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delta02cat

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Posts posted by delta02cat


  1. I don't know why but all these years I've played without this mod and I just now started using it and its just pure awesome!
    I especially love the AAF faction and that you went the extra mile to add them to all 3 sides with different loadouts. AWESOME! 🙂

    Any chance the LDF might get the same treatment at some point in the future? 🙂


  2. A new version of JSRS would be sooo awesome. I had to stop using it as various updates to RHS and GM have apparently broken some things. I remember the GM SKOT-2A having no gun sound at all and I think the German AA Tank Gepard also has some issues.

    Also the CSLA CDLC is in desperate need of some better sounds.

    I hope if you do work on a new mod, it wouldn't be to hard to do GM, CSLA, RHS and CUP because there is so much overlapping content/weapons? Like all the AKs, M16s, M4s, FALs, G3s and the like but also lots of different versions of the same vehicles.

    By the way, awesome work on SOG PF, the sounds are just so good.  Its hard to go back to Vanilla or any other mod now!

    • Thanks 1

  3. 11 minutes ago, RicoAMPL said:

    How to restart so as not to miss the progress of the mission ??? You can somehow save the progress of the mission ??? When I reboot I must always start everything again.


    Check your parameters if you have set them to "WIPE SAVEGAME". If this is indeed the case, your savegame will be wiped after every restart.
    If the parameters are correct, then there is probably something wrong with the configuration of your server itself, as it seems that your profile is not saved correctly on the server.


  4. So I installed the AIS Revive system successfully on Liberation Altis, Malden and Chernarus and it works flawlessly. But not on X-Cam-Taunus.
    Could anyone help me out and test this? Just quickly add AIS to the Liberation Taunus mission and kill yourself with AI in your squad and let them revive you.

    Would be interesting to see if this works for anyone else on Taunus, if so it would be a local problem on my machine. Likely some left over save/config file from a previous mission save.


  5. 12 hours ago, KingOfTime said:

    Im locally hosting a dedicated server and trying to get a HC to work with liberation as well, but everytime the HC tries to connect it get this error " You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.CUP_Misc3_Config, CUP_WarfareBuildings, CUP_StandaloneTerrains_Core_Faction, CUP_Editor_A2_Roads_Config, CUP_Editor_Plants_Config" I cant find these files in the CUP mod folders, only in the addons section of the liberation takistan .pbo. Are these even needed anymore? Am I looking in the wrong location? And why doesnt my client get kicked for the same issue? Seperate mod folders for client/HC but same files. I wouldnt ask here but my google-fu is lacking of late.


    That is definitely a missing mod problem, it sounds like either the CUP Terrains - Core or the CUP Terrains - Maps is missing or not correctly added to the mod list of the HC.
    Check the -mod parameter for your HC server, that should solve the issue.

    @syphonix
    Yes that is quite easy:
    https://github.com/KillahPotatoes/KP-Liberation/wiki/EN_SavegamePort


  6. 13 hours ago, Darkhound7 said:

    respawn = 3;
    respawndelay = 5;

     

    ........

    Thats Mine.. Works Fine

    I copied your config but it didn't change anything.

    What I don't get is, that I can revive the AI just fine but its just me that doesn't get revived they was I should.
    That tells me that the revive system is indeed working but something is messing with the player revive, like the BIS revive system still being half activated or something like this because the "force respawn" button is a part of the BIS revive system as far as I can see.

    Could it be something that has to do with local hosting instead of a dedicated server?


  7. respawn = 3;
    respawndelay = 5;
    respawnButton = 0;
    disabledAI = true;
    
    enableDebugConsole = 1;
    allowFunctionsLog = 0;
    
    briefingName = $STR_MISSION_TITLE;
    overviewText = "www.killahpotatoes.de";
    overviewPicture = "res\lib.paa";
    author = "[GREUH] Zbug, [GREUH] McKeewa, [KP] Wyqer";
    onLoadName = $STR_MISSION_TITLE;
    onLoadMission = "www.killahpotatoes.de";
    loadScreen = "res\lib.paa";
    
    joinUnassigned = 1;
    
    #include "GREUH\UI\GREUH_interface.hpp"
    #include "ui\liberation_interface.hpp"
    #include "ui\liberation_notifications.hpp"
    #include "ui\mission_params.hpp"
    
    class CfgDebriefing
    {
    	class End1
    	{
    		title =	$STR_SORRY;
    		subtitle = "";
    		description = $STR_COMMANDER_NOT_AUTHORIZED;
    		pictureBackground = "";
    	};
    };
    
    //--------------------------------------------------------------
    //------------------------AIS INJURY----------------------------
    //--------------------------------------------------------------
    class CfgFunctions {
    	#include "AIS\cfgFunctions.hpp"
    };
    #include "AIS\Effects\BarDlg.hpp"
    //--------------------------------------------------------------

    Should be the standard settings as far as I can see. I only added the AIS stuff and changed "respawn button" to zero, but it did not change anything.


  8. First off, this is a great mission and I absolutely enjoy it. Thank you very much for all the work you put into this. :)

    But maybe someone could help me out here because I tried to implement the AIS wounding system, which was mentioned on page 42 of this thread.
    The AI is able to revive themselves and I can revive the AI just fine but the AI cannot revive me.

    I do get "revived" but instead of getting healed, my character turns around and then I get the BIS "force respawn" button even though the revive System is deactivated through the mission_params.hpp.
    Any ideas? Anybody who encountered this before?

    Any help is appreciated as I am mainly playing solo and do need a bit of "AI support" ;)


  9. First of, I really enjoy playing with RHS it is such a great mod! Thank you all for your hard work! :)

     

    But I do have a question, is there no scope for the gunner of the BMP-1? I got into one earlier and I could not aim at all because there was no scope for the gunner. Only the commander had a scope, seems like a bug or I missed something.

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