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Wyqer

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Everything posted by Wyqer

  1. No, it has to be a blufor unit (uavs are always ai units, so blufor)
  2. If you changed it in the preset, so that it appears in the build menu, it'll be saved.
  3. You can switch the classname of the ammo truck. The thing is, that it won't help. Rearming don't work with ACE at the moment. It's not Liberation related. https://github.com/acemod/ACE3/issues/5302
  4. the XXX.vars.Arma3profile file. XXX -> the server profile name which you use for the -name parameter
  5. Not with the current state of the script. But I could adjust it in the next days.
  6. Oh sorry, you're right. Just copied it from the script description and didn't replaced the X with _vehicle. The code above should work now.
  7. Yes, that's a normal behaviour concerning the script. in the \scripts\client\build\do_build.sqf Line 315 Change switch (_classname) do { case FOB_box_typename: {[_vehicle, 3000] remoteExec ["F_setMass",_vehicle];}; case "Land_Medevac_house_V1_F"; case "Land_Medevac_HQ_V1_F": {_vehicle setVariable ["ace_medical_isMedicalFacility", true, true];}; case "Flag_White_F": {_vehicle setFlagTexture "res\kpflag.jpg";}; case KP_liberation_small_storage_building; case KP_liberation_large_storage_building: {_vehicle setVariable ["KP_liberation_storage_type", 0, true];}; default {}; }; to switch (_classname) do { case FOB_box_typename: {[_vehicle, 3000] remoteExec ["F_setMass",_vehicle];}; case "Land_Medevac_house_V1_F"; case "Land_Medevac_HQ_V1_F": {_vehicle setVariable ["ace_medical_isMedicalFacility", true, true];}; case "Flag_White_F": {_vehicle setFlagTexture "res\kpflag.jpg";}; case Arsenal_typename: {KP_loadout_cargo_objects pushBack _vehicle; publicVariable "KP_loadout_cargo_objects";}; case KP_liberation_small_storage_building; case KP_liberation_large_storage_building: {_vehicle setVariable ["KP_liberation_storage_type", 0, true];}; default {}; };
  8. @Applejakerie is already on a port for Malden ^^ I won't personally do a port by myself, as I guessed that many people will do that by themself as soon as Malden was released today.
  9. International Liberation Event - 1st July 2017 - 6pm CEST The next event for the international Liberation session is now created in our calendar. Feel free to sign in. https://www.killahpotatoes.de/calendar/index.php?event/359-international-kp-liberation/
  10. Yeah, it won't work on buildings. What a problem do you have with Liberation? Updated the first post btw
  11. https://github.com/Wyqer/kp_liberation/wiki
  12. If you load a loadout and would directly save it again, you'll loose always one mag in the arsenal due to the behaviour you describe (mag in weapon). It's basicly an ArmA thing, yes. So it's the source of the issue you're experience. I could see if I implement a small catch for that.
  13. @Hossus Please try this script, if it fits your needs. Informations are inside the script as comments. Won't say more to it, to proof if the comments are enough to use the script :) If it's what you thought about, I'll add it to the list above. https://raw.githubusercontent.com/Wyqer/A3-Scripts/master/kp_load_loadout_cargo.sqf
  14. Would be a nice little script, that's true. I'll put in on the list and will have a look into that.
  15. I'm half way done now with that. Will finish it tomorrow. It will work than with arsenal saved loadouts and also predefined loadouts inside the scriptfile config. The actions to load the vehicle will be available at objects which classnames are written in the script config or got a variable attached via the editor (if you want only one specific box should give that action and not every box with that classname for example). It won't have a UI. It'll work via mousewheel actions. Implementing a full UI for that wouldn't fit inside one script file, so it won't be something for this "script compilation". Maybe later on I could provide something like that inside Liberation with an UI. But not for this compilation here.
  16. at the moment I don't see an issue with loadouts which contains mod items. I'll loook into that this evening and during the day tomorrow, as I've not that many time this evening.
  17. You can join the discord. Mac defranco in the discord has done a red vs blue version. Think it's also available in the workshop.
  18. Sounds interesting, true. So to get you right: A Script which can load all items of a saved arsenal loadout to a vehicle? Wouldn't be a really big script. I'll do that this evening. Really like that idea and additional to saved arsenal loadouts I would implement jut a small configuration, where admins can enter some kind of packages which can also be chosen.
  19. It's already placed by liberation by default. Just check maybe your cup Mods again. Nothing concerning Taunus.
  20. That's the wrong direction, sorry. the object is a handplaced object in the chimera base (which is manually placed on the map via editor). Therefore it's normal CUP content and not related to any dependencies of the Taunus map to CUP.
  21. Had a look in the editor. The object you're having issues with is a wooden door at chimera base. Southeast of the base next to the medical tent. And concerning the informations in the editor it's an asset from CUP.
  22. No, the BWMod don't have land assets. It's needed in the preconfigured version as the taunus version of liberation uses the BW Mod Unit preset. You're running also CUP Core and CUP Maps, right? I didn't have that issue when loading the mission. It would also complain if I open the mission in the editor with the "needed mods" and there would be some object which can't be loaded. The mission should run fine. There would only one bargate missing somewhere ^^
  23. Did you tried it with the workshop taunus version? The zipfile is named like that, true. Some kind of confusing, as everywhere is written 1.1 as version and also the workshop object stated that one. Maybe @silola can really say something to clarify that confusion. If you try the workshop version and still get the error, then there could be an error somewhere else, yes. What's the full error message you get?
  24. It's really not a hard script, so everyone who've done some ArmA scripting could've write this very fast. Really nothing special, but thanks :) Glad that I could help you and create what you've wanted :) Updated the first post with the script.
  25. Didn't see any further version for Taunus than v1.1 on the "official" channels like: and http://steamcommunity.com/sharedfiles/filedetails/?id=836147398 So where did you get a v2.7 from Taunus? Maybe @silola can say something reliable concerning the actual version of his map.
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