vagrantauthor 174 Posted September 25, 2018 17 hours ago, Darkhound7 said: Have a look in your preset folder. Whichever preset your using look for Respawn_truck_typename = Am I able to add as many vehicles to this line as I want, or does it only ever reference a single vehicle? Share this post Link to post Share on other sites
HazJ 1289 Posted September 25, 2018 If it a STRING then no, if it is an array then yes. [] ARRAY "" STRING If you supply array then you'll need to loop through or randomly select one from the array. _array = ["A", "B", "C"]; selectRandom _array; Can't use code tags. BI forums f*cked! 1 Share this post Link to post Share on other sites
Wyqer 305 Posted September 27, 2018 Look at this https://github.com/KillahPotatoes/KP-Liberation/issues/183 1 Share this post Link to post Share on other sites
sammael 366 Posted September 28, 2018 I create my own preset and have a question. How I can get to spawn a more of opfor LOP_TKA_Mi24V_AT? Where I can put value or percentage of spawn? Share this post Link to post Share on other sites
kdjac 19 Posted September 29, 2018 is changing the respawn from a truck to something else in the mission.sqm ? Share this post Link to post Share on other sites
Mail_Manof_Doom 2 Posted September 30, 2018 6 hours ago, kdjac said: is changing the respawn from a truck to something else in the mission.sqm ? It's in the Blufor preset that you are using in, default is the custom.sqf. The Wiki page for editing the mission's configs is: https://github.com/KillahPotatoes/KP-Liberation/wiki/EN_ConfigFiles I also suggest you read the Important Hints wiki page as well. Share this post Link to post Share on other sites
Darkhound7 33 Posted September 30, 2018 8 hours ago, kdjac said: is changing the respawn from a truck to something else in the mission.sqm ? 2 posts up. Wyqer posted https://github.com/KillahPotatoes/KP-Liberation/issues/183 1 Share this post Link to post Share on other sites
alexgardien5 6 Posted September 30, 2018 Is there a console command to add intel and modify the civilian uprising ? Share this post Link to post Share on other sites
Wyqer 305 Posted September 30, 2018 resources_intel = X; X -> amount to which it should be set to. To increase civilian reputation by X [X] call F_cr_changeCR; To decrease civilian rep by X [X, true] call F_cr_changeCR; execute all on the server 1 Share this post Link to post Share on other sites
vengeance1 50 Posted September 30, 2018 Hey Wyqer, The fog on Tanoa is almost unplayable, I have to reboot server to clear it, how do you turn it off? Thanks, Vengeance Share this post Link to post Share on other sites
Darkhound7 33 Posted October 1, 2018 2 hours ago, vengeance1 said: Hey Wyqer, The fog on Tanoa is almost unplayable, I have to reboot server to clear it, how do you turn it off? Thanks, Vengeance I believe 0.963a removed the always no fog.. In earlier versions in the server script folder you had a fucking_set_fog.sqf.. Could always add it in yourself while { true } do { 5 setFog [0, 0, 0]; sleep 30; }; 1 Share this post Link to post Share on other sites
vengeance1 50 Posted October 1, 2018 Thanks Darkhound7, I appreciate the response, wonder why he took it out? I see the "sqf" is still there in 0.963a, I guess I'll see about initializing it myself, mission is just not playable not long after starting server. Share this post Link to post Share on other sites
Darkhound7 33 Posted October 2, 2018 2 hours ago, vengeance1 said: Thanks Darkhound7, I appreciate the response, wonder why he took it out? I see the "sqf" is still there in 0.963a, I guess I'll see about initializing it myself, mission is just not playable not long after starting server. Yeah just add it into your init_server.sqf [] spawn compileFinal preprocessFileLineNumbers "scripts\server\game\fucking_set_fog.sqf"; 1 Share this post Link to post Share on other sites
vengeance1 50 Posted October 6, 2018 Worked great! 1 Share this post Link to post Share on other sites
FDZ 0 Posted October 12, 2018 From what I've read from different sources, enemy uses increasingly larger number and higher "tier" units, proportionally with their alert level. But the alert level decreased to 30 and we still encounter many tanks, choppers etc. Share this post Link to post Share on other sites
porastas 0 Posted October 24, 2018 With version 0963 I get the error, _grp is a not defined variable in the add_defense_waypoints.sql (line 43). Is it possible this comes from editing the custom preset? Other things I did not change. Thanks Edit: And line 3 (_classname(s)) Share this post Link to post Share on other sites
Wyqer 305 Posted October 24, 2018 Yes this can happen if you made a mistake in your edits. You should join the discord to provide a full server log which contains that error and also your edited custom.sqf file. That would be the easiest and fastest way to resolve your issue. Share this post Link to post Share on other sites
Sayker 1 Posted November 5, 2018 hello Wyqer, It's possible to save equipment when you left the server, and when you come back you recieve your last equipment ? Thx !! ;) Share this post Link to post Share on other sites
Rockapes 103 Posted November 5, 2018 9 minutes ago, Sayker said: hello Wyqer, It's possible to save equipment when you left the server, and when you come back you recieve your last equipment ? Thx !! ;) You can load any saved loadouts from menu, isnt that just as easy? Share this post Link to post Share on other sites
The Man Without Qualities 110 Posted November 5, 2018 4 minutes ago, Rockapes said: You can load any saved loadouts from menu, isnt that just as easy? I guess he is keen on bullet-accurate equipment status when you leave. Saving gear-loadout templates works at almost every CTI mission I am aware of... Share this post Link to post Share on other sites
Wyqer 305 Posted November 5, 2018 In the current (legacy) framework it's not possible via a small adjustment (what you are asking about, I guess). Basically it's possible, of course. But as said, I don't think you asked about "generally". But something similar is already on our ToDo for 0.97 Share this post Link to post Share on other sites
Sayker 1 Posted November 5, 2018 1 hour ago, Rockapes said: You can load any saved loadouts from menu, isnt that just as easy? Thx for your help, but i would like that the last equipment is saved and load automatically when the player spawn. Because in my mission the player can't use Arsenal to load his equipment ;) Do you understand my request ? Share this post Link to post Share on other sites
Rockapes 103 Posted November 6, 2018 15 hours ago, Sayker said: Thx for your help, but i would like that the last equipment is saved and load automatically when the player spawn. Because in my mission the player can't use Arsenal to load his equipment ;) Do you understand my request ? Sure. Didnt realise your players couldnt access arsenal. Share this post Link to post Share on other sites
DieselJC 196 Posted November 9, 2018 Question...Im playing this in SP but want a small group of AI with me. Ive tried adding 3 new characters and grouping them to me the commander but they dont show up. Is there any way to do this so I have a small squad in SP to command? Any help would be great. Thanks, Diesel Share this post Link to post Share on other sites
Wyqer 305 Posted November 9, 2018 You have to "build" them at a FOB. "Build" will add them to your squad. "Build (Crew)" will spawn them as own squad (same for "building" squads from the build menu) AI which aren't in your squad can be added through normal Zeus controls. AI is only saved between session if not in a player squad (so ungroup them via Zeus before exiting) and if they're near a FOB. 1 Share this post Link to post Share on other sites