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Wyqer

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

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Same link you've quoted

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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?

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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.

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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

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Where can I modify the amount of time it takes to load, transport, unload resources in logistics?

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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.

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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

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Thanks. Awesome RTS-ness addition.

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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.

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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.

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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.

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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.

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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.

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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

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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.

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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

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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.

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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?

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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.

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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.

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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.

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@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

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