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Wyqer

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Everything posted by Wyqer

  1. Which Mods used? Keep sure that server and clients have all mods loaded. If you haven't altered any files than I can assure, that there is some issue with your mods or with your server. Missionfiles without any changes from your side work on all maps without issues in MP.
  2. As the revive system is from BI (and I personally don't use it) I can't say why the option won't appear. Maybe you've to choose First Aid Kit and MedKit as valid items for revive if you select everyone can revive. Basicly I've also only these informations and just tested everything once as I've implemented it in Liberation for players who don't use ACE. https://community.bistudio.com/wiki/Arma_3_Revive
  3. Yeah, it's very weird. The classnames are correct. I'll have a look into that in the next days.
  4. You can set the terrain grid via the extended options directly inGame. setTerrainGrid 50 would be the very low setting in the extended options.
  5. Then the admin maybe removed it. By default they are inside the supply tab: ["B_Slingload_01_Repair_F",275,0,0], ["B_Slingload_01_Fuel_F",75,0,200], ["B_Slingload_01_Ammo_F",75,200,0]
  6. Yes, you can build the supply containers for the huron. As you can use them to resupply your vehicles as you can do it with the trucks. They are a little bit cheaper and well..... can't drive. So maybe more usable for a static resupply area in a FOB.
  7. It is compatible with all three, sure.
  8. Wyqer

    KP Ranks

    Update to v1.3
  9. AI in your player squad won't get saved as before. You can ungroup them via Zeus from your player, to save them. And the AI squads have to be near a FOB (same as with vehicles)
  10. Released 0.952 Changelog updated in first post.
  11. This issue is happening if the server don't have all needed mods loaded. If you use the default preset 0 (custom.sqf) without changing anything there this issue will not happen. If you choose for example one of the rhs presets, the server needs to run the rhs mods etc.
  12. Well, Destination A isn't always the source and Destination B the storage. You can chose FOB Alpha as A and FOB Bravo as B. And set up the mission to carry suppies from A -> B and in return Ammo from B -> A for example.
  13. The action to build a storage area is in the action menu (mousewheel). Also the ones to build facilities in cities, after building a storage there. To access the logistic or production dialog you also have a mousewheel action if you're at the fob and the commander. Some informations for the logistic: https://github.com/Wyqer/kp_liberation/wiki/EN:Logistic
  14. @PHXAdmin It would be very helpful to see your server log. please set kp_liberation_debug in your kp_liberation_config.sqf to true and post your log after you've encountered the error again. If you host local, you'll find the logs in your appdata/local/arma3 folder. For everyone else: Tomorrow is the next international Liberation event. At the moment there are 31 players signed in for the event, but there is still room for 14 players in our event. So if you like to participate, please sign up in the event in our calendar: https://www.killahpotatoes.de/calendar/index.php?event/338-international-kp-liberation-session/ If you're interested what's planned, then here you'll see the briefing: https://www.killahpotatoes.de/index.php?thread/606-international-kp-liberation-session-sat-jun-3rd-2017-6-00pm-11-00pm/&postID=5963#post5963 And if you can't participate but interested in have a look, we'll stream the event on our twitch channel. The stream will start at 6pm or 6.30pm CEST. https://www.twitch.tv/killahpotatoes
  15. \scripts\client\init_client.sqf line 71 change: [] spawn compileFinal preprocessFileLineNumbers "scripts\client\ui\intro.sqf"; to: // [] spawn compileFinal preprocessFileLineNumbers "scripts\client\ui\intro.sqf";
  16. @duderide With changing something in the code you can, sure. But why do you want disable it? oO
  17. you should join the discord. Some people there already use Liberation with Alive and they'll be happy to help. https://discord.gg/bpPUU48
  18. If you use the preconfigured missionfiles from the GitHub release tab or from the workshop you need the mods which are listed in the "needed mods" section on GitHub / on the workshop page. You can play them with only the map as mod, if you change the unit preset to 0 in the kp_liberation_config.sqf
  19. @Danilik VCOM AI should work. But some people experienced issues with prisoners. I'd recommend to setup VCOM AI to not apply on civil and friendly AI. Then it should work fine. @gwiddik We had a large discussion about this in our discord before I've implemented the system. And as the AI is not the best driver, I think it would cause more problems then it would increase the immersion. Also the logistic system is only a replacement for the "passive income" so that smaller groups don't have to transport everything themself (which would be the intended way to handle it by the way). With this in mind I think it's fine as a "virtual" system. But in the next version (0.96) there will be also some ambush mechanic etc. on the convoys which creates dynamic side missions etc.
  20. I'll release a new patch at the weekend, which will also tweak some small things in the production and logistic system. Please test it in 952 and report again if it's still happening.
  21. The action to place a storage area at a capture or factory sector is always available if: - You've building permissions - There is no storage area at the sector So you should be able to build them. If there is no storage area you also shouldn't have the actions to establish facilities.
  22. @vengeance1 The wiki page for the logistic is finished. More articles will come in the next days. Link to the logistic wiki article: https://github.com/Wyqer/kp_liberation/wiki/EN:Logistic
  23. @vengeance1 The wiki is just be written these days. But some pages before applejakerie posted some informations about it. @Danilik The difficulty affects the skill in the: \scripts\shared\set_skill.sqf There you see how the status of the unit etc. will effect the skills of the unit. :)
  24. I did some investigations and I can confirm, that AI Squads won't be saved atm. In the preset files there is the Fireteamleader classname missing in the infantry units array and there is a need to a classnames array for the save_manager check. (won't make savegames incompatible) Will be fixed in 952 at the next weekend.
  25. Soldiers in a player squad won't get saved. Full AI squads will be saved. (if near a FOB, like with vehicles)
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