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Wyqer

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

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anyone help me increase number of enemies in sectors? me and my friend play a private server we set up just for us and we find it too easy to conquer sectors even if we set the difficulty/aggresivenes/ai limit to the highest.

thanks

Sent from my SM-G935F using Tapatalk

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Just raise the difficulty and deactivate the adaption to player count in the mission parameters.

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Is it possible to allow ANYONE to acces the production and logistic settings? (instead of just the commander) plssss :p

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  On 8/11/2017 at 7:56 PM, zafjr said:

Is it possible to allow ANYONE to acces the production and logistic settings? (instead of just the commander) plssss :p

Yes the commander can enable permissions

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It's not connected with the permissions.

The access to the production and logistic interface is intended restricted to the commander and admin to prevent issues which could occour if players change things in this dialogs "at the same time". It would be very rare and maybe even not happen, but basically the commander leads his troops and manage the resources etc.

If you still want to change it on your own risk, do the edit I told you already in Discord:

 

scripts\client\actions\action_manager.sqf

Remove

&& (player == ([] call F_getCommander) || [] call F_isAdmin)

at the lines 237 and 249

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Hi all,

I've been getting some server .rpt spam when running Liberation on Tanoa on my Linux Dedicated Server. I have the latest version I believe, this is the message I am getting, around 10 or so of them per second:
 

House not found in the list
11:36:44 House 9befe400# 1675109: carrier_01_island_01_f.p3d (to) not found in the operative map
House not found in the list
11:36:44 House 9befe400# 1675109: carrier_01_island_01_f.p3d (from) not found in the operative map

 

Any idea what this might be caused by?

 

Thanks in Advance.

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Any mods running?

Any edits made?

Which version of Liberation?

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  On 8/14/2017 at 3:15 PM, Wyqer said:

Any mods running?

Any edits made?

Which version of Liberation?


Mods Running:

  • CBA
  • ACE3
  • Task Force Arrowhead Radio
  • ShackTac User Interface
  • Advanced Rappelling
  • Advanced Sling Loading
  • Advanced Towing
  • Advanced Urban Rappelling


Edits Made:

  • Added ACE Settings
  • Added Full Zeus Module


Version of Liberation: (According to the Readme)

  • 0.955 

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  On 8/12/2017 at 9:20 PM, Wyqer said:

It's not connected with the permissions.

The access to the production and logistic interface is intended restricted to the commander and admin to prevent issues which could occour if players change things in this dialogs "at the same time". It would be very rare and maybe even not happen, but basically the commander leads his troops and manage the resources etc.

If you still want to change it on your own risk, do the edit I told you already in Discord:

 

scripts\client\actions\action_manager.sqf

Remove

&& (player == ([] call F_getCommander) || [] call F_isAdmin)

at the lines 237 and 249

 

Is there a way to allow only a select number of members access to this?

 

I have slots named "Field Specialist", "Commanding Officer", and "Executive Officer"

I'd like to add those as well as a few others as having only the Admin access to it is really annoying when you're trying to coordinate large scale resource pickups.

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@Rabid Squirrel

Check the server installation.

I can't think of anything at the moment beside of that the server may miss some files.

 

@constance68w

Sure, you can do that without problems. Just a small script change.

 

One way for example:

 

whitelist.sqf

add a new array

KP_liberation_logistic_whitelist = [
	"123456789",
	"987654321"
];

for the entries use the steamIDs of the people who should be able to access the interface.

 

action_manager.sqf

at lines 237 and 249
replace the

&& (player == ([] call F_getCommander) || [] call F_isAdmin)

with

&& ((getPlayerUID player) in KP_liberation_logistic_whitelist)

with this way it wouldn't matter at which slot the player is.

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How come the mission caches over 400 vehicles? It seems to assist with stalling out the mission.

I have not had this issue on Altis but have had the issue a couple of times now on Al Rayak.

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i was trying the mission on malden....

 

 

it seam what ever i do i just spawn a a lighthouse with out gear??

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There is no "caching of vehicles".

The diagnostic marker on the map shows the total amount of vehicles. And "vehicles" in ArmA aren't only vehicles like cars or tanks. Vehicles are also dead bodies, preplaced objects (from enemy bases), ground weaponholder, etc.

So it's all fine with that amount.

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@loopdk
Then you've done an edit which contains a mistake.

Where did you get the missionfile, which version and what edits have you done?

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  On 8/15/2017 at 2:03 PM, Wyqer said:

There is no "caching of vehicles".

The diagnostic marker on the map shows the total amount of vehicles. And "vehicles" in ArmA aren't only vehicles like cars or tanks. Vehicles are also dead bodies, preplaced objects (from enemy bases), ground weaponholder, etc.

So it's all fine with that amount.

Is there no cleanup script in place for removing bodies and such?

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It is, sure. But on Al Rayak for example are many "custom preplaced enemy bases", as the map didn't has much military sites. And each sandbag, wall or camo net is a vehicle.

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  On 8/15/2017 at 2:14 PM, Wyqer said:

It is, sure. But on Al Rayak for example are many "custom preplaced enemy bases", as the map didn't has much military sites. And each sandbag, wall or camo net is a vehicle.

What map would you say has the least amount of preplaced bases?

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I think Altis, Takistan or Sahrani

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  On 8/15/2017 at 2:19 PM, Wyqer said:

I think Altis, Takistan or Sahrani

Is the Sahrani version "United Sahrani"?

Just realised its the SMD Sahrani

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No, it's not the united state of the map, because in the united version the bases are mostly damaged and destroyed, which are placed on the map by default. Also the borderwall in the central city would be gone in the united variant.

Sahrani and United Sahrani are the exact same map size and only some small details are different between them, as they are not different maps, they are only two "time states" of the same map.

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  On 8/15/2017 at 2:04 PM, Wyqer said:

@loopdk
Then you've done an edit which contains a mistake.

Where did you get the missionfile, which version and what edits have you done?

I downloadet from github and upload to oure server...

 

Malden edition 

## Current version : 0.955

 

https://github.com/Wyqer/kp_liberation/releases/download/v0.955/kp_liberation.Malden.rar

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Is there a way to set how long the sector stays active or is the only solution to mess with the distance?

 

// Range to activate a sector.
GRLIB_capture_size = 175;

 

Im assuming this in kp_liberation_config.sqf

would be what im looking for.

Has anyone messed with this setting and have any suggestions as a good distance?

 

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I'm getting this spam:

15:40:18 House dab71a00# 626017: medevac_house_v1_f.p3d (to) not found in the operative map
House not found in the list
15:40:18 House e5819200# 626052: carrier_01_island_01_f.p3d (from) not found in the operative map
House not found in the list

Linux dedi, files are verified. Using russian malden version: https://steamcommunity.com/sharedfiles/filedetails/?id=953479600

Mods: CBA, ACRE2, CUP terrains + Maps + CWA, RHS, some inhouse stuff, TMF

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Why you call it "russian malden version"?

Provide a full server log via hastebin link or something (not just the error)

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