], ["Land_Metal_rack_Tall_F",0,0,0], ["PortableHelipadLight_01_blue_F",0,0,0], ["Land_DieselGroundPowerUnit_01_F",0,0,0], ["Land_Pallet_MilBoxes_F",0,0,0], ["Land_PaperBox_open_full_F",0,0,0], ["Land_ClutterCutter_large_F",0,0,0] ]; support_vehicles_overwrite = true; // If you're going to overwrite this, make sure you have at least Arsenal_typename, Respawn_truck_typename, FOB_box_typename and FOB_truck_typename in there support_vehicles_extension = [ [Arsenal_typename,10,0,0], [Respawn_truck_typename,20,0,8], [FOB_box_typename,30,400,0], [FOB_truck_typename,30,400,5], ["ACE_medicalSupplyCrate_advanced",5,0,0], ["ACE_Box_82mm_Mo_HE",5,40,0], ["ACE_Box_82mm_Mo_Smoke",5,10,0], ["ACE_Box_82mm_Mo_Illum",5,10,0], ["B_APC_Tracked_01_CRV_F",0,30,10], ["rhsusf_M977A4_REPAIR_usarmy_wd",10,0,5], ["rhsusf_M978A4_usarmy_wd",10,0,25], ["rhsusf_M977A4_AMMO_usarmy_wd",10,100,5], ["B_Slingload_01_Repair_F",5,0,0], ["B_Slingload_01_Fuel_F",5,0,20], ["B_Slingload_01_Ammo_F",5,80,0], ["Box_NATO_AmmoVeh_F",0,154,0], ["Box_East_AmmoVeh_F",0,115,0] ]; // All the UAVs must be declared here, otherwise there shall be UAV controlling issues. Namely: you won't be able to control them. uavs = [ "B_UAV_01_F", "B_UAV_02_F", "B_UAV_02_CAS_F" ]; // Pre-made squads for the commander build menu. These shouldn't exceed 10 members. // Light infantry squad blufor_squad_inf_light = [ "rhsusf_usmc_marpat_wd_squadleader", "rhsusf_usmc_marpat_wd_teamleader", "rhsusf_usmc_marpat_wd_grenadier", "rhsusf_usmc_marpat_wd_autorifleman_m249", "rhsusf_usmc_marpat_wd_grenadier", "rhsusf_socom_marsoc_sarc", "rhsusf_usmc_marpat_wd_javelin", "rhsusf_usmc_marpat_wd_rifleman_m4", "rhsusf_usmc_marpat_wd_rifleman_m4" ]; // Heavy infantry squad blufor_squad_inf = [ "rhsusf_usmc_marpat_wd_squadleader", "rhsusf_usmc_marpat_wd_teamleader", "rhsusf_usmc_marpat_wd_autorifleman_m249", "rhsusf_usmc_marpat_wd_machinegunner", "rhsusf_socom_marsoc_sarc", "rhsusf_usmc_marpat_wd_grenadier", "rhsusf_usmc_marpat_wd_javelin", "rhsusf_usmc_marpat_wd_javelin", "rhsusf_usmc_marpat_wd_rifleman_m4", "rhsusf_usmc_recon_marpat_wd_marksman_lite" ]; // AT specialists squad blufor_squad_at = [ "rhsusf_usmc_marpat_wd_squadleader", "rhsusf_usmc_marpat_wd_javelin", "rhsusf_usmc_marpat_wd_javelin", "rhsusf_usmc_marpat_wd_javelin", "rhsusf_socom_marsoc_sarc", "rhsusf_usmc_marpat_wd_rifleman_m4" ]; // AA specialists squad blufor_squad_aa = [ "rhsusf_usmc_marpat_wd_squadleader", "rhsusf_usmc_marpat_wd_stinger", "rhsusf_usmc_marpat_wd_stinger", "rhsusf_usmc_marpat_wd_stinger", "rhsusf_socom_marsoc_sarc", "rhsusf_usmc_marpat_wd_rifleman_m4" ]; // Force recon squad blufor_squad_recon = [ "rhsusf_usmc_recon_marpat_wd_teamleader_lite", "rhsusf_usmc_recon_marpat_wd_rifleman_lite", "rhsusf_usmc_recon_marpat_wd_rifleman_lite", "rhsusf_usmc_recon_marpat_wd_autorifleman_lite", "rhsusf_usmc_recon_marpat_wd_machinegunner_m249_lite", "rhsusf_usmc_recon_marpat_wd_rifleman_lite", "rhsusf_usmc_recon_marpat_wd_marksman_lite", "rhsusf_usmc_recon_marpat_wd_marksman_lite", "rhsusf_usmc_recon_marpat_wd_rifleman_lite" ]; // Paratroopers squad blufor_squad_para = [ "rhsusf_usmc_marpat_wd_rifleman_m4_101st", "rhsusf_usmc_marpat_wd_rifleman_m4_101st", "rhsusf_usmc_marpat_wd_rifleman_m4_101st", "rhsusf_usmc_marpat_wd_rifleman_m4_101st", "rhsusf_usmc_marpat_wd_rifleman_m4_101st", "rhsusf_usmc_marpat_wd_rifleman_m4_101st", "rhsusf_usmc_marpat_wd_rifleman_m4_101st", "rhsusf_usmc_marpat_wd_rifleman_m4_101st", "rhsusf_usmc_marpat_wd_rifleman_m4_101st", "rhsusf_usmc_marpat_wd_rifleman_m4_101st" ]; // *** BADDIES *** // All OPFOR infantry. Defining a value here will replace the default value from the original mission. opfor_sentry = "rhs_msv_emr_rifleman"; opfor_rifleman = "rhs_msv_emr_rifleman"; opfor_grenadier = "rhs_msv_emr_grenadier"; opfor_squad_leader = "rhs_msv_emr_efreitor"; opfor_team_leader = "rhs_msv_emr_efreitor"; opfor_marksman = "rhs_msv_emr_marksman"; opfor_machinegunner = "rhs_msv_emr_machinegunner"; opfor_heavygunner = "rhs_msv_emr_arifleman"; opfor_medic = "rhs_msv_emr_medic"; opfor_rpg = "rhs_msv_emr_LAT"; opfor_at = "rhs_msv_emr_at"; opfor_aa = "rhs_msv_emr_aa"; opfor_officer = "rhs_msv_emr_officer"; opfor_sharpshooter = "rhs_msv_emr_marksman"; opfor_sniper = "rhs_msv_emr_marksman"; opfor_engineer = "rhs_msv_emr_engineer"; opfor_paratrooper = "rhs_vdv_recon_rifleman_scout"; // OPFOR Vehicles to be used in secondary objectives opfor_mrap = "rhs_tigr_msv"; opfor_mrap_armed = "rhs_tigr_sts_msv"; opfor_transport_helo = "RHS_Mi8mt_Cargo_vvsc"; opfor_transport_truck = "RHS_Ural_Open_MSV_01"; opfor_fuel_truck = "RHS_Ural_Fuel_MSV_01"; opfor_ammo_truck = "rhs_gaz66_ammo_msv"; opfor_fuel_container = nil; opfor_ammo_container = nil; opfor_flag = "rhs_Flag_Russia_F"; // Militia infantry. Soldier classnames the game will pick from randomly militia_squad_overwrite = true; militia_squad_extension = [ "rhs_msv_emr_efreitor", "rhs_msv_emr_machinegunner", "rhs_msv_emr_aa", "rhs_msv_emr_at", "rhs_msv_emr_marksman", "rhs_msv_emr_engineer", "rhs_msv_emr_medic", "rhs_msv_emr_rifleman", "rhs_msv_emr_LAT", "rhs_msv_emr_grenadier" ]; // Militia vehicles to choose from militia_vehicles_overwrite = true; militia_vehicles_extension = [ "rhs_tigr_sts_msv" ]; // All the vehicles that can spawn as sector defenders and patrols opfor_vehicles_overwrite = true; opfor_vehicles_extension = [ "rhs_btr80_msv", "rhs_bmp2d_msv", "rhs_btr80_msv", "rhs_bmp2d_msv", "rhs_btr80_msv", "rhs_bmp2d_msv", "rhs_t90a_tv", "rhs_t90a_tv", "rhs_zsu234_aa", "rhs_tigr_sts_msv", "rhs_tigr_sts_msv", "rhs_tigr_sts_msv" ]; // Same with lighter choices to be used when the alert level is low opfor_vehicles_low_intensity_overwrite = true; opfor_vehicles_low_intensity_extension = [ "rhs_bmp2d_msv", "rhs_btr80_msv", "rhs_btr80_msv", "rhs_tigr_sts_msv", "rhs_tigr_sts_msv", "rhs_tigr_sts_msv" ]; // All the vehicles that can spawn as battlegroup members opfor_battlegroup_vehicles_overwrite = true; opfor_battlegroup_vehicles_extension = [ "rhs_tigr_sts_msv", "rhs_tigr_sts_msv", "rhs_bmp2d_msv", "rhs_btr80_msv", "RHS_Ural_Open_MSV_01", "rhs_t90a_tv", "rhs_t90a_tv", "rhs_zsu234_aa", "RHS_Ka52_vvsc", "RHS_Mi24V_vvsc", "RHS_Mi8mt_Cargo_vvsc", "RHS_Ural_Open_MSV_01" ]; // Same with lighter choices to be used when the alert level is low opfor_battlegroup_vehicles_low_intensity_overwrite = true; opfor_battlegroup_vehicles_low_intensity_extension = [ "rhs_bmp2d_msv", "rhs_btr80_msv", "rhs_tigr_sts_msv", "rhs_tigr_sts_msv", "rhs_tigr_sts_msv", "RHS_Ural_Open_MSV_01", "RHS_Mi8mt_Cargo_vvsc", "RHS_Ural_Open_MSV_01" ]; // All the vehicles that can spawn as battlegroup members (see above) and also hold 8 soldiers as passengers. // If something in here can't hold all 8 soldiers then buggy behaviours may occur opfor_troup_transports_overwrite = true; opfor_troup_transports_extension = [ "rhs_bmp2d_msv", "rhs_btr80_msv", "RHS_Ural_Open_MSV_01", "RHS_Mi24V_vvsc", "RHS_Mi8mt_Cargo_vvsc" ]; // Battlegroup members that will need to spawn in flight. Should be only helos but, who knows opfor_choppers_overwrite = true; opfor_choppers_extension = [ "RHS_Ka52_vvsc", "RHS_Mi24V_vvsc", "RHS_Mi8mt_Cargo_vvsc" ]; // Opfor military aircrafts opfor_air_overwrite = true; opfor_air_extension = [ "RHS_Su25SM_KH29_vvsc" ]; // Other stuff // civilians civilians_overwrite = false; civilians_extension = [ ]; // Civilian vehicles civilian_vehicles_overwrite = false; civilian_vehicles_extension = [ ]; // Everything the AI troups should be able to resupply from ai_resupply_sources_extension = [ "rhsusf_M977A4_AMMO_usarmy_wd" ]; // Everything that can resupply other vehicles vehicle_repair_sources_extension = [ "rhsusf_M977A4_REPAIR_usarmy_wd" ]; vehicle_rearm_sources_extension = [ "rhsusf_M977A4_AMMO_usarmy_wd" ]; vehicle_refuel_sources_extension = [ "rhsusf_M978A4_usarmy_wd" ]; // Elite vehicles that should be unlocked through military base capture. elite_vehicles_extension = [ "RHS_M2A3_BUSKIII_wd", "rhsusf_m1a2sep1wd_usarmy", "rhsusf_m1a2sep1tuskiiwd_usarmy", "rhsusf_m109_usarmy", "RHS_AH1Z", "RHS_AH64D_wd", "RHS_A10", "JS_JC_FA18E", "JS_JC_FA18F", "B_UAV_02_F", "B_UAV_02_CAS_F" ]; // Blacklisted arsenal items such as deployable weapons that should be bought instead // Useless if you're using a predefined arsenal in arsenal.sqf // Classnames of weapons which should not be available in the arsenal blacklisted_from_arsenal_weapons = [ ]; // Classnames of items (optics, uniforms, vests, etc.) which should not be available in the arsenal blacklisted_from_arsenal_items = [ "optic_Nightstalker", "optic_tws", "optic_tws_mg" ]; // Classnames of magazines or explosives which should not be available in the arsenal blacklisted_from_arsenal_magazines = [ ]; // Classnames of backpacks which should not be available in the arsenal blacklisted_from_arsenal_extension = [ ]; // Configuration for ammo boxes transport // First entry: classname // Second entry: how far behind the vehicle the boxes should be unloaded // Following entries: attachTo position for each box, the number of boxes that can be loaded is derived from the number of entries box_transport_config_extension = [ [ "greuh_eh101_gr", -6.5, [0, 4.2, -1.45], [0, 2.5, -1.45], [0, 0.8, -1.45], [0, -0.9, -1.45] ] ]; Edited May 6, 2017 by griffz correction Share this post Link to post Share on other sites
SSG Garcia-506th IR 0 Posted May 3, 2017 @Wyqer Thank you very much for picking up development of Liberation! My whole unit is loving it, we're regularly getting 10-20 people every night playing on it. I had a question. I'm currently attempting to get Altis to work with RHS. I've set the "KP_liberation_preset = 3;", we don't use the FA-18 so I //Commented out the lines, the only other things I've done are enable ACE and change zeus to work fully. No matter what I do I can't seem to get the presets to overwrite the vanilla information in the game. Can you give me an idea on how to force it to do this? Thanks again, CPL Garcia 506th IR Realism Unit EDIT: I was able to make it work by changing the information in classnames.sqf. For some reason when the preset .sqfs are being called it doesn't actually do the overwrite properly. Really odd. Share this post Link to post Share on other sites
Huski_ 1 Posted May 4, 2017 Hey, just throwing the suggestion of having editable times for production in Parameters, this is the one thing the guys I play Liberation with have said on the server. Also a question, does the production still tick along if the server is empty? Share this post Link to post Share on other sites
Applejakerie 45 Posted May 4, 2017 @DirtyG16 Which version are you using? How do you mean they're not overwriting properly? The RHS preset actually still includes some vanilla stock units, such as the crew, pilots, trucks, drones and boats. I'm going to make an update to all of these entries soon as well as the rest of, and other, preset file(s). Price changes and enemy spawn changes will be more "suitable" and "gritty" respectively. Also, the F/A-18, if you don't load the mod server-side then clients will not be able to use it, so the variable will not show in the build list regardless. No need to comment it out is all I mean to say. I will also remove the vanilla crew, pilots for RHS, the trucks once their ammo box config has been worked out and add the US Mk.V SOCOM boat. @Huski_ The production time in the latest 0.95 is available for edit within the kp_liberation_config.sqf file, you still think it should be made a parameter lobby also? Yes, as long as your server config reads persistent = 1; and your server is online, where the mission is started (use an autoinit or be on at each restart to start the mission) then production will continue, as will almost everything else. Correction: The production system does NOT tick unless at least 1 player is online, sorry about that. Share this post Link to post Share on other sites
DieselJC 196 Posted May 4, 2017 7 hours ago, Applejakerie said: @DirtyG16 Which version are you using? How do you mean they're not overwriting properly? The RHS preset actually still includes some vanilla stock units, such as the crew, pilots, trucks, drones and boats. I'm going to make an update to all of these entries soon as well as the rest of, and other, preset file(s). Price changes and enemy spawn changes will be more "suitable" and "gritty" respectively. Also, the F/A-18, if you don't load the mod server-side then clients will not be able to use it, so the variable will not show in the build list regardless. No need to comment it out is all I mean to say. I will also remove the vanilla crew, pilots for RHS, the trucks once their ammo box config has been worked out and add the US Mk.V SOCOM boat. @Huski_ The production time in the latest 0.95 is available for edit within the kp_liberation_config.sqf file, you still think it should be made a parameter lobby also? Yes, as long as your server config reads persistent = 1; and your server is online, where the mission is started (use an autoinit or be on at each restart to start the mission) then production will continue, as will almost everything else. Correction: The production system does NOT tick unless at least 1 player is online, sorry about that. Ok I'm confused..who is continuing work on this..Wyqer or Applejarkie..I thought Wyqer was doing the new KP liberation...or are you both working on this together? I just see some of the scripting is different and dont know if it will crossover old with new. Diesel Share this post Link to post Share on other sites
SSG Garcia-506th IR 0 Posted May 4, 2017 8 hours ago, Applejakerie said: @DirtyG16 Which version are you using? How do you mean they're not overwriting properly? The RHS preset actually still includes some vanilla stock units, such as the crew, pilots, trucks, drones and boats. I'm going to make an update to all of these entries soon as well as the rest of, and other, preset file(s). Price changes and enemy spawn changes will be more "suitable" and "gritty" respectively. Also, the F/A-18, if you don't load the mod server-side then clients will not be able to use it, so the variable will not show in the build list regardless. No need to comment it out is all I mean to say. I will also remove the vanilla crew, pilots for RHS, the trucks once their ammo box config has been worked out and add the US Mk.V SOCOM boat. Liberation 0.94, RHS 0.4.4.2. I set the "KP_liberation_preset = 3;" in the settings file, but it doesn't change any of the units deployed in game, it just uses the stock ones named in classnames.sqf. I figured that out by replacing the huron_type in classnames.sqf to the one from RHS and then it worked properly for that unit. Share this post Link to post Share on other sites
Applejakerie 45 Posted May 4, 2017 1 hour ago, DieselJC said: Ok I'm confused..who is continuing work on this..Wyqer or Applejarkie..I thought Wyqer was doing the new KP liberation...or are you both working on this together? I just see some of the scripting is different and dont know if it will crossover old with new. Diesel Wyqer is KP, he's continuing the mission himself. I've just been helping where I can really. I don't know what you mean by different scripting, my old work is obsolete now and my Github is just a fork repository for Wyqers' work. 41 minutes ago, DirtyG16 said: Liberation 0.94, RHS 0.4.4.2. I set the "KP_liberation_preset = 3;" in the settings file, but it doesn't change any of the units deployed in game, it just uses the stock ones named in classnames.sqf. I figured that out by replacing the huron_type in classnames.sqf to the one from RHS and then it worked properly for that unit. I just took 0.94 from Wyqers' Github, changed to the rhs.sqf preset and hit play. Works a charm unfortunately.Did you make any other edits? Added any units to the rhs.sqf etc? 1 Share this post Link to post Share on other sites
Blackc0bra212 0 Posted May 5, 2017 Awesome :). Big thx for it Share this post Link to post Share on other sites
spaceballs14 0 Posted May 5, 2017 Using TADST, to run a dedicated server for my friends, and have been wondering where the save is. We lost a Liberation mission we had about halfway done, to us playing a different gamemode, and I just want to make sure that doesn't happen again. I was thinking it's within the profiles that TADST makes, for the saved profiles I have, but I could never confirm that. I was wondering where the default location would be, or the name of the file/folder. Let me know if you need the parameters list. Share this post Link to post Share on other sites
Wyqer 305 Posted May 5, 2017 @spaceballs14 The save is inside the profile vars. So for example your server profile name is "A3Server": [serverroot]\A3Server\Users\A3Server\A3Server.vars.Arma3Profile Share this post Link to post Share on other sites
spaceballs14 0 Posted May 5, 2017 14 hours ago, Wyqer said: @spaceballs14 The save is inside the profile vars. So for example your server profile name is "A3Server": [serverroot]\A3Server\Users\A3Server\A3Server.vars.Arma3Profile Ah I found it! Thank you! Share this post Link to post Share on other sites
Wyqer 305 Posted May 6, 2017 International KP Liberation Session As we're playing every wednesday evening (7pm CEST) our weekly Liberation session with our community and maybe some of you may also be interested in playing Liberation in a kind of military simulation environment, I've thought about a chance to provide it. Our community is mostly german speaking, so the common Liberation sessions are full of players which speak german, so it would be a little bit hard to get international players inside the organization (for example a group or team of only english speaking people, etc.). But maybe, if enough people are interested, I would like to organize a "international Liberation session", where everyone is welcome and all players who participate would speak english. Also the briefing, etc. would be provided in english. I think a day of one weekend would be the best choice for that, as not everybody live in the same timezone and if we choose for example 6pm CEST, for some it would be in the night or during the day, which is more possible on a weekend. You can find any further informations and a poll for a possible date for the first session in this thread on our community website: https://www.killahpotatoes.de/index.php?thread/573-international-kp-liberation-sessions/ 1 Share this post Link to post Share on other sites
porast 2 Posted May 7, 2017 When everybody of my group is dead, so nobody is in a zone we engaged, all enemies are reset immediately. Is it possible to set up a delay or something to prevent this problem? Maybe a few minutes for the last active zone? And: Can I increase the distance, a zone is activated? Share this post Link to post Share on other sites
sowens 71 Posted May 7, 2017 46 minutes ago, porast said: When everybody of my group is dead, so nobody is in a zone we engaged, all enemies are reset immediately. Is it possible to set up a delay or something to prevent this problem? Maybe a few minutes for the last active zone? And: Can I increase the distance, a zone is activated? You could send up a small drone about 900 meters away from the sector your are fighting. As long as it doesn't get shot down, that sector will stay hot. Share this post Link to post Share on other sites
Wyqer 305 Posted May 8, 2017 @porast You can increase the distance in the gameplay_constants.sqf (0.94) or kp_liberation_config.sqf (0.95 dev) Share this post Link to post Share on other sites
TheGeneral2899 19 Posted May 8, 2017 @Wyqer - I've gone ahead and created the port over to Al Rayak a few days ago. More than welcome to steal from me and add it to your workshop / github. Just a note: 1) I manually placed some ACE modules down for my specific squad play style, but you can remove those and then it will be back to the orginial setup. 2) I've added a few of the MRAPs to the vehicle menu 3) Added a few more objects to the building menu. I've also been planning to port to more terrains, so if you have any in mind, happy to help! Feel free to add me on Steam to discuss more. Link to workshop item: https://steamcommunity.com/sharedfiles/filedetails/?id=920034169 Share this post Link to post Share on other sites