Wyqer 305 Posted July 2, 2018 3rd development sprint ended. Free roaming camera view for building, ui rework to fit the native A3 style, config error guard and some connected basic implementations for the further development. Full overview here: https://github.com/KillahPotatoes/KP-Liberation/issues/445 Share this post Link to post Share on other sites
HulaguKhan 1 Posted July 2, 2018 13 hours ago, Darkhound7 said: Means its blacklisted. https://github.com/KillahPotatoes/KP-Liberation/wiki/EN_ConfigFiles Thanks. i got it. And also How do I lower the building prices by editing the Pbo.files? Share this post Link to post Share on other sites
Wyqer 305 Posted July 2, 2018 Same link you've quoted Share this post Link to post Share on other sites
doctorbutts 15 Posted July 3, 2018 Is there something special I need to do to get the sprint to work properly? I downloaded the release PBO and when I try testing some things out in 3den single, it seems most of the scripts aren't loading. I spawn on carrier and don't even have an option to access the arsenal, and enemies don't spawn in towns. Also: I can't figure out how to get the mission to use ACE arsenal loadouts in the selection screen. I've modified the open_arsenal to launch the ACE arsenal, but for some reason I can't pull up any of my loadouts when I change private _saved_loadouts = profileNamespace getVariable "bis_fnc_saveInventory_data"; to private _saved_loadouts = profileNamespace getVariable "ace_arsenal_saved_loadouts"; or private _saved_loadouts = profileNamespace getVariable ["ace_arsenal_saved_loadouts", []]; What are your thoughts on moving some of the action menu items to the ace interact? Share this post Link to post Share on other sites
HulaguKhan 1 Posted July 3, 2018 Hello, How can i increase/delete air capacity and about air anything to editing pbo ? i have changed "recalculate resources.sqf", but it didnt work. Also when i increased resources( means ammunation, fuel, supply) i cant recycle. edit: i am using last version altis and malden. Thanks in advance. Share this post Link to post Share on other sites
Wyqer 305 Posted July 3, 2018 7 hours ago, doctorbutts said: Is there something special I need to do to get the sprint to work properly? Quote https://github.com/KillahPotatoes/KP-Liberation/issues/445 This releases (which are also marked as Pre-release) aren't meant to be played as replacement for the current framework. It is for testing purpose or a kind of first look at features/changes which will be part of the 0.97 release in some months. 7 hours ago, doctorbutts said: I've modified the open_arsenal to launch the ACE arsenal, but for some reason I can't pull up any of my loadouts when I change Guess the format of the saved loadouts for the ACE arsenal is different from the vanilla one. "Modified file X" is (if it's not a different format) mostly the place where you've an error or a mistake. 1 hour ago, HulaguKhan said: i have changed "recalculate resources.sqf", but it didnt work. Same as above. "I've repaired my car, but it won't drive now". Without stating what you've done, nobody can help you or point you to your mistake. Easy one would be to just multiply the count value with 2, 3, etc. https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/scripts/server/resources/recalculate_resources.sqf#L30 Share this post Link to post Share on other sites
doctorbutts 15 Posted July 18, 2018 Where can I modify the amount of time it takes to load, transport, unload resources in logistics? Share this post Link to post Share on other sites
Wyqer 305 Posted July 18, 2018 https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/scripts/server/resources/manage_logistics.sqf Change the _time variable calculation Share this post Link to post Share on other sites
FDZ 0 Posted July 22, 2018 I've been playing KP Liberation for a week and me and my dudes won't play anything else. Still have to figure out a couple of things though. One is: in the old (0.924?) version manpower freed up when AI died and I was wondering if the same is possible with supplies, in this version. We've raided an outpost 3 times and we lost all our men and supplies. The sectors get reset whereas we don't. So it's like a lost cause from here on. Share this post Link to post Share on other sites
Wyqer 305 Posted July 22, 2018 In 0.95 I've implemented a new resource system with production, logistic and resources as ingame objects instead of just numbers. I recommend you've a look at the wiki and read the articles about resources and production: https://github.com/KillahPotatoes/KP-Liberation/wiki 1 Share this post Link to post Share on other sites
FDZ 0 Posted July 22, 2018 Thanks. Awesome RTS-ness addition. Share this post Link to post Share on other sites
He'sCalledTheStig 4 Posted July 23, 2018 Is there an easy way to blacklist items from the arsenal without manually getting every classname and entering it? Also, the default blacklisting isn't functioning for me anyway. Share this post Link to post Share on other sites
Wyqer 305 Posted July 23, 2018 24 minutes ago, He'sCalledTheStig said: Is there an easy way to blacklist items from the arsenal without manually getting every classname and entering it? No, that's the way. There is no "comfort function" for it. 24 minutes ago, He'sCalledTheStig said: Also, the default blacklisting isn't functioning for me anyway. I guess you've made a mistake in your possible edits or the parameter settings concerning the arsenal restrictions. Without knowing what you've done there is no way to help here. The feature itself works fine for what it should do. Share this post Link to post Share on other sites
The Man Without Qualities 110 Posted July 23, 2018 Quote capture You define the position of "capture" sectors, commonly named "Cities/Villages" with these markers. Most maps typically have enough cities/towns already named on the map, so just place these markers in the center of these towns. You should have at least 30 capture markers scattered around your map. Keep in mind that you should have at least 600m distance between capture and factory markers on your map. factory Placed on "industrial" areas on the map. They will provide sectors with all production capabilities, so you should have at least 20 of them on the map. These sectors shouldn't be too clustered together, otherwise they make too easy of a target. Keep in mind that you should have at least 600m distance between capture and factory markers on your map. Would it totally break your mission's global design when having production facilities rather in urban areas as in real life? I love the idea to conquer cities like Elektrosvod so that I gain the ownership of Citi+factory and maybe also military assets in one go. Minimum distance of 600m is rather hindering. Share this post Link to post Share on other sites
Wyqer 305 Posted July 23, 2018 5 minutes ago, The Man Without Qualities said: you should have at least 600m It's a recommendation. Especially concerning "too much enemies at once at one area". But I would really recommend a distance of at least 300m between them. In the end it's your choice how you desing your map. Share this post Link to post Share on other sites
The Man Without Qualities 110 Posted July 23, 2018 I see, I thought overlapping trigger areas would break some game logic. On the other hand...would it be to much redesign to get the "factory" asset under the umbrella of the "city" trigger and related forces coverage? In a way that related assets (lets say 2 factories and 1 military base) changing also the occupation status together with "city"? 1 Generic trigger area and several assets of different type related to. Share this post Link to post Share on other sites
Wyqer 305 Posted July 23, 2018 There is no use of Triggers. A "linked activation and capture" is of course possible, but not with changing two variables or similar. So if you want to code this, it's possible. If you don't want to code it, it's not possible with the intended "easy admin adjustments" which are provided in Liberation. If you want to implement it in your community version, you should start by looking at the following code and do a if check for the marker variable names you want to be linked and if one of these are activated, activate the others too and push them in the active_sectors array. That would be a simple and basic way to begin with coding your idea. https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/scripts/server/sector/manage_sectors.sqf Share this post Link to post Share on other sites
He'sCalledTheStig 4 Posted July 24, 2018 11 hours ago, Wyqer said: No, that's the way. There is no "comfort function" for it. I guess you've made a mistake in your possible edits or the parameter settings concerning the arsenal restrictions. Without knowing what you've done there is no way to help here. The feature itself works fine for what it should do. I haven't edited the config.sqf, I have the classnames entered properly as far as I can tell, but it doesn't allow me to use certain items, even though they're whitelisted and show up in the arsenal. Such as items from Apex and NiArms. Share this post Link to post Share on other sites
Wyqer 305 Posted July 24, 2018 1 hour ago, He'sCalledTheStig said: I haven't edited the config.sqf, I have the classnames entered properly as far as I can tell That doesn't fit together. By default the arsenal setting is set to "blacklist method" in the kp_liberation_config.sqf. https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/kp_liberation_config.sqf#L70-L78 The blacklist is also located in that file. https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/kp_liberation_config.sqf#L150-L245 To use a whitelist file, you've to change the arsenal method in the config file. So where did you enter the classnames? I recommend you have a look at the wiki: https://github.com/KillahPotatoes/KP-Liberation/wiki/EN_ConfigFiles Share this post Link to post Share on other sites
He'sCalledTheStig 4 Posted July 24, 2018 12 hours ago, Wyqer said: That doesn't fit together. By default the arsenal setting is set to "blacklist method" in the kp_liberation_config.sqf. https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/kp_liberation_config.sqf#L70-L78 The blacklist is also located in that file. https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/kp_liberation_config.sqf#L150-L245 To use a whitelist file, you've to change the arsenal method in the config file. So where did you enter the classnames? I recommend you have a look at the wiki: https://github.com/KillahPotatoes/KP-Liberation/wiki/EN_ConfigFiles I've discovered the problem. I was using the ACE arsenal in the editor to get the classnames. Those classnames have no capitalization, and the whitelist is case sensitive. Using the BI arsenal allowed me to get the proper classnames. Share this post Link to post Share on other sites
FDZ 0 Posted August 4, 2018 I've heard KP Liberation can also be played in SP. I googled but couldn't find related info. I copied the pbo in missions and it kinda worked, except for when I die I won't respawn - it just says the regular "you died" and on "restart"-ing it actually restarts from when I initially started as if nothing has been saved. Any help? Share this post Link to post Share on other sites
pvt. partz 248 Posted August 4, 2018 You just play multiplayer,... alone. It's my understanding that if you do it this way the mission will auto adjust AI for player count situations. Share this post Link to post Share on other sites
FDZ 0 Posted August 5, 2018 There are different technical posts out there stating SP play (I can't give links). I thought in those cases "SP" would matter... anyway, thanks. Share this post Link to post Share on other sites
sturmfalkerda 8 Posted August 5, 2018 Any dice on proper ACE medical support? It breaks autoadjust and nearby town ready since kills aren't being registered correctly. Getting all kinds of weird bugs with the call, also referencing the killer as the person that bled out. Player death results in an error as well. Pretty sure it doesn't work with a headless client. Share this post Link to post Share on other sites
Wyqer 305 Posted August 5, 2018 @sturmfalkerda ACE doesn't breaks the kill event handler in KP Liberation. It works fine on my end, also on KP Ranks. Maybe you're running and old version or a derivative which is based on an old version. https://github.com/KillahPotatoes/KP-Liberation/commit/88fa4c143dc3e3a17f58fe87d96e6abfee6a3c53#diff-4c37f5c8d1d53c6d87f6425d485829dd Share this post Link to post Share on other sites