Wyqer 305 Posted July 5, 2019 50 minutes ago, Dedmen said: ACE has no dll files that are needed on a server. e.g. https://github.com/acemod/ACE3/blob/master/ace_advanced_ballistics.dll like others in the mod folder. And some server providers block the upload of dll files, if you upload the mod via their ftp or file explorer. Share this post Link to post Share on other sites
Dedmen 2696 Posted July 6, 2019 On 7/5/2019 at 10:18 AM, Wyqer said: e.g. https://github.com/acemod/ACE3/blob/master/ace_advanced_ballistics.dll like others in the mod folder. And some server providers block the upload of dll files, if you upload the mod via their ftp or file explorer. As I said. On 7/5/2019 at 9:26 AM, Dedmen said: ACE has no dll files that are needed on a server. Share this post Link to post Share on other sites
AccidentalRob 0 Posted July 10, 2019 I just recently discovered the Liberation scenarios, and tried out Malden last night for the first time. I am... impressed, to say the least. Myself and one friend set up an FOB south of Radio Tower, took it over, took the small docks to on the extreme south of the island, and then took over the Outpost to the north. The most fun I've had in ARMA in a long, long time. My question is about unlocked vehicles when you capture control points. At the outpost, there is a marker that indicates you get access to a vehicle if you take the outpost. We took the outpost, but I cannot seem to figure out where this vehicle is, or what I do to get it. Is the actual vehicle just there somewhere? Or is it more like it gets added to our build list? I'm worried that if it is just there already and you're supposed to jump into it and drive away, I more than likely blew the snot out of it with a Titan by mistake. Thanks! Share this post Link to post Share on other sites
RG_Sneaker 3 Posted July 10, 2019 27 minutes ago, AccidentalRob said: My question is about unlocked vehicles when you capture control points. At the outpost, there is a marker that indicates you get access to a vehicle if you take the outpost. We took the outpost, but I cannot seem to figure out where this vehicle is, or what I do to get it. Any player with "Build" permission (given by the Commander in the "mouse wheel options menu' - under 'permissions') has the "BUILD" option in the "mouse wheel options menu' if he/she stands close to a FOB. A successful build requires resources (see 'resources') stored in a storage area built adjacent to that FOB. Resources are moved there either by players in trucks or by logistics (see 'logistic'). The 'BUILD' menu will have the unit unlocked that corresponds with the text from the objective you just captured. Also - have a quick look at the FAQ page (if your desired unit requires other structures - heli's require helipads etc.) The conclusion I am hoping you to get to, by reading this info, is to hurry up and capture 1 or more factories and move some resources to your FOB. Happy hunting and keep your head down. 1 Share this post Link to post Share on other sites
AccidentalRob 0 Posted July 10, 2019 29 minutes ago, RG_Sneaker said: The conclusion I am hoping you to get to, by reading this info, is to hurry up and capture 1 or more factories and move some resources to your FOB. Happy hunting and keep your head down. Hey! Thanks so much for your response! We're hoping to get some more time to play on Friday night this week, so I'll check into it then and get some more friends to join in order to get that factory captured. Cheers! Share this post Link to post Share on other sites
RG_Sneaker 3 Posted July 17, 2019 Any experience with Weferlingen summer map (in KP Liberation of course) ? I have tried starting a dedicated server using TADST (I already use TADST for running Altis - it's ok). I can join as commander, I spawn in the 1st camp, Arsenal works fine and there are 3 vehicles I can use and a crate that I haven't seen before that has no other apparent uses than getting loaded on to a truck (haven't tried driving away with it yet). I don't get any "Build" option in the scroll menu close to the original FOB. Is this expected? Share this post Link to post Share on other sites
Wyqer 305 Posted July 17, 2019 With the GM presets you don't have a "main helicopter" like in any other presets. So you have to load the FOB box on a truck with the new added action for it. Transport it to your location, unload and deploy the FOB. So with the GM presets you don't slingload the container, you load and transport it. That's the only difference. Share this post Link to post Share on other sites
otarius-big 16 Posted July 24, 2019 KP LIBERATION only on veteran mod who can ? Share this post Link to post Share on other sites
subs17 9 Posted July 25, 2019 An assassination side mission would be cool like in some of Dominations side missions. Share this post Link to post Share on other sites
Wyqer 305 Posted July 26, 2019 KP Liberation v0.96.5 (old framework) released GitHub Download Workshop download of new maps: Livonia Panthera Song Bin Tanh Changelog Added: Contact DLC LDF preset. Added: Contact DLC transport configs. Added: The Unsung Vietnam War Mod blufor preset. Added: The Unsung Vietnam War Mod opfor preset. Added: The Unsung Vietnam War Mod resistance preset. Thanks to @Bunnyhopps Added: The Unsung Vietnam War Mod civilian preset. Added: The Unsung Vietnam War Mod arsenal preset. Thanks to @Bunnyhopps Added: The Unsung Vietnam War Mod transport configs. Added: Swedish Forces Pack arsenal preset. Thanks to @Dahlgren Added: Swedish Forces Pack Desert blufor preset. Thanks to @Dahlgren Added: Swedish Forces Pack Woodland blufor preset. Thanks to @Dahlgren Added: Several CUP blufor presets. Thanks to @Eogos Added: Several CUP opfor presets. Thanks to @Eogos Added: Several CUP resistance presets. Thanks to @Eogos Added: Several CUP civilian presets. Thanks to @Eogos Added: Several CUP transport configs. Thanks to @Eogos Added: Statistic values for destroyed civilian buildings and vehicles. Added: Statistic values for total and friendly resistance kills. Added: Statistic values for spent/produced resources. Added: Statistics will be posted additionally in the server log after winning the campaign. Added: Encore Anti Air static to sensible presets. Added: Additional victory conditions, selectable in the mission parameters. Added: BI garbage collection via description.ext file. Added: Transport configs for the civil transporters (which came with Laws of War). Added: Livonia basefile. Added: Livonia building ignore list. Added: Island Panthera basefile. Thanks to @Eogos Added: Island Panthera building ignore list. Thanks to @Eogos Added: Song Bin Tanh basefile. Added: Song Bin Tanh building ignore list. Added: "Create Clearance" Action at FOB for Commander or logged in Admin. Clears all terrain objects (no built objects) in FOB radius. Added: FOB templates (FOB hunting) are now choosen in accordance with the selected opfor preset. Currently Unsung, Apex and "everything else" are separated. Thanks to @Bunnyhopps Added: 15 new FOB templates for the FOB hunting side mission. Thanks to @Bunnyhopps Removed: Vanilla player score saving. Removed: Old garbage collection script, as there are now engine solutions available. Tweaked: Changed default recycle building from carservice building to tanks repair depot building. Tweaked: Changed default air building from small radar dome to encore static radar. Tweaked: Vehicle in Vehicle action on FOB box is not displaying directly anymore when approaching the box. Tweaked: Added elite vehicles to CSAT presets. Tweaked: Formatting/Comments in the preset files. Tweaked: objectInit function and added comments to the array. Tweaked: Some smaller code optimizations in the whole framework. Tweaked: Changes in elite vehicles in presets are now also applied during a running campaign. Tweaked: Player lead squads are now also saved near FOBs. (but still needs to be reassigned via zeus after load, of course) Tweaked: Weather is now only handled by the server. Tweaked: Gear check after leaving the arsenal or load a loadout improved to not strip you completely. Thanks to Zharf Tweaked: Build tool now also adds the correct map name to the mission name, like in the release files. Tweaked: Sector defenders waypoint creation. Tweaked: Daytime parameter values. Tweaked: Shorter nights now multiplies the selected daytime time multiplier by 4 between 20:00 and 04:00. (3x between 21:00 and 03:00 before) Fixed: Intel value could get corrupted if leaving the secondary dialog directly after starting a mission. Fixed: "All is red" for first player after a server restart. (just a visual bug, doesn't affect gameplay) 4 Share this post Link to post Share on other sites
Genneo 0 Posted July 29, 2019 Bug 0.96.5 Hello Wyqer, I put the new version on my server 0.96.5 but the expensive uaz3151 has a configuration where when you enter as a driver you get on the ground, literally dragging, you need to enter to be able to drive, you have some solution to this? Thank you. Follow ss http://pt-br.tinypic.com/r/2vskutg/9 Share this post Link to post Share on other sites
Wyqer 305 Posted July 30, 2019 That's nothing from Liberation nor a bug in Liberation. Contact the creator of the mod where the UAZ is taken from. Share this post Link to post Share on other sites
Genneo 0 Posted July 31, 2019 15 hours ago, Wyqer said: That's nothing from Liberation nor a bug in Liberation. Contact the creator of the mod where the UAZ is taken from. Thanks Best regards Share this post Link to post Share on other sites
kdjac 19 Posted August 4, 2019 Would anyone have an updated server.cfg with forced parameters? Share this post Link to post Share on other sites
otarius-big 16 Posted August 12, 2019 how to change in mission enemy and player factions? where can i find how to do it Share this post Link to post Share on other sites
Wyqer 305 Posted August 12, 2019 Read the admin section in the wiki. You set it in the config. Share this post Link to post Share on other sites
otarius-big 16 Posted August 15, 2019 what about VETERAN MOD faction in mission next update? Share this post Link to post Share on other sites
Wyqer 305 Posted August 16, 2019 Feel free to create it and contribute it via GitHub. Personally I don't use or know that mod, so I won't create a preset for it. Share this post Link to post Share on other sites
BobSBean45 0 Posted August 21, 2019 Hi there. We are having a problem on the son bin tanh map where upon server restart the Huron is duplicating and does not show up as I mobile respawn. Happens when Huron has been left at a Fob. Not tried vanilla as yet. We then changed it to a h13 souix and it did not ‘seem’ to happen as often but was still happening none the less. Played a fair bit of liberation and realise this isn’t standard behaviour. Also a suggestion. I have made it so that prisoners have to be taken back to the ops base and placed inside one of the cong cages. Gives a reason to go back there apart from the usual, spawn, jump in Huron, fly to next objective. Share this post Link to post Share on other sites
Wyqer 305 Posted August 21, 2019 The huron issue is already fixed for the next version. Concerning POWs -> You've to take them back to the FOB to interrogate them to get intel points. Having them in cages would be too Unsung specific and doesn't fit in the open/general framework. Share this post Link to post Share on other sites
BobSBean45 0 Posted August 22, 2019 Yeah that’s fair enough. Good news about the Huron. Share this post Link to post Share on other sites
Wyqer 305 Posted September 8, 2019 KP Liberation v0.96.6 (old framework) released GitHub Download Steam Workshop collection Changelog Added: Swedish Forces Pack transport configs. Thanks to @Dahlgren Added: Parameter to enable/disable the vanilla A3 dynamic fog behavior. Default enabled, so `fucking_set_fog.sqf` isn't running by default. Added: Parameter to enable/disable limitations on Zeus functionalities. Default enabled to keep old behaviour. Added: Parameter to decide to start the campaign with a FOB container (default, like before) or a FOB truck. Added: Parameter to allow enemies stay in immobile vehicles (default 50% chance). Added: Sector despawn scaling. The longer sector is activated the longer it de-activates. Configurable as parameter, 5min additional delay max by default. Added: Korean localization. Thanks to PanzerKoLee Updated: Russian localization. Thanks to DjHaski Tweaked: Initial FOB box doesn't have equipment in the inventory anymore. Tweaked: Height check for mobile respawn now relies on `isTouchingGround` instead of z value of position. Tweaked: Transport config heights on M977 vehicles. Thanks to FishAI Tweaked: AI in building now has a dynamic radius to look for enemies until they start moving again depending on blufor/opfor ratio in sector. Fixed: Potato 01 was created after server restart, even if there was one saved. Fixed: Missing variable `stats_blufor_teamkills_by_players`. Also no separation between by players or not by players for teamkills anymore. Fixed: Factory storages could disappear randomly on save load. Fixed: Some Presets had CUP Towing Tractor in the wrong place or duplicated. Thanks to @Eogos Fixed: CUP Presets still had the Nemmera in the support vehicle section. Thanks to @Eogos Fixed: FOB resources weren't updated in build dialog, when building infantry units. Fixed: Some missing parameter information in the map screens parameter overview. Fixed: After creating a clearance at a FOB some light sources could remain. 4 Share this post Link to post Share on other sites
O360_A1AD 1 Posted September 15, 2019 @Wyqer how can i build vehicle with init description? i can't find that kind of field in do_build.sqf and save_manager.sqf of version 0.966. Share this post Link to post Share on other sites
Wyqer 305 Posted September 16, 2019 Since 0.96.4https://github.com/KillahPotatoes/KP-Liberation/wiki/EN_ConfigFiles#kp_objectinitsqf-since-0964 Share this post Link to post Share on other sites
O360_A1AD 1 Posted September 17, 2019 @Wyqer Thanks for the information. Share this post Link to post Share on other sites