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Everything posted by Wyqer

  1. The participating server admins are just testing the release candidate of 0.96
  2. You're welcome. And you asked a normal question. Also you provided basically all information which are needed directly without need for asking for it. So it's all fine and the best way to ask questions I guess :)
  3. You've obviously do a mistake in editing the mission_params.hpp. This can't work at all, because you've entered no valid values for the default value. Example: class ReviveRequiredItems { title = $STR_A3_RequiredItems; isGlobal = 1; values[] = {-100,0,1,2}; texts[] = {$STR_A3_MissionDefault,$STR_A3_None,$STR_A3_Medikit,$STR_A3_FirstAidKitOrMedikit}; default = 3; function = "bis_fnc_paramReviveRequiredItems"; }; You set default to 3. But 3 is no valid value (look at the values array). First entry in the texts array is connected to the first value in the values array etc. Please have a look at the wiki entry where the changing of mission parameter default values is explained: https://github.com/Wyqer/kp_liberation/wiki/EN:ConfigFiles#uimission_paramshpp And to disable the cinematics, you've to edit the default value to 0. And concerning the BI Revive, you should have a look at this: https://github.com/Wyqer/kp_liberation/wiki/EN:FAQ#parameters-set-correctly-but-non-medics-cant-revive-with-medikit
  4. Concerning experimental missionfiles As it seems that the experimental missionfiles I provide here aren't used (or nobody reports back, which is basically the same), I'll hand these out only on our discord in a closed server admin channel in the future. So if you're interested in these missionfiles, join the discord and mention that you run a server which regularly host the Liberation mission and you're the admin there. Then you'll gain access to the mentioned channel and will be notified if there is something new to test. Currently the testing is very important, as the release of 0.96 isn't far.
  5. @Darkhound7 I'll provide an own Lythium mission.sqm with 0.96 or the first patch after 0.96, because we want to play that map in our community, after we've finished Chernarus. @GEORGE FLOROS GR Guess you seached for: https://github.com/Wyqer/kp_liberation/wiki/EN:Devkit
  6. Don't get me wrong, but I recommend to read that topic again. https://github.com/Wyqer/kp_liberation/wiki/EN:FAQ#how-can-i-enable-full-zeus Ares is really helpful, oh yes. I use it, too. Quite handy if some of your players have a disconnect or something and needs a quick teleport back to where he lost the connection etc. And also for running "real zeus missions" it's a mod I don't want to miss anymore.
  7. For the "last man in town": The enemy will surrender with a 80% chance when you've killed nearly all enemies and blufor is more in number than opfor in the sector. But sure, it can happen that there are some who don't surrender and then you've to search the buildings for example. Basically a sector is captured when the blufor units count is above 50% of the count of all units in the sector. So if you play with 3, you've captured the sector when only 2 enemies are alive. (3 blufor / (3 blufor + 2 Opfor)) = 60% ratio > 50% -> sector is captured by blufor. And as there are also larger groups the capture check only applied, when the enemy has 3 or less units in the sector. I can't provide a direct suggestion for the "how to find some last soldiers". Just can say search the buildings one by one. For the Logistics @Darkhound7 is right. And you can for sure establish a logistic route from one FOB to another, to move your resources to the new frontline.
  8. Activate the debug parameter in the mission, run the server again, go near a sector as player, wait about 5 minutes, shut down again and provide the log again pls. With enabled debug it's showing if the server tries to spawn units etc. Also make sure to set verifySignatures to 2 instead of 0. and copy all the keys of the used mods in the servers keys folder.
  9. First thing I encountered, that you put all mods in the -servermod string and not in the -mod string. Therefore the "content delivering" mods won't be listed as "needed mods" for connected clients. Therefore some people may get errors etc. because they don't know what mods are needed to play on your server. the servermod parameter "loads the specified sub-folders for different server-side (not broadcasted to clients) mods." https://community.bistudio.com/wiki/Arma_3_Startup_Parameters#Server_Options I don't know all of the mods you're using, but I recommend setting it up like: -mod parameter with: @CBA_A3;@3CB_BAF_Equipment;@3CB_BAF_Units;@3CB_BAF_Units_(ACE_compatibility);@3CB_BAF_Units_(RHS_compatibility);@3CB_BAF_Vehicles;@3CB_BAF_Vehicles_(Servicing_extension);@3CB_BAF_Weapons;@ace;@ACE_Compat_-_RHS_Armed_Forces_of_the_Russian_Federation;@ACE_Compat_-_RHS_United_States_Armed_Forces;@Enhanced_Movement;@Enhanced_Visuals;@Immerse;@JSRS_SOUNDMOD;@JSRS_SOUNDMOD_-_Additional_Weapon_Handling_and_Reloading_Sounds;@Military_Gear_Pack;@R3F_French_Weapons_Pack_(R3F_ARME);@RHSAFRF;@RHSUSAF;@Suppress;@voyagerCompass_HUD; -servermod parameter with: @aceserver;@Advanced_Rappelling;@Advanced_Sling_Loading;@Advanced_Towing;@Advanced_Urban_Rappelling; All these servermods aren't needed by the clients. I don't know if you just run JSRS as full mod on your server or with the provided "only server" files from JSRS. If second, than you only have to load it as serverside mod and therefore have it as optional mod for your clients (what is recommend, because maybe not everyone likes that soundpack) Also it seems that you don't have set up the ace_server.pbo right. Because this would be in your serverlog, if it's all where it should be: [ACE] (common) INFO: Settings received from server. [ACE] (common) INFO: Settings initialized. make sure you've the ace_server.pbo in @acerserver/addons/ace_server.pbo and the serverconfig.hpp in userconfig/ace/serverconfig.hpp
  10. First of all: Provide a full server.rpt via pastebin or something as link. And provide a list of things you've edited. Concerning ACE: There is no connection between "ACE working/don't working" and Liberation in general. The only connection is, if you've set up your mod/server right or wrong. There is nothing inside Liberation itself what would block ACE. Also there is no "Enable ACE Mod" or something in the mission. If you want to use ACE, set it up like for any other mission. For servers I recommend using a serverconfig.hpp and the ace_server.pbo (which is also nothing special for Liberation, it's general ACE) https://github.com/Wyqer/kp_liberation#ace-serverside-settings The only things you've to remember, if you use ACE are: Disable the BI Revive System in the parameters Interfere with ACE, but won't let ACE stop working. Enable the ACE compatibility in the parameters Which only deactivates two scripts in Liberation concerning weather and resupply of vehicles (like it's stated in the parameters description), as ACE has own functionalities for this. Even if not enabled, this also wouldn't stop ACE from working. Concerning the "no enemies" issue: If you don't have any enemies spawning The server don't has the mods loaded with the units which you've assigned as enemies. If you just spawn without any function I guess you've edited the preset, as you use many mods with additional vehicles. And with this edits you've done a mistake in one in the arrays. Check your edits and stick to the "important hints" section in the Liberation Wiki on GitHub. There is also a FAQ article about this: https://github.com/Wyqer/kp_liberation/wiki/EN:FAQ#why-do-i-spawn-on-the-spawn-island-with-no-functions
  11. Small Information Update and experimental missionfile 0.96 is still under development and is progressing well. I guess I can release the next version within this month. As mentioned before, the enemy behaviour overhaul will be postponed to 0.97 or maybe to one of the patches for 0.96. Currently I've reached a state of enough implemented features, so that I can provide an experimental missionfile with the current state. Remember, that this missionfile isn't meant to be played as "normal public version". It's still not finished, there are some placeholders, some features aren't implemented yet and there can be, of course, bugs. With this in mind and I guess you fully understand it, I won't provide any support which is based on the experimental missionfile. Use it only if you want to provide some test reports concerning the new features. The debug messages are enabled by default, so if you encounter any issues or bugs I would appreciate a report about it in this thread or on the GitHub Issues Page. And always attach your serverlog next to a brief explanation what happened. On GitHub there is a template for reporting issues, which you can just fill with the information. Beside of getting reports of issues I would also appreciate if someone test the missionfile and also report back, if he or she hasn't any issues or strange experiences. If nobody has any issues and don't report that there weren't any issues, I can only guess that nobody tested the missionfile. So it's in the same way important like it is for reporting issues and bugs. The current missionfile is tested by myself in local MP (name it SP, if you like) and in a dedicated server environment. I didn't encountered any bugs, but I'm not able to test all possible situations or with various player counts. Also you don't have to worry about your savegame. The experimental missionfile has an own unique savekey, so it wouldn't overwrite your savegame if you're playing the 0.955 on Altis currently. Here's a list of changes which are implemented in the current 0.96 dev version, so you've an overwiev for what you may look for while testing: Added: BI Support System functionality. (Currently deactivated, as there are still issues in MP) Added: Parameter for access to the Support System -> Disabled, Commander, Whitelist, Everyone. Added: BI Artillery support for artillery vehicles and mortars (if built manned or AI ordered to get in as crew). Added: Players can request artillery support from players (generates task). Added: Civil Reputation. Added: Config variables in kp_liberation_config.sqf. Added: Reputation penalty for killing civilians. Added: Reputation penalty for seizing civil vehicles. Added: Reputation penalty for destroyed/damaged civil buildings. Added: Mission parameter to choose building penalty for damaged or only destroyed buildings. Added: Reputation gain for liberated sectors. Added: Civil informant. Added: If you've a good reputation, a civil informant can rarely spawn at blufor sectors. Added: Intel increase, if you capture the informant and bring him back to a FOB. Added: Asymmetric Threats. Added: Possibility of IEDs in blufor sectors, if you have a bad civil reputation. Added: Own logistic convoys can be ambushed by guerilla forces. Added: Value for guerilla strength which will be affected by the events connected to guerilla forces. Added: Arrays in preset files for the guerilla forces. Added: Chinese Simplified localization. Thanks to nercon Added: Automatic server restart script for dedicated servers. Thanks to k4s0 Added: Settings in the mission parameters for particular debug messages. Added: Factory map markers now indicate which production facilities are available there. Removed: Liberation skill handling of AI units, as BI do this good enough now concerning wounds, etc. Removed: Vehicle explosion chance script for convoy ambush. Tweaked: Terrain alignment will be persistent during repeat building of objects (like walls). Thanks to veteran29 Tweaked: Some reordering of UI elements. Tweaked: Localization support for the extended options menu. Thanks to nercon Tweaked: Highlight color in production list changed to blue instead of misleading green. Tweaked: Amounts of resources on each FOB and production site is now visible in logistic dropdown menu as (Supplies/Ammo/Fuel). Tweaked: Removed the logistic convoy cap of 26 (which was due to the alphabet). Tweaked: Captured enemy vehicles are now also listed in the commanders zeus interface. Tweaked: Cities won't be able to produce resources anymore. Tweaked: IED count in cities, capitals and factories is now dependend on the civil reputation. Tweaked: Corrected some strings in the stringtable. Tweaked: Factories don't have all facilities from the start anymore. The facility they start with is set at campaign start. Fixed: Player got custom recoil and aiming coefficients on respawn. Fixed: Rare script error on closing respawn screen directly after joining the mission. Fixed: Players could deploy multiple FOBs when they selected deploy fast enough on the same container. Fixed: It was possible to disassemble a mortar in preview. Fixed: Preview vehicles could get saved if you shut down the mission right after canceling the build process or if you'd still the preview in front you. Fixed: Small issues due to the default "hold fire" combat mode for AI. Fixed: Single Infantry units weren't saved sometimes. Fixed: Paratroopers got sometimes an attack helicopter instead of a transport helicopter. Fixed: Rescue helipad blocked building in their near vicinity. Fixed: MPKill Eventhandler issue when using ACE. Download the missionfile from our website (directlink) Also, as requested before, I've extended the Wiki FAQ article with instructions how to grant access to all or specific players to the logistics/production dialog: Article in the GitHub Wiki
  12. @MATR1X Adding it to the wiki FAQ section would be a good idea, indeed. I'll add it until tomorrow there, thanks for the suggestion.
  13. There is a dedicated branch for the artillery support. You can have a look at the commits (which are started since the 8th july then) in that branch, as they're only for the artillery support functionality. https://github.com/Wyqer/kp_liberation/commits/v0.96_artillery_support
  14. You can have a look what's already finished in the rolling changelog for 0.96 in the 0.96 dev branch on GitHub (I keep it always up to date when I commit finished parts) https://github.com/Wyqer/kp_liberation/tree/v0.96#096-in-development And as the enemy overhaul will be not directly in 0.96 (maybe in patches of the version or in 0.97) the other features (civil reputation, guerilla forces which are connected to the reputation, sidemissions) will be finished for the release, I guess. But in the end it's "just" a next version release and not the end of my work on Liberation :) Also I've just posted a experimental missionfile with the todays state of changes on our Discord Server. Not here, because I'm currently commiting many times a day stuff to the dev branch.
  15. Hey there. Concerning 1. I've already implemented the BI support system for artillery via scripted module spawn and sync in the current dev branch. But as it works fine in singleplayer so far, it cause some sync problems in a dedicated server MP environment. Because of this I've deactivated it for now and will look at it after I've finished other features for the upcoming version. I can't say how you could limit the rounds in the fire mission waypoint (isn't it an additional waypoint kind which is added via CBA or Ares maybe?). I would have in mind to group your artillery via zeus to your squad, command the fire missions and as you start the attack, you ungroup them via zeus again. Personally I don't play with AI, so I've not much "playing experience" concerning the AI. Concerning 2. If you have them in your squad, you can use the squad manager to rearm them. Beside of that there is no further functionality than the normal BI functionalities concerning rearming vehicles etc. crewed by AI. I'm sorry that I'm obviously not able to present you a "real solution" for your questions beside of the "normal BI functionalities". I hope that I'll be able to find a suitable way to implement the BI Support System via scripting (I would like to avoid placing modules etc. via the editor), so with that it would be much easier to handle artillery support from AI artillery.
  16. No, you set the mission params that way in the MP Lobby. In the role selection screen you've a button in the upper right area, where you can access the mission parameters and change them to your likings. This might be helpful concerning changing the parameters: https://github.com/Wyqer/kp_liberation/wiki/EN:FAQ#why-can-i-dont-make-changes-to-the-parameters-in-the-lobby If you want to change the default values (so you don't have to change them after every server restart manually), you can unpbo the mission and change the values in ui/mission_params.hpp Also an article concerning this is available at the wiki: https://github.com/Wyqer/kp_liberation/wiki/EN:ConfigFiles#uimission_paramshpp If you don't know how to unpbo etc. you should read the "Important Hints" area of the admin section in the wiki. Hope that'll help.
  17. 0.96 will come in october, yeah :) I guess it'll "only" contain the civil reputation system and the "enemy behaviour overhaul" will be postponed to the patched for 0.96 or maybe to 0.97. Reason is that the university started again and therefore my spare time for coding is a little less then before. But don't worry, it's still rolling, only not that fast as before. For the server I would also think 8GB is the minimum and I recommend a restart every 4-6 hours.
  18. https://github.com/Wyqer/kp_liberation/wiki/EN:FAQ#parameters-set-correctly-but-non-medics-cant-revive-with-medikit
  19. Well... personally I get mails when someone reply to this thread or post an issue on GitHub. Also I've discord on the smartphone, where are currently more than 500 people are around who mostly play, edit, contribute or host Liberation. I just think that when I'm as person say "I will continue the work and development" it should be also included that I'll help and support people who have serious and honest questions. I couldn't "ignore" someone who ask something. This is only a hobby of mine, sure, but if I've time in that moment, I'll answer as good as I can. Or at the next moment I've enough time between my "normal stuff". And the community (who also reply in discord, GitHub and this thread) is also great in their doings and they are always something what keeps me motivated. So concerning your sentence, I can also add that I'm very impressed and thankful for the support from the user side of the mission. :) This is related to ACE itself and no "bug" in general. If you use ACE you can basically say "everyone get killed by himself". This is because of the medical system, where nearly everyone dies due to blood loss and not due to the bullet directly. Therefor the vanilla "kill counting" mechanisms don't really work with ACE. Concerning Liberation, I've just implemented a fix in the actual dev version to catch this behaviour for the internal functionalities, if someone uses ACE. See this link for that: So if you play with ACE (what I personally would always recommend ^^) you don't have reliable score board entries. But to be honest..... ArmA is a simulation where a "Death/Kill" ratio shouldn't be really important.
  20. With the edit Darkhound gave you, you can add players who will be able to open the logistic and production dialog. If you were looking for additional zeus access, you can just add the modules via the editor for the slots you want. Really glad, that you enjoy the mission that much :)
  21. @calebfg2 Don't get me wrong, but you would have saved a lot of time, if you had just read the article about logistics in the provided wiki. Then you would have known that the "no ressources" status isn't something to worry about if you set up your route right. So I recommend to read the whole logistic article in the wiki. That will answer all the questions you had until know.
  22. @Davidone65 Just do what is explained in the two provided wiki articles. Unpbo the missionfile, edit the mission_params.hpp, save, create a pbo again, put the new pbo on your server in the mpmissions file and you're good to go. :)
  23. @Rodionbl The resupply of vehicles for repair, rearm and refuel can't be deactivated. The ACE compatibility parameter only disables the implemented functions inside Liberation for these resupply actions, as ACE has is own (and much better) system. (same for the weather) If you mean the resource system which is implemented since 0.95: No, you can't disable it. You should read the production and logistic article in the wiki, which explains also how to create a passive income with this system. The only way to play without the resource system is to use the missionfiles with version pre 0.95 (which are still available on GitHub in the releases tab)
  24. @Davidone65 You've to edit the default values of the mission parameters if you want them to be persistent during automatic server restarts. Please refer to these two wiki entries, which will give you all needed information to change the default values to your likings: https://github.com/Wyqer/kp_liberation/wiki/EN:ImportantHints https://github.com/Wyqer/kp_liberation/wiki/EN:ConfigFiles#uimission_paramshpp
  25. You can modify the estimated speed I've used in the script to create some suitable travel times for the convoys (which are intended longer than player driven trucks). But you can't just modify the time it takes between FOBs The running logistic system is handled here: \scripts\server\resources\manage_logistics.sqf the "create a task" is here: \scripts\server\remotecall\save_logi_remote_call.sqf