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Everything posted by Wyqer

  1. Are you playing Takistan maybe? Have a look at this: http://feedback.rhsmods.org/view.php?id=3369
  2. Content of the squads are inside the preset files at around line 300 Concerning the build menu and the costs etc.: \scripts\shared\classnames.sqf First array named squads.
  3. Never worked much with AI, to be honest. Maybe it should work if you just order the AI to rearm via the BI command menus?
  4. Glad you enjoy it :) to 1: Grey -> no storage White -> storage, but no production set Green -> Supply production Red -> Ammo production Yellow -> Fuel production to 2: At the moment there is no "special" implemented feature for that. But basicly it would work if you drag the unit with hold down ctrl key to yourself (so you group them to you) and order them to fire via the normal ArmA squad command etc.
  5. @helice Someone already mentioned problems with AI concerning the grasscutters. Maybe the BI AI "see" the grasscutter objects and can't find a way out because there are so many. I'll investigate it also on my side, but I guess that's a "ArmA thing" than. @Marcel40625 They won't work, because you're using the wrong parameters. Have a look in the ui/mission_params.hpp for the right parameters and values. https://github.com/Wyqer/kp_liberation/blob/master/Missionframework/ui/mission_params.hpp Parameter don't accept float values, that's because they needed to be changed and transformed to the float values afterwards. https://github.com/Wyqer/kp_liberation/blob/master/Missionframework/scripts/shared/fetch_params.sqf Starting at line 88
  6. You need an Flight control and the Helipads / Tent Hangars to increase your limit and built air vehicles. Have a look into this: https://github.com/Wyqer/kp_liberation/wiki/EN:FAQ#buildings-and-their-purposes
  7. INTERNATIONAL EVENT As tomorrow (1st July) the 4th international event will take place, I wanted to provide some information for this. You're still be able to sign in for the event if you like (but it seems the summer is happening concerning gaming ^^) Briefing and possibility to sign in: https://www.killahpotatoes.de/calendar/index.php?event/359-international-kp-liberation/ General information for the events: https://www.killahpotatoes.de/index.php?thread/573-international-kp-liberation-sessions/ We'll stream the event also on our twitch channel, like we've done it the last 3 events https://www.twitch.tv/killahpotatoes
  8. Glad you're enjoying the mission and also the additions I've added. Hope 96 will also be appreachiated after it's released in 2-3 months. (Development of it will begin in about 1-2 weeks) But I'll provide experimental pbos again from time to time, so that everyone can test and state opinions and suggestions during the development.
  9. I can't say if it's the right way, as I don't know the script. Is there anything that has to run in the initline of the unit? Maybe running that command again after the ownership change of the unit will fix it with publicVariable on all the variables you've written there to sync them once after assigning them with all HCs from the server. Think the best way is to ask for how to "reinitialize" the script after a ownership change of the unit to a HC in the topic of the script itself. The creator of it would be able to provide a short and right answer for sure.
  10. Have a look at the offloading scripts for Liberation which will push all AI to the HCs and keep the "gameplay mechanic calculations" on the server. Maybe due to the ownership transfer of the units you experience these issues. Then you should have a look concerning your used AI Script, how you could hand over the script handles to the HC or initialize them after the units are moved to the HC.
  11. @arziben I would recommend to join the discord. Some people there did a "red vs blue" change and I bet they'll explain it to you. It's possible, sure. @dasa https://github.com/Wyqer/kp_liberation/wiki/EN:ImportantHints#preventing-common-mistakes
  12. Version and any edits? If you encounter that bug again it would help if you could provide a server.rpt of that session where the issue happened.
  13. All you need is to change KP_liberation_preset = 2; to KP_liberation_preset = 4; in kp_liberation_config.sqf inside the mission pbo Load all required mods (list in the first post where you than have to look under Takistan) on your server and all your clients and you're done. Maybe useful: https://github.com/Wyqer/kp_liberation/wiki/EN:ImportantHints https://github.com/Wyqer/kp_liberation/wiki/EN:ConfigFiles EDIT: And if you still encounter problems, you should consider to join the discord (text chat only) as there are many people who can help you for sure. Also you could mention the Liberation Support there. Link for the discord also in the first posting.
  14. After Line 62 you should add: clearWeaponCargoGlobal (_vehicle select 0); clearMagazineCargoGlobal (_vehicle select 0); clearBackpackCargoGlobal (_vehicle select 0); clearItemCargoGlobal (_vehicle select 0);
  15. Pre 93, Farooq's Revive was implemented in Liberation. Since 93 I've removed it and added the BI Revive System (which wasn't available pre 93).
  16. I don't know the script. But concerning to your createUnit line you should maybe try it this way: _classname createUnit [ _pos, _grp, "this addMPEventHandler [""MPKilled"", {_this spawn kill_manager}]; [this] execVM ""ais_injury\init_ais.sqf""; _isMedic = if (getNumber (configFile >> ""CfgVehicles"" >> (typeOf this) >> ""attendant"") == 1) then {true} else {false}; if (_isMedic) then { [this,""ALL""] execVM ""Medic\Medic.sqf"";}", 0.5, "private" ]; As the init for the unit has to be provided as string you have to double the quotation marks in the original If you have this as something you need in the init line: this setVariable ["MyCoolVariable",1]; You have to write it inside a string like: "this setVariable [""MyCoolVariable"",1];"
  17. \scripts\client\build\do_build.sqf Line 50 -> Init for AI which will join the player squad Line 63 -> Init for each AI in a AI Para Squad Line 65 -> Init for each AI in a AI "non Para" Squad
  18. It's intended that civilian vehicles won't be saved, yes. As it should not be a "suitable way" to "steal" from the civilian population. In 96 it will also be punished. Concerning the AI Units. Full AI Squads will get saved (also fully AI crewed vehicles). As you seperated the AI units from your squad, it should've been saved normally. Please try to reproduce it with maybe one soldier seperated from the player squad. (not placed via zeus, only built from the build menu)
  19. You can edit the script to just apply to land vehicles. Line 40 Change if !((_this select 0) in kp_fuel_consumption_vehicles) then { to if (!((_this select 0) in kp_fuel_consumption_vehicles) && ((_this select 0) isKindOf "LandVehicle")) then {
  20. Known and already reported: https://github.com/acemod/ACE3/issues/5302 and already fixed for the next ace update.
  21. The wiki explains the production and logistic system. If I would explain it now it would be the same what you can read in the wiki concerning that. Please read it and if you still have questions, than ask precisely that question so it's easier to answer.
  22. https://github.com/Wyqer/kp_liberation/wiki
  23. Do you use ACE or something? Seen this once in a stream of someone with a huron. But he had edited the mission as it seems. Did you edit anything in the scripts or the editor? Which Map, Version, Mods?
  24. Released v0.955 GitHub: https://github.com/Wyqer/kp_liberation/releases/tag/v0.955 Workshop: http://steamcommunity.com/id/wyqer/myworkshopfiles/?appid=107410 Changelogs: https://github.com/Wyqer/kp_liberation/wiki
  25. The Supply Box is, if enabled, the mobile arsenal box. If you don't play with the mobile arsenal and maybe with ace (like we do in our community), we use it as a container for resupplies for the troops. So we load magazines, etc. in it, load the box via ACE inside a vehicle or slingload it and bring it to the ground forces so they don't have to return to base for resupply.