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

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Is anyone having an issue with the Chernarus Liberation after the Huron is destroyed and respaws on the carrier that it keeps exploding?

Eventually it will respawn correctly but seems to be spawning just below the level of the carrier so it explodes..

 

Also shoudlnt the parameters save on the first play so that they dont need to be set each time?

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v0.963 released

  • Added: Some missing RHS vehicles for the ACE medical system.
  • Removed: Provided ACE settings, as they are not used anymore since the last ACE update.
  • Tweaked: Arsenal blacklist for more compatibility with 3cbBAF. Thanks to Applejakerie
  • Tweaked: Some small tweaks for the Lythium basefile.
  • Tweaked: BWMod Classnames due to the last mod update. Thanks to madpat3
  • Fixed: There was a string key twice in the stringtable.
  • Fixed: Lythium basefile was missing mission name and description in the lobby.
  • Fixed: Issue with building premade squads.
  • Like 2

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Hello again Wyqer. I'm trying to get FRIES added to the transport choppers we're using by default. I'm having no luck on finding where that change should occur. I've tried searching this forum but the search feature seems to be INOP at the moment. Not getting any results. Any help would be greatly appreciated. 

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@sully101x

Have a look at the post in this thread:

These are the two places where you have to add the ace function to add FRIES.

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Before attempting to do this myself, has anyone added a script to allow the changing of pylon loadouts to liberation?

 

With the new dynamic loadouts, a lot of the aircraft that had different loadouts, just come with default ones now.

 

For example, I'd much rather an Apache with 16 radar hellfires, instead of 4 radar, 4 laser and two rocket pods.

 

I know there are scripts for doing this, but I've only enabled them in simple missions with pre-spawned units.

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As far as I know nobody really did that.

You can change the loadouts if you use Zeus with the Achilles Mod or if you play with ACE, which gives the ability to change pylons.

Or you add one of the scripts to the mission by yourself, of course.

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I don't know if anyone else has encountered this... But when you deploy your first FOB and you get the 6 free supplies, if you load them up in the chinook and 'paradrop cargo' them out of the chinook, they disappear and are unable to be collected or used.

 

I haven't tried it with any other supplies I have collected, but it happened twice when I first deployed the FOB which left me with no supplies :(

 

 

 

 

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The "paradrop cargo" is nothing which comes with Liberation. Guess it's RHS or ACE, so I can't say anything about issues with this feature. We recognized this action menu entry also in our sessions, but don't use it.

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Ok cool. 

 

I wasn't using ACE, but I was using CBA, it might be a CBA thing then. 

 

Just wanted to bring it up, thanks. 

 

Otherwise great work, I really like this game mode. :)

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On 16/1/2018 at 6:20 AM, Wyqer said:

You can change the loadouts if you use Zeus with the Achilles Mod or if you play with ACE, which gives the ability to change pylons.

hello! I m not able to see any option in any tabs with zeus...I can go around the map but can't add module,modify or spawn nothing!

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Can someone explain exactly how the commander slot whitelist is supposed to look?

 

// Allowed individual players based on their SteamID64. This is the most secure way to do.
// For example: "76561198016642627"
// To know that information: https://steamid.io/
GRLIB_whitelisted_steamids = [

];

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Hey Wyquer,

Do you think there is a way to change what is available in the arsenal throughout the mission, for example by liberating certain locations?

Thanks in advance.

Best regards,

runy888

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Hey rauny888,

that's possible, of course. But I guess you had hope for a more "change these two values" answer ;). It was already a consideration to implement a kind of "arsenal unlock tiers" via resources or via progress of the campaign. But it didn't made it further as the "first tests". Guess after 0.97 there would be a good and more easy way to implement it via an optional module in the future.

If you're used to SQF, you can add it to the mission. The possibility to code it is given.

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1 minute ago, Wyqer said:

If you're used to SQF, you can add it to the mission. The possibility to code it is given.

Alright I guess I'll have to dig into the code :P Thanks a lot man and I appreciate the work you put into this, the mission really has a lot of possibilities!
Best regards

runy888

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Feel free to join the Discord Server (link nearly everywhere, where you can get Liberation). It's only text and a good place to ask questions if you need something.

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Hi Wyqer, question for you for KP Liberation Altis, for the difficulty, is the difficulty an increase in enemy AI skills, or more enemy, or both?

So far from what me and my small group have come up against with a normal difficulty and we've really only captured like maybe 10 objectives, maybe more,

is a squad or two of infantry, 1-2 Gaz trucks with Pk, and 1-2 BTR's this is the RHS version.

 

I'm looking for more types of enemy to fight, instead of the usual enemy and numbers, do i need to add more classnames for more various types of enemy in terms

of vehicles, armored, air, statics, ect,. or is that done based on what and how much is being captured, and or level of difficulty?

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Hey there,

 

for the first question a small and basic explanation/overview:

Aggressivity -> How often the enemy does something

Difficulty -> How much enemies are present on each event

There is nothing in Liberation anymore which affects the individual skills of an AI unit concerning accuracy, etc.

 

For the second question:

You can add more classnames to the array to have a greater variety of enemy units. The chance of them to spawn is random, so if you put for example 4 times the classname X, 3 times the classname Y and 3 times the classname Z in the array you've a spawn chance of 40% for X, 30% for Y and 30% for Z.

And the important value is the combat readiness percentage ingame. If it raises the array to select enemies from will move from the militia ones to the normal opfor ones for the cities etc. for example.

 

Hope I was able to help you. If not, just keep asking. Or you could join the discord. There are now more than 800 Liberation players (~120-200 online at the same time) on the Discord server, so a good source for answers and help.

  • Thanks 1

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would it be possible to add a "log" feature to the buying function? So that the server adds to its rpt log, everyone who makes a purchase.

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Hey Wyqer,

great mission, absolutely love it. I do have two questions related to modding and two requests, sorry if they've been asked already, I used a keyword search and couldn't find anything.


1.Is it possible to place markers for vehicles, like with the little bird, that don't replace the littebird or boat? e.g I would like a truck to spawn on the deck which has the same "cannot recycle" message as the littlebirds
2.Is it possible to add more squads in the buy menu and to change the name of the squads which are there? I would like to add a 'fireteam' of just 4 guys which would be a cheap alternative to buying larger squads

3.Is it possible to add a refund/recycle option for infantry? (or is there one that I've missed?)

4.is it possible to have AI join the players for HALO drops?

Thank you for continuing zBugs excellent work, I love your updates.

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Hey Wyqer, I need a little help with the arsenal.
I edited kp_liberation_config.sqf to use a Custom Arsenal Present, then i edited the custom.sqf of the arsenal_presets folder and put some weapons, and ammunition from a mod, for testing purposes. Then I entered the game, entered the arsenal, I got a m1 carbine (classname: uns_m1carbine), 1 second later a message appeared in the upper right corner saying "following items not allowed: uns_m1carbine" and my weapon disappeared.
I'm trying to edit the mission to play with the unsung vietnam mod.
I took screenshots of everything:

https://ibb.co/fvMhmw

https://ibb.co/mmaa6w

https://ibb.co/e26F6w

https://ibb.co/konzYb

https://ibb.co/eoDv6w
Did I do something wrong ? 

I really enjoyed what you did with the mission. Your version is the best! Thanks

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@zafjr

\scripts\client\build\do_build.sqf

around line 354

				if(buildtype != 6) then {
					_vehicle addMPEventHandler ["MPKilled", {_this spawn kill_manager}];
					{ _x addMPEventHandler ["MPKilled", {_this spawn kill_manager}]; } foreach (crew _vehicle);

				};
				// Build Logging Start
				private _text = format ["[KP LIBERATION] [BUILDLOG] %1 built %2", name player, _classname];
				_text remoteExec ["diag_log",2];
				// Build Logging End
			};

Modify it like the above (Build Logging)

 

@Mot_Monkey

for 1.

Have a look at this file and expand it: https://github.com/Wyqer/kp_liberation/blob/master/Missionframework/scripts/server/base/startvehicle_spawn.sqf

And this will help with the understanding of the connection to the markers: https://github.com/Wyqer/kp_liberation/wiki/EN:Devkit#littlebird_0

 

for 2.

- Extend your preset with an additional array for a squad. Have a look here: https://github.com/Wyqer/kp_liberation/blob/master/Missionframework/presets/blufor/custom.sqf#L299

- Insert the new squad via the new array name here: https://github.com/Wyqer/kp_liberation/blob/master/Missionframework/presets/init_presets.sqf#L34

- Add a name for it here (you don't have to use a localization, you can have it also like "my new squad" or similar): https://github.com/Wyqer/kp_liberation/blob/master/Missionframework/presets/init_presets.sqf#L141

If you've added you new squad at the end of the array from the 2nd point, you've to add it also at the end of the names.

 

for 3.

Currently you can only remove them via the group management action.

 

for 4.

No, that's not implemented in the current state.

 

@Mamede Filho

The screenshots are very hard to read. From the first look it looks fine so far.

A recommendation concerning the editing of sqf files: https://github.com/Wyqer/kp_liberation/wiki/EN:ImportantHints#notepad

Concerning the issue itself I would suggest you join the discord and state the issue there also. Mostly I'm around there with up to 200 other Liberation players, who always like to help or answer questions (text chat only, don't worry). There it would be much easier to have a closer look at this issue.

https://discord.gg/bpPUU48

  • Thanks 1

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On 1/29/2018 at 2:30 AM, Wyqer said:

for 1.

Have a look at this file and expand it: https://github.com/Wyqer/kp_liberation/blob/master/Missionframework/scripts/server/base/startvehicle_spawn.sqf

And this will help with the understanding of the connection to the markers: https://github.com/Wyqer/kp_liberation/wiki/EN:Devkit#littlebird_0

 

 

Hi Wyqer,

 

I had a look at the file but I cannot figure out which part relates to which vehicle spawns at a marker. I think I understand how the code connects to the marker, just not how the code selects a vehicle.

I've added a few new squads and also fire teams as a cheaper option. I was wondering though, what does this line do;

 

{if (!(_x in friendly_infantry_classnames)) then {friendly_infantry_classnames pushBack _x};} forEach (blufor_squad_inf_light + blufor_squad_inf + blufor_squad_at + blufor_squad_aa + blufor_squad_recon + blufor_squad_para);

 

Should I add my new squads to it?

 

Thank you again for your awesome work!

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