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

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Same answer as already on Discord.

Head over to the Wiki and read the "important hints" and "config files" articles.

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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.

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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

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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?

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Yes the DRone would have activated those sectors. Sometimes players will use drones to keep an area activated.

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Cup version mobile respawn not working good sometimes active sometimes deactived. if i rejoin to server it work for a some time

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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 by R0adki11
removed inappropriate language

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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.

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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?

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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.

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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?

 

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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

A9A8DD8A77039EADB8469E8C83B53C27355BD317

F1393E5C271419EB411321139C2EFAC885238DAB

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?

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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" ?

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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

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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.

 

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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?

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What has happened to the development on your GitHub? I hope it isn't some disaster, but only a temporary setback.

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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.

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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 

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