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[MP][CTI-COOP] Liberation (continued)

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AR-2 DARTER

 

We have built the flight control and the helipad.  I purchased an AR-2 Darter used it on a mission and flew it back to the FOB,  Had to restart the dedicated server and when I reconnected the DArter was not there.  Should it have been saved?

 

Thanks

Eric

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Aye I think it should have been. Thanks for this information, will look into it later and get back to you. 

 

Sorry for that!

Happy playing otherwise. :D

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On ‎17‎/‎06‎/‎2017 at 0:45 PM, Applejakerie said:

Hey there @subs17.

 

Unfortunately, this isn't really what Liberation is designed to be, it's a dynamic PvE experience, not a PvP one. Although this idea has been thrown around in the past (and it is a great idea), I'm not sure it would be produced by KP. However, everyone should know that the community is more than welcome to work with the base code to produce their own versions and designs, I would look forward to a PvP Liberation myself but the amount of changes necessary would be a lot of work, not some "light project". 

 

I hope this doesn't disappoint, 

happy playing!

I was not referring to a PvP mission just simply a Red version of Liberation so you can use the other teams weapons. If you've ever tried Evolution Red it is quite fun and challenging using Russian weapons vs US AI.

 

BTW regarding Salvage depots perhaps these could be setup to also repair vehicles as well as salvage? Just a note on Liberation Sahrani there are several copies in the build for soldiers:

rifleman

rifleman M136

machine gunner

marksman

sniper m107

 

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1 hour ago, subs17 said:

I was not referring to a PvP mission just simply a Red version of Liberation so you can use the other teams weapons. If you've ever tried Evolution Red it is quite fun and challenging using Russian weapons vs US AI.

 

BTW regarding Salvage depots perhaps these could be setup to also repair vehicles as well as salvage? Just a note on Liberation Sahrani there are several copies in the build for soldiers:

rifleman

rifleman M136

machine gunner

marksman

sniper m107

 

 

Hey, sorry for misunderstanding there. 

 

There are actually versions available across the workshop where some have made the edit you're looking for, currently we've no "official" changes and/or presets as other priorities are up there to be completed first but I don't believe the necessary edits are too difficult. All I can tell you is kp_liberation_config.sqf side values are a good place to start. That's a good idea regarding Salvage Depots, here is where you should post any suggestions if you want a solid answer. Have you tried both those infantry "copies"? I believe you're referring to your usual US Army infantry as well as the Marine Corp, I'll post the array for you to see specifically which entry is what infantry type.

 

Happy playing. :))

 

infantry_units = [
	["rhsusf_army_ocp_riflemanl",15,0,0],								//Rifleman (Light)
	["rhsusf_army_ocp_rifleman",20,0,0],								//Rifleman
	["rhsusf_army_ocp_riflemanat",30,0,0],								//Rifleman (AT)
	["rhsusf_army_ocp_grenadier",25,0,0],								//Grenadier
	["rhsusf_army_ocp_autorifleman",25,0,0],							//Autorifleman
	["rhsusf_army_ocp_machinegunner",35,0,0],							//Heavygunner
	["rhsusf_army_ocp_marksman",30,0,0],								//Marksman
	["rhsusf_army_ocp_javelin",50,10,0],								//AT Specialist
	["rhsusf_army_ocp_aa",50,10,0],										//AA Specialist
	["rhsusf_army_ocp_medic",30,0,0],									//Combat Life Saver
	["rhsusf_army_ocp_engineer",30,0,0],								//Engineer
	["rhsusf_army_ocp_explosives",30,0,0],								//Explosives Specialist
	["rhsusf_usmc_recon_marpat_d_rifleman",20,0,0],						//Recon Rifleman
	["rhsusf_usmc_recon_marpat_d_rifleman_at",30,0,0],					//Recon Rifleman (AT)
	["rhsusf_usmc_recon_marpat_d_machinegunner_m249",25,0,0],			//Recon Autorifleman
	["rhsusf_usmc_recon_marpat_d_machinegunner",35,0,0],				//Recon Machine Gunner
	["rhsusf_usmc_recon_marpat_d_marksman",30,0,0],						//Recon Marksman
	["rhsusf_usmc_recon_marpat_d_sniper_M107",70,5,0],					//Recon Sniper (M107)
	["rhsusf_army_ocp_sniper",70,5,0],									//Sniper
	["rhsusf_army_ocp_sniper_m107",70,5,0],								//Sniper (M107)
	["rhsusf_army_ocp_sniper_m24sws",70,5,0],							//Sniper (M24 SWS)
	["rhsusf_army_ocp_combatcrewman",10,0,0],							//Crewman
	["rhsusf_army_ocp_rifleman_101st",20,0,0],							//Para Trooper
	["rhsusf_army_ocp_helicrew",10,0,0],								//Helicopter Crew
	["rhsusf_army_ocp_helipilot",10,0,0],								//Helicopter Pilot
	["rhsusf_airforce_jetpilot",10,0,0]									//Pilot
];

 

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If you basicly swap the sides in the kp_liberation_config.sqf and create a unit preset with the classnames for a east vs. west it should work as intended.

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Released 0.954

 

Changelog updated in the first post

  • Like 1

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The RHS birds burn a lot of fuel. Anyway to change this in the config files?

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Possible logistic issue

 

Using the 0.954 version with the RHS/ACE preset and with the AI Logistics Module enabled.

 

Connected to the server and the first thing I did was check the Logistic Overview.  Our few towns/factories all had AI routes set to deliver stuff to my one FOB.   Later in the evening we lost one of our towns (Almyra, the last town we had captured) and I was expecting to see in the Logistics Overview that the HOTEL route would be Status:Standby but it was somehow set to deliver the same as my GOLF route.

 

I know you can't set 2 routes to the same places but this is what I had in my Logistics Overview.

 

Golf - Destination A (Gatolia) - Destination B (FOB Alpha)  Ammo -87900

Hotel - Destination A (Gatolia) - Destination B (FOB Alpha)  Ammo - 89300

 

Before we lost the town the Hotel route was Destination A (Almyra) - Destination B (FOB) Alpha.

 

If you need any more info just let me know.

 

Thanks

Eric

 

 

 

 

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You can adjust the fuel consumption rates in the kp_liberation_config.sqf

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@eric963

Oh, yeah that is something I didn't catch. Will fix it for the next update, many thanks for the hint that I've forgotten something :)

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the server finds "no longer existing" vehicles in mission.sqm (2) when loading current version of X-Cam-Taunus. appearently it's because currently downloadable version of X-Cam-Taunus is v2.7 while the required version is v1.1 ... or may be something else ?

 

what are the future plans of following X-Cam-Taunus updates ? (sorry if this has already been asked)

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well the zip file I got it from is named "Taunus_V2.7z" may be its a kind of "alternative versioning" ?

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ok nevermind guess I misunderstood it ... but I am still getting those "no longer existing vehicles" when loading the map it should be caused by something else then ...

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Did you tried it with the workshop taunus version?

The zipfile is named like that, true.

Some kind of confusing, as everywhere is written 1.1 as version and also the workshop object stated that one.

Maybe @silola can really say something to clarify that confusion.

 

If you try the workshop version and still get the error, then there could be an error somewhere else, yes.

What's the full error message you get?

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I have downloaded it from either of these, not from the steam link:

...

X-Cam-Taunus version 1.1 download links

 

https://drive.google.com/open?id=0B-4tmlxBez6DU01zWXVBbDRrNkk

https://drive.google.com/file/d/0B6v24Dm6_9lxTkllZWhURldCdFE/view?usp=sharing

http://server.grenzschutzgruppe.de/file/Taunus_V2.7z

 

Steam link: http://steamcommunity.com/sharedfiles/filedetails/?id=836147398

...

 

looking into the exact errors gimme some time ...

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ok it's only one single vehicle class and - as I guess - it's the required bwmod ?

 

here's the exact error message :

 

...

10:43:47 Reading mission ...
10:43:47 mpmissions\__cur_mp.xcam_taunus\mission.sqm/Mission/Entities/Item66.type: Vehicle class Land_BarGate2 no longer exists
10:43:47 Mission kp_liberation.xcam_taunus read from bank.
10:43:48 Roles assigned.

...

 

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No, the BWMod don't have land assets. It's needed in the preconfigured version as the taunus version of liberation uses the BW Mod Unit preset.

You're running also CUP Core and CUP Maps, right?

 

I didn't have that issue when loading the mission. It would also complain if I open the mission in the editor with the "needed mods" and there would be some object which can't be loaded.

 

The mission should run fine. There would only one bargate missing somewhere ^^

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sure I wouldn't jump into this without CUP terrains (complete), all other maps I've tested work (e.g. Tanoa, Chernarus), only this has the issue.

 

thanx for your answer anyways trying to check everything on my end then.

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Had a look in the editor.

The object you're having issues with is a wooden door at chimera base. Southeast of the base next to the medical tent.

And concerning the informations in the editor it's an asset from CUP.

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my recent theory is that I have the latest CUP version, which is 1.3.0, while taunus map requires CUP 1.2.0 .

 

... which theory could only get proven by re-downloading 1.2.0  ...

 

taunus map should be adjusted to the latest CUP, that's the final conclusion.

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That's the wrong direction, sorry.

the object is a handplaced object in the chimera base (which is manually placed on the map via editor).

Therefore it's normal CUP content and not related to any dependencies of the Taunus map to CUP.

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I swear on whatever u want that I didn't touch the mission, didn't even extract the pbo lol :eh:

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