dorkopaly YT 0 Posted October 9, 2019 Ask if I want to change the enemy faction for Russians or another. How would I do it? altis map Share this post Link to post Share on other sites
Wyqer 305 Posted October 9, 2019 Same answer as already on Discord. Head over to the Wiki and read the "important hints" and "config files" articles. Share this post Link to post Share on other sites
Mohsin666 9 Posted October 11, 2019 Please make liberation using cup units Share this post Link to post Share on other sites
Darkhound7 33 Posted October 11, 2019 https://github.com/KillahPotatoes/KP-Liberation/wiki/EN_ConfigFiles Read the wiki. There are presets you can chose and explained very well. Cups is oneof the many presets 3 Share this post Link to post Share on other sites
Shivansps 0 Posted October 19, 2019 Im the only one who thinks the civilian rep is not balanced? No matter what i do i get: 1) Killing civilians by rolling over them. Look im on a BTR i cant see a thing, why the civilians are crawling towards a firing military vehicle? In the real world you get shoot to hell if you do that, and is justified, you cant approch military units in a fight. And this not only happens inside a city but in the outskirts as well. As soon as the fight starts in a sector the civilians should be using common sence and go hide in their houses. making urban house to house combat more difficult. Same thing applies to vehicles, no one in their right mind drives towards a city in a fight. 2) Houses destroyed by OPFOR almost 100% of the time. Its not my fault that they use granades, big weapons to shoot foot soldiers, mines, or do bombing runs. It already takes a big effort and luck not to attack armored vehicles inside a city, but i cant do a thing about what OPFOR does. But thats kinda OK, it is a fight after all, whats is bad is that i have NO WAY to make up for it, let me expend some resources to repair the destroyed houses to recover some of the lost rep... im not saying that we should recover 100% of the rep, but lets say 80% of the lost rep after repairing destroyed buildings. As things are now civilian rep is mostly luck, even if i do everything right. Specially when the only real chance to improve rep if ONE bad thing happens is having injured civilians spawn that does not always appears. Share this post Link to post Share on other sites
Darkhound7 33 Posted October 20, 2019 you could always use the debug Civ rep [10] call F_cr_changeCR; // To increase civilian reputation by 10 [10, true] call F_cr_changeCR; // To decrease by civilian rep 10 Share this post Link to post Share on other sites
AccidentalRob 0 Posted October 23, 2019 I'm running a server using Panthera and I'm running into some sector activation issues, so I'm looking for clarification. Do BLUFOR AI activate sectors? I was under the impression only players will activate OPFOR sectors once they got within a certain radius. I had to players log on and deploy to the Operations Base (the carrier) and immediately 5 sectors activated in the south-west of the map and the unit cap was exceeded. We had built an FOB somewhat nearby (800m to 1km) and it had an AI-manned heli drone (the Falcon) parked there. Could the AI in the drone have activated those sectors? Share this post Link to post Share on other sites
Darkhound7 33 Posted October 23, 2019 Yes the DRone would have activated those sectors. Sometimes players will use drones to keep an area activated. Share this post Link to post Share on other sites
otarius-big 16 Posted October 24, 2019 Cup version mobile respawn not working good sometimes active sometimes deactived. if i rejoin to server it work for a some time Share this post Link to post Share on other sites
Darkhound7 33 Posted October 27, 2019 MOre info needed. Head to KP discord. Faster help you will get. Share this post Link to post Share on other sites
Shivansps 0 Posted October 30, 2019 Quick question, there is no way to save map drawings and the score table after a server reboot? Share this post Link to post Share on other sites
celludriel 79 Posted November 3, 2019 (edited) There is a bug in liberation in there for a long time, when you get shot down in the huron and it ends up in the sea, it is not fully destroyed. So not fully destroyed means it never respawns. Here is how you fix it waitUntil { sleep 1; if(underwater _mhq) then { _mhq setDamage 1; }; !alive _mhq }; Where _mhq is the huron given as parameter and this scripts runs as a heartbeat. Edited November 3, 2019 by R0adki11 removed inappropriate language Share this post Link to post Share on other sites
Wyqer 305 Posted November 4, 2019 Nobody banned you from any workshop item. Also thanks to @R0adki11, to remove the inappropriate language. Beside of that, you posted this already on the GitHub Issues, which is the right place. So it'll be taken care of. But we won't use a scheduled script like that one you've posted. Share this post Link to post Share on other sites
a1156439341 0 Posted November 24, 2019 Dear author, Hello, I am a fan from China. I have a question I would like to ask you. Why do I put the task file into the mpmissions folder? After the startup, the message box prompts [mpmissions cur mp.Alis. Mission. sqm/Mission/E nts/ltem511.type. Vehicle class CBA_ main_ require no longer exists] [Mission kp_ liberation97514. Altis read from bank.], how can I solve this situation? Share this post Link to post Share on other sites
RG_Sneaker 3 Posted November 25, 2019 19 hours ago, a1156439341 said: [Mission kp_ liberation97514. Altis read from bank To me it appears you are playing version 97 Sprint 14, which is not a release. Please remove it and try version 96.6 and check if the error goes away. Share this post Link to post Share on other sites
Darkhound7 33 Posted November 26, 2019 On 11/24/2019 at 11:54 AM, a1156439341 said: Dear author, Hello, I am a fan from China. I have a question I would like to ask you. Why do I put the task file into the mpmissions folder? After the startup, the message box prompts [mpmissions cur mp.Alis. Mission. sqm/Mission/E nts/ltem511.type. Vehicle class CBA_ main_ require no longer exists] [Mission kp_ liberation97514. Altis read from bank.], how can I solve this situation? Do you have CBA loaded? Share this post Link to post Share on other sites
RG_Sneaker 3 Posted December 2, 2019 Is it possible to implement the tripod for the LMG M/62 (in danish: feltaffuttage)? Range using bipod: 600m Range using tripod: 1200m https://da.wikipedia.org/wiki/MG42#/media/Fil:MG42-Display.jpg Share this post Link to post Share on other sites
sgtfuzzle17 8 Posted December 24, 2019 Have asked this question in the discord but haven't gotten an answer there. I've set up a Liberation mission on South Asia (a very large map, which could possibly be the problem), using the v0.96 release on the github as a base, with some small modifications (just stuff in factions mostly, and the kp_liberation_config.sqf. The issue I'm running into is two-fold, and I'm fairly sure its connected. Whenever the enemy launches a counterattack, it never arrives. The culprit (I'm fairly sure) is this "VULNERABLE" marker which is sitting out in the middle of nowhere on the map. Is this a known issue with a fix available? Spoiler Edit: I'm fairly sure the issue stems from the fact that there's no roads for the AI to pathfind along, or that could be a contributing factor. Is there any way to set the virtual groups to pathfind directly/over terrain rather than just along roads? Share this post Link to post Share on other sites
Komaros 10 Posted January 3, 2020 Hello, a question about logistics script, are you able to make that, when you set convoy, there will will be phisical trucks driving on map (or possibility to make helicopter convoy). It could be fun where players are forced to escort them. Just for phase: "on the way" ? Share this post Link to post Share on other sites
LarryAlpha 0 Posted January 25, 2020 Is it possible to completely remove the fuel consumption script? so does anyone have experience with it? we wanted to use the pure ACE calculation here Share this post Link to post Share on other sites
theedge_jinx 1 Posted January 27, 2020 Is AI revive implemented in this yet? So AI squad mates revive player and other squad members when they die. Been playing another version of this, the "Liberation RX" one, and it has AI revive and it's brilliant for those of us who mostly play this hosting a private local server and playing alone. But that RX version has other changes made to it that I don't like. I'd much prefer to play this version if it had AI revive. Share this post Link to post Share on other sites
M.Mosley 4 Posted February 12, 2020 So I currently am only running an Al Rayak map, however I want to start a Takistan one. Is it possible to just use the build menu and parameters file from my Al Rayak .PBO for the Takistan one so I don't have to change everything again? Would that work? Share this post Link to post Share on other sites
RG_Sneaker 3 Posted March 9, 2020 What has happened to the development on your GitHub? I hope it isn't some disaster, but only a temporary setback. Share this post Link to post Share on other sites
mach2infinity 12 Posted April 25, 2020 Hi guys, I've added the excellent VME PLA mod (Chinese armed forces) to my server. However, when I tested the latest mission (0.96.6) on Tanoa, none of the enemy AI spawn. In the KP Liberation config file I've changed the OpFor arsenal preset to '0' so it's custom. In the OpFor preset folder I edited the custom.sqf and swapped everything with PLA class names. I've ensured there's no missing/misplaced characters or spaces. In my experience if it's the latter the map won't run properly. But I shouldn't assume. The PLA come under the 'Independent' group in the Eden Editor. But given there's a NATO.sqf in the OpFor preset folder this shouldn't be an issue? Anyone willing to quickly check the SQF: Custom.sqf Much appreciated. --EDIT-- Nevermind, my fault. I had entered "." instead of "," after one of the class names. Thanks again to veteran29 for help in the Discord chat. Share this post Link to post Share on other sites
Maj.Boggie 47 Posted April 30, 2020 Hi All, Does anyone know how to change the activation radius of a sector in altitude? Ie so helis flowing low wont activate a sector? Thanks in advance Share this post Link to post Share on other sites