furia 10 Posted May 3, 2020 Hi guys, on the release notes of 0.96.5 there is a remark about statistics Quote Added: Statistics will be posted additionally in the server log after winning the campaign. Where can I find the server log and those statistics? ARMA 3 has a very wide folder structure and I cannot find anything called server log. Any help is appreciated! Thanks Share this post Link to post Share on other sites
Wyqer 305 Posted May 10, 2020 KP Liberation v0.96.7 Released Planned as hotfix, it now evolved to one of the biggest updates since the resource sytem implementation. Some highlights: Functions library A3 High Command A3 Artillery Support Interactive Tutorial for campaign start Discord Rich Presence Many tweaks, fixes and performance improvements Get the new version and see the full changelog on GitHub 4 Share this post Link to post Share on other sites
furia 10 Posted May 10, 2020 Thanks a lot. I am totally adcited to KP LIberation Campaing. Me and my squad play every afternoon in one and we are having a blast. Best scenarios and gameplay for Arma 3. I really love them. Thanks !!!!!!!!!!!!!!!! 1 Share this post Link to post Share on other sites
furia 10 Posted May 12, 2020 Hi, I would like to ask if there is any definition written somewhere that describes the impact in the campaing of the parameters "Enemy strengt" and "OPFOR aggresivity". I have read some oppiniions about itin the net but when I try these parameters on the campaing I do not get a clear picture what is practical the effect. Sometimes I get patrols of vehiclñes outside the sectors that it is really cool since does not provide a "sanctuary" outide the red circle, but other times nothing happens. One time I placed enemy strenght to strong and OPFOR aggresivity to moderate, and I had a huge flow of battlegroups reinforcing our targets and simultaneously attacking our FOB. So in order to balance the "enemy" to the numer of players that we normaly play this campaing (In our case between 5 to 10) it would be really nice to have a better idea of what to expect from the enemy when selecting one of these optional parameters. Thanks a lot for this awesome missions !!! Share this post Link to post Share on other sites
furia 10 Posted May 12, 2020 On 5/3/2020 at 12:48 PM, furia said: Hi guys, on the release notes of 0.96.5 there is a remark about statistics Where can I find the server log and those statistics? ARMA 3 has a very wide folder structure and I cannot find anything called server log. Any help is appreciated! Thanks And if anyone can answer this one I will really appreciate it. 👍 Share this post Link to post Share on other sites
vagrantauthor 174 Posted June 1, 2020 This mission keeps me playing Arma. Thank you, @Wyqer and everyone else involved in its continued development! 2 Share this post Link to post Share on other sites
alky_lee 279 Posted June 6, 2020 Liberation playing with my emotions. Just got the message that we had captured the town, thinking that we only lost two men and hadn’t used much ammunition so we could go to the next town. Looked up and saw two gunships coming straight down the Main Street on rocket runs towards the Bradleys. Took out one Bradley and destroyed another. Time for a change of plan. This is such an excellent mission. I love it. 3 Share this post Link to post Share on other sites
dmenor_gape 0 Posted June 13, 2020 Hey, @Wyqer! I'm playing Malden version with the following mods: CBA_A3, ace, CUP Weapons, Spec4Gear.v4.6, TF - Naval Special Warfare Gear and Immerse. I don't get why sometimes there are empty locations on the map and we cannot capture that area, the location bar is completely blue, but the text is still red when this happens. It doesn't look like a bug. Question 1) Should we only attack where are those red rectangle areas? Question 2) Is there any parameter that could make all areas available to capture and place enemies there? Thank you guys! Playing this with ACE have been amazing! Share this post Link to post Share on other sites
alky_lee 279 Posted June 14, 2020 16 hours ago, dmenor_gape said: I don't get why sometimes there are empty locations on the map and we cannot capture that area, the location bar is completely blue, but the text is still red when this happens. It doesn't look like a bug. I have had this happen to me. It is to do with the unit cap. You may see a message at the bottom right of the screen in yellow that tells you the unit cap has been reached and lists the active sectors below it. They are the only sectors where the enemy have spawned. Any other sectors will be empty and you won’t be able to capture them. I have previously captured the active sectors but the next town was just the same as you say. I don’t know if the mission prevents enemies spawning in when you are occupying an empty sector to prevent you suddenly being surrounded by dozens of enemies. It may also be possible that reinforcements are keeping the old sectors active after you have left. When you come back another day that sector will be active and available for capture as normal. 1 Share this post Link to post Share on other sites
O360_A1AD 1 Posted June 17, 2020 Hi, i want player to respawn with exactly same loadout which player had it when one died. I put both "onPlayerKilled.sqf""onPlayerRespawn.sqf" which includes script for it into mission pbo and it worked but also it disconnected player from most of liberation system like halo jump, arsenal. So where should i describe script for it and what is the correct script for it. please tell me. Share this post Link to post Share on other sites
Darkhound7 33 Posted June 22, 2020 On 6/14/2020 at 8:59 AM, alky_lee said: I have had this happen to me. It is to do with the unit cap. You may see a message at the bottom right of the screen in yellow that tells you the unit cap has been reached and lists the active sectors below it. They are the only sectors where the enemy have spawned. Any other sectors will be empty and you won’t be able to capture them. I have previously captured the active sectors but the next town was just the same as you say. I don’t know if the mission prevents enemies spawning in when you are occupying an empty sector to prevent you suddenly being surrounded by dozens of enemies. It may also be possible that reinforcements are keeping the old sectors active after you have left. When you come back another day that sector will be active and available for capture as normal. Usually when this happens to us its after the server has been up for awhile. A server restart fixes it Share this post Link to post Share on other sites
Bungy26 1 Posted June 29, 2020 I apologies if this has been asked already somewhere in here, its been a while since i've played Arma3 and jumped back in recently on this mission (It's really great so far). I have a question about the AI, i've noticed when fighting around hangars and warehouse buildings the AI will track you through the walls and even shoot you through them, i've verified this using Zeus and having another player walk passed a hangar or warehouse with AI in it and watched them follow like an Aimbot then just annihilate them. Is this issue related to this mission AI only or is this inherent to ARMA3? Does this mission use some custom AI script? Cheers Share this post Link to post Share on other sites
snubz 10 Posted July 4, 2020 Just started playing this mission on my own server, and loving it so far. Thanks, Wyqer et al. I'm interested in playing on Chernarus 2020 (part of CUP Terrains 2.0, https://steamcommunity.com/sharedfiles/filedetails/?id=1981964169). Would the way to do that be to use the Devkit to add the mission to that map? Or would I somehow use the existing Chernarus version as a base version? Simply renaming the PBO to try and use the new map (perhaps predictably) didn't work. Share this post Link to post Share on other sites
pvt. partz 248 Posted July 4, 2020 10 hours ago, snubz said: Or would I somehow use the existing Chernarus version as a base version? ...There's a little more to porting a mission. You might be tempted to copy/paste from an existing (older) Chernarus port but I think the terrain and object placement may have changed. This should help. Share this post Link to post Share on other sites
Ellman 9 Posted July 16, 2020 Getting "Error when loading the scenario!" when attempting to open the mission in the editor. Is there any fix for this? Screenshot: Spoiler Share this post Link to post Share on other sites
vagrantauthor 174 Posted July 16, 2020 Public Service Announcement (Again): The T-14 tank within the RHS AFRF mod (classname: rhs_t14_tv) is still in a test state and cannot be or is not easily destroyed. Hitting it with anything (rocket, missile, etc) causes a message to pop up in the corner of the screen saying something like "T-14: Unlimited Test Mode" and the tank takes no damage. I have had too many of these tanks spawn while playing Liberation and destroy expensive assets without any chance to defend since it cannot be killed. Kinda cheap in my opinion. If you enjoy playing against RHS AFRF, then I recommend removing the classname above from the RHS AFRF preset found in: "KP-Liberation-0.96.7\KP-Liberation-master\Missionframework\presets\opfor\rhs_afrf.sqf" and exporting the mission to Multiplayer. Of course, this is assuming you are using the files to generate the mission yourself. Share this post Link to post Share on other sites
y_t 2 Posted July 17, 2020 14 hours ago, vagrantauthor said: Public Service Announcement (Again): The T-14 tank within the RHS AFRF mod (classname: rhs_t14_tv) is still in a test state and cannot be or is not easily destroyed. Hitting it with anything (rocket, missile, etc) causes a message to pop up in the corner of the screen saying something like "T-14: Unlimited Test Mode" and the tank takes no damage. I have had too many of these tanks spawn while playing Liberation and destroy expensive assets without any chance to defend since it cannot be killed. Kinda cheap in my opinion. If you enjoy playing against RHS AFRF, then I recommend removing the classname above from the RHS AFRF preset found in: "KP-Liberation-0.96.7\KP-Liberation-master\Missionframework\presets\opfor\rhs_afrf.sqf" and exporting the mission to Multiplayer. Of course, this is assuming you are using the files to generate the mission yourself. The T-14 can be crewed or destroyed with satchel charges. And it certainly gets destroyed by NPCs/IEDs when player occupied. We are taking the glass half full approach until we finish this particular mission and enjoying the extra challenge of using the explosives. Kinda reminds me of the old Evolution days of having to destroy the radio tower to prevent reinforcements. Share this post Link to post Share on other sites
samir17864 44 Posted July 18, 2020 Hi Wyqer, There is a problem in build menu:Description of the problem: When open the build menu and go to Infantry Squads list you will see some items in this list active and some are not active, depending on your resources and units cap ... When you click on non-active item in that (Infantry Squads) list the menu keep working fine, but, When you click on active item (affordable) in that (Infantry Squads) list the menu will stop working, and you cannot change to another list (for example Infantry units or Light vehicles or Armored vehicles etc.) ... Further more, when you select an item from any other list (for example Infantry units list or Light vehicles list or Armored vehicles list etc.) that is on the bottom of the list (actually anything below item 6), and then when you click on Infantry Squads list you will NOT be able to build a squad even when click Build or Build crew. Solution: Step 1- Open the file (\presets\init_presets.sqf) in Notepad++ and then make a change to the code from line 93 to 100, like this: KPLIB_b_allSquads = [ ["blufor_squad_inf_light",200,0,0], ["blufor_squad_inf",300,0,0], ["blufor_squad_at",200,250,0], ["blufor_squad_aa",200,250,0], ["blufor_squad_recon",250,0,0], ["blufor_squad_para",200,0,0] ]; All what I did, is adding double-quotations around the names in that array ... Now these names changed from being variables to text strings. Step 2- Open the file (\scripts\client\build\do_build.sqf) in Notepad++ and then add this code after line 40: if (buildtype == 8) then { _classname = missionNamespace getVariable _classname; }; Now the code will look like this: _classname = ((KPLIB_buildList select buildtype) select buildindex) select 0; _price_s = ((KPLIB_buildList select buildtype) select buildindex) select 1; _price_a = ((KPLIB_buildList select buildtype) select buildindex) select 2; _price_f = ((KPLIB_buildList select buildtype) select buildindex) select 3; if (buildtype == 8) then { _classname = missionNamespace getVariable _classname; }; _nearfob = [] call KPLIB_fnc_getNearestFob; _storage_areas = (_nearfob nearobjects (GRLIB_fob_range * 2)) select {(_x getVariable ["KP_liberation_storage_type",-1]) == 0}; Then in the same file, change line 66, from this: if (_classname isEqualTo blufor_squad_para) then { to this: if (buildtype == 8 && buildindex == 5) then { Step 3- I pbo everything and play and try the build menu and the problem is gone. 👍 I hope this might help someone. By the way ... I am the one who made Arma Trainer and Enhancer 1.4 mode, and now I finished with new update for that mode (Arma Trainer and Enhancer 1.5) which will add full Zuse ability and teleport to SP (now I play KP liberation alone with full Zuse ability and teleport 😎). 1 Share this post Link to post Share on other sites
Darkhound7 33 Posted July 19, 2020 On 7/16/2020 at 2:36 PM, Ellman said: Getting "Error when loading the scenario!" when attempting to open the mission in the editor. Is there any fix for this? Screenshot: Hide contents Is this a liberation edit you are trying to open? Share this post Link to post Share on other sites
Ellman 9 Posted July 19, 2020 11 hours ago, Darkhound7 said: Is this a liberation edit you are trying to open? Tried to open any Liberation in this collection: https://steamcommunity.com/workshop/filedetails/?id=1578862234 I did manage to "solve" it some what by making a new folder and moving all the files into it, it then allowed me to open it error free. Share this post Link to post Share on other sites
Wyqer 305 Posted September 12, 2020 KP Liberation v0.96.7a Released Get the new version and see the full changelog on GitHub 5 Share this post Link to post Share on other sites
Georgians 4 Posted September 13, 2020 how to CUP mod version on chernarus or other islands? 1 Share this post Link to post Share on other sites
Darkhound7 33 Posted September 15, 2020 On 9/13/2020 at 6:42 AM, Georgians said: how to CUP mod version on chernarus or other islands? Theres a preset for Cups... Head to the wiki and it will explain how to change presets Share this post Link to post Share on other sites
Phlonk 6 Posted October 31, 2020 Hello, It has been years playing this and now I am trying to setup our dedicated server. The issue I am running into is when I transport the FOB to main island (Altis) it is not letting me deploy it, it only has "Inventory" showing in the list. Can anyone help me out with this? Thank you very much for any information. Below I will leave a link of screenshot. Screenshot of what I see Share this post Link to post Share on other sites
beeper 10 Posted November 1, 2020 I don't need in-mission included squad management, I want to use defined in mission.sqm squad structure, so players will not need to join to group, they will play in group which they have chosen at lobby (as in vanilla game). Which code I must to correct to disable that squad management system? Thanx! Share this post Link to post Share on other sites