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About Wyqer

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  1. Have a look at the Wiki -> "Devkit mission.sqm" article. It explains how you port/create new missionfiles to work with the KP Liberation Framework.
  2. KP Liberation v0.96.4 for the legacy framework released As already announced earlier we've worked on a "small" update for the legacy framework since the last weekend and just released it at all usual places: Workshop Downloads GitHub Releases Changelog * Added: East Germany arsenal preset. * Added: West Germany arsenal preset. Thanks to @Dahlgren * Added: East Germany blufor and opfor preset. * Added: East Germany Winter blufor and opfor preset. * Added: West Germany blufor and opfor preset. * Added: West Germany Winter blufor and opfor preset. * Added: Germany (Global Mobilization) resistence preset. * Added: Germany (Global Mobilization) civilian preset. * Added: CSAT Vanilla blufor preset, CSAT Apex blufor preset and CSAT Arsenal preset. Thanks to zandru * Added: AAF and NATO opfor presets. Thanks to zandru * Added: Weferlingen Summer basefile. * Added: Weferlingen Winter basefile. * Added: Chernarus Winter basefile. * Added: Weferlingen Summer and Winter building ignore list. * Added: Rosche building ignore list. Thanks to @madpat3 * Added: Support for ACE arsenal. Can be enabled via mission parameter. * Added: Fog removal script readded, as some people had issues with too much fog after some time. * Added: Vehicle in Vehicle transport actions for FOB Box. * Added: `kp_objectInits.sqf` for custom code on a vehicle after it has been loaded or built. No more changes in save_manager.sqf and do_build.sqf needed. Explanation in the Wiki * Removed: `KP_liberation_guerilla_transports` array from resistance presets, as it isn't used in the legacy framework. * Updated: Italian localization. Thanks to k4s0 * Tweaked: Title of the mission to conform the Mission Name Standard from BI Forums * Tweaked: Weather module is also loaded, even with ACE running. (ACE doesn't control weather completely anymore) * Tweaked: Disabled script that switched locality of all blufor units to the commander machine. (should fix UAV issue) * Tweaked: `allPlayers` replaced with `(allPlayers - entities "HeadlessClient_F")` for scripts which should pause when no players are online. (logistic, resources, battlegroups) * Tweaked: Marker for civilian informant is an area now and not centered on the informants position anymore. * Tweaked: Renamed Huron marker. * Tweaked: If there isn't enough enemy territory left for a secondary mission to start, the player gets a small hint now. * Tweaked: BWMod item classnames in KP_liberation_allowed_items_extension. Thanks to @madpat3 * Tweaked: Equalized all Eden attributes of the mission.sqm files. * Tweaked: Replaced deprecated `BIS_fnc_conditionalSelect` function calls with sensible select statements. * Tweaked: Versioning format from e.g. 0.964 to 0.96.4 for a better separation. * Tweaked: Arsenal whitelist/blacklist classes are case insensitive. * Tweaked: Vehicle permissions now via sensible event handlers instead of loop. Thanks to ColinM9991 * Tweaked: Objects placed in Eden Editor won't be saved anymore. Fixes possible duplications on save/load. * Tweaked: Whole in game date and time is now persistent, not only the daytime. * Fixed: Annoying popup since A3 1.90 concerning missing entry for `widthRailWay`. * Fixed: Blufor soldier losses weren't counted in statistics. * Fixed: Missing `itemRadio` in some arsenal presets.
  3. Sprint 12 finished Yesterday we've finished the 12th development sprint, which started at April 12. As always you can have a look at what we've achieved in this sprint in the corresponding dev-blog on GitHub. We're also looking for one additional Tester for our team. Details about this are also in the dev-blog. You can download the current preview, as always, on GitHub or via the Steam Workshop. Just make sure to read the dev-blog before starting the preview with wrong expectations. v0.96.4 - Global Mobilization Update We've already done some work for the small update for the legacy framework. If you want to have a look at the current content, you can have a look at the Pull Request on GitHub. You can expect the update for the legacy framework until the end of the week.
  4. Contribute your KP Liberation legacy framework presets Due to the planned GM Update for the legacy framework, we would appreciate if some of you have some created opfor/blufor/arsenal presets laying around and want to contribute them. (e.g. CUP presets or other mods/factions which aren't covered for now) For contribution, create a Pull Request on the gm branch of the official KP Liberation repository: https://github.com/KillahPotatoes/KP-Liberation/tree/gm If you don't know what that means, have a look at this small article: https://guides.github.com/activities/forking/ Many thanks in advance.
  5. Small Update on the old framework incoming As we didn't expect any new official maps as we declared the 0.963a as the last version on the since then called "legacy Liberation framework", we decided to break that statement in a very small and limited range. Due to the new Weferlingen terrain and the two new factions we'll release one last™ update on the legacy framework. It'll contain the following: Prepared mission.sqm for Weferlingen and Weferlingen Winter Bufor and Opfor presets for East/West Germany troops Transport configs for the new assets CivRep building ignore list for Weferlingen Some really small adjustments to the code (e.g. getting rid of the uncritical but annoying widthRailWay message and some other "quick wins") We won't implement anything new to the old framework beside of the above, as we'll still focus on the refactoring with 0.97.0. You can expect the release on GitHub and Steam Workshop in about one or two weeks, as we'll mainly take care of it after closing Sprint 12 of 0.97.0.
  6. Wyqer

    Help with remoteExec

    You should make a bookmark to https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3 That way you can read the vital information on commands you want to use. enableSimulationGlobal and hideObjectGlobal need to be executed on the server (2), not every machine (0), to work properly. Also remoteExec(Call) has [arguments] remoteExecCall ["Function", Targets, JIP] So "p1" is one of your arguments, not part of the function. I assume you've created the jets in Editor and assigned them these variables and that "p1" is the variable name of one jet. [p1, true] remoteExecCall ["enableSimulationGlobal", 2] [p1, false] remoteExecCall ["hideObjectGlobal", 2] Basically what you want, but just how to use remoteExec(Call) and the both requested function properly. It might need some more work by yourself to work in your special environment depending how you handle the player actions etc. In general you should invest some time in reading the wiki and other documentation for further issues you may come along in the future.
  7. Feedback for the previews should be posted on GitHub as comment in the dev blogs.
  8. Wyqer

    KP Player Menu

    As it's not really connected to the topic, I recommend you join our (text-only) Discord and we discuss this there in our channels (#kpliberation or #kp-mods would be sensible).
  9. Wyqer

    KP Player Menu

    Glad that you use it in your community. 🙂 For the small diagnostic stuff, you can extract it from the old Liberation framework easily. It's this file: https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/scripts/server/offloading/show_fps.sqf Make sure it's executed from server and possible HCs. Also adjust the HC slot names accordingly to your pattern (HC1, HC2, HC3)
  10. Don't even know the script you've mentioned.
  11. There is no difference if it's dedicated or local hosted. Wouldn't make any sense to restrict it to a dedicated server. Prequisites: FOB, at least one factory, Commander Slot, AI Logistics activated via mission parameters (default, seen on the map screen)
  12. There is no "commander controls groups, platoon sergeant controls single AI". It depends on how you build the vehicles/soldiers. If you click build it's empty or, if it's a soldier, join your squad. If you click on build (crew) it'll be a crewed vehicle or a single AI (or group) which isn't part of the players squad. The commander has the zeus interface to command the "not in a player group" AI, which doesn't need any editing. For editing the mission to have full zeus access, you need to edit more than "edit" and "place", head over to the Wiki -> FAQ.
  13. As already answered at Discord: Wiki -> FAQ -> save/load mission parameters No Wipe needed.
  14. No https://github.com/KillahPotatoes/KP-Liberation/wiki/EN_FAQ#buildings-and-their-purposes
  15. https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/scripts/shared/kill_manager.sqf#L75 https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/scripts/shared/functions/F_kp_cr_globalMsg.sqf