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Wyqer

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Everything posted by Wyqer

  1. Ok, maybe you want to try this once and report if it's basicly that what you wanted: https://github.com/Wyqer/A3-Scripts/blob/master/kp_distancemonitor.sqf
  2. @eric963 Oh, yeah that is something I didn't catch. Will fix it for the next update, many thanks for the hint that I've forgotten something :)
  3. You can adjust the fuel consumption rates in the kp_liberation_config.sqf
  4. Just per action like "start measuring" and "stop measuring" with a hint which show the walked distance after stopping? Yeah, so that's really quite simple, sure. Or of what behaviour did you think of?
  5. Many thanks, foxhound. Really glad that my small works are hosted on Armaholic.
  6. Wyqer

    KP Ranks

    Update to v1.4
  7. Released 0.954 Changelog updated in the first post
  8. If you basicly swap the sides in the kp_liberation_config.sqf and create a unit preset with the classnames for a east vs. west it should work as intended.
  9. Its very unhelpful to post such large code inside a BI Forum thread ^^. Better would be linking the file or just provide the path to the file, as everyone who would help you will mostly have the mission or download it then. https://github.com/Wyqer/kp_liberation/blob/master/Missionframework/scripts/server/base/startgame.sqf for a "quick and dirty" you can do the following: Place a empty marker via editor on the map you want to play and name the marker (not the text) like FOBhere. then change line 26 in the file to: [markerPos "FOBhere", true] remoteExec ["build_fob_remote_call",2];
  10. You can look for the classnames of the H-Barrier you've placed in the buildings list in the preset you use. If they are not listed there, they won't get saved, yes. Only placed objects which are listed in the preset will be saved.
  11. @dingos8 Did you build a FOB? You can't access these actions from the Freedom/Chimera Base. Your edits in the mission (adv_zeus.sqf) causing script errors, by the way. Also you're running 0.95 as it seems. Actual version is 0.953.
  12. @Veren As long as the placed items via unlocked zeus are items which are also buildable via the build menu it'll be saved. There is no difference concerning zeus placed objects and build menu placed objects for the save manager. Have done it by myself many times to test misplaced objects after a loaded save etc. Concerning the alignment to terrain and straight up -> works fine in my tests and on our sessions. Maybe @Applejakerie is right and you experience the "normal" misplacement after a load (especially on H Barriers). The vector of the object gets saved in the savegame and reapplied after loading. Have a look in the save manager if you like to read the code about it. @Danilik Please provide a server rpt with enabled debug (mission param) and enabled save debug (kp_liberation_config.sqf)
  13. How many sectors did you liberated already? A rpt would be helpful, with activated debug messages.
  14. @Danilik 0.96 will take some time. As I'm currently make sure every reported bug will be fixed and any (suitable) suggestion will be implemented on the base of 0.95. Issues and Suggestions on GitHub As 0.96 will be a feature release, I don't want to take old bugs or something into that, as 0.96 will have it's own bugs for sure. Information about versioning Also it's still a hobby which I do beside of normal life and next to my current university studies. (next exams in 2 weeks -.-) So I would say 0.96 will be released in august or september with the following major features to be implemented: Civil Reputation system (guerillas may form up depending on your reputation and other "penalties" and benefits depending on that) More Sidemissions, also kind of hearts & minds AI Rework concerning the strategical behaviour of the enemy (not of the one individual soldier) In general adding more a dynamic experience in the mission, so that you not only act and also have to really react on enemy actions. Only really general topics. More details will follow at start on 0.96 and during the development of it (also providing experimental missionfiles then again, sure)
  15. Let us continue in the continued thread to avoid splitting informations etc.
  16. Until 0.94 it's still available. Since 0.95 it's removed due to the incompatibility with the new resources system. In 0.96 there will be the feature implementation of hearts & minds / civil reputation. After that there will be much more "penalty" for killing civilians etc.
  17. @Danilik hostile vehicles will get saved in the FOB range. classnames.sqf all_hostile_classnames = (land_vehicles_classnames + opfor_air + opfor_choppers + opfor_troup_transports + opfor_vehicles_low_intensity); save_manager.sqf _classnames_to_save = _classnames_to_save + _classnames_to_save_blu + all_hostile_classnames; So more detailed informations (map, version, preset, changes, etc.) will be helpful to find a possible bug there. @Tom Mertz kp_liberation_config.sqf GRLIB_fob_range = 125; // Build range around the main FOB building. @Abburo I don't know of anything that @zbug will implement or working on (state of our last talk before I continued the mission). So what do you mean exactly and what's the source of the things you saw?
  18. You should unpbo the missionfile and set the default values of the revive and ace params (if you don't want to do it everytime in the mp lobby over the parameter button) \ui\mission_params.hpp class ReviveMode { title = $STR_A3_ReviveMode; isGlobal = 1; values[] = {-100,0,1}; texts[] = {$STR_A3_MissionDefault, $STR_A3_Disabled, $STR_A3_EnabledForAllPlayers}; default = 1; function = "bis_fnc_paramReviveMode"; }; Set default to 0 class AceEnable { title = $STR_PARAMS_ACE_ENABLE; values[] = { 0, 1 }; texts[] = { $STR_PARAMS_DISABLED, $STR_PARAMS_ENABLED }; default = 0; }; and here default to 1
  19. Released 0.953 Changelog updated in first post.
  20. Why adding support for it? Where did you expect issues with TFAR? Liberation works fine with ACRE and TFAR all the time, so no need to add anything.
  21. Than provide a serverlog, as without it'll be very hard to figure out what could be wrong. Best you also enable the debug messages via the mission parameters and after you experienced the "no enemy spawn" you can provide the whole log via hastebin or something.
  22. I guess you've edited the preset file then. You should check every edits you've made if you've maybe missed a comma or placed one too much (after a last element of an array for example) And maybe you can provide a serverlog. (via hastebin or something.... pls don't post it directly)
  23. @sammael Do you run the Project OPFOR Mod on server and each clients after changing KP_liberation_preset to 4? Workshop or GitHub missionfile? If you use the workshop one, you'll have always problems with changing anything in the mission as steam will redownload the mission if it detects any changes. So you should get the pbo from GitHub if you want to edit anything.
  24. International Liberation Event Next event is created for the 17th June. Feel free to sign in: https://www.killahpotatoes.de/calendar/index.php?event/350-international-kp-liberation/ This time, attending to the last feedback, there will be a Zeus player who'll create a more dynamic environment during the Event additional to the normal Liberation spawning scripts. Last Event with more than 30 people worked great and we all had much fun, so we hope to keep that count :)
  25. I would also recommend to use the ace_server.pbo as serverside mod and set up a serverconfig.hpp (or use and modify the one I provide with Liberation). The advantage is, that you don't have to place modules on each mission you want to play. You will then have the desired ACE setting on each mission you play without needing to place anything in the missionfile.
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