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Wyqer

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Everything posted by Wyqer

  1. In the worst case the refresh of the stored resources in a sector storage takes up to one minute.
  2. @DruidicRifleman Since 0.94: Replaced: Old hostile markers (exclamation marks) with a unit count sensitive area marking system @Abburo Glad you like the changes and the way Liberation goes at the moment, thanks :). Yeah, the Taunus map is really nice from "visual and terrain aspect" but a fully customized map and so the buildings are sometimes buggy and it's a very resource intensive map for clients and servers. The buildings with AI inside the floor or ground is sometimes quite annoying, yes. But mostly I've encountered them in the large industrial buildings rather then in the "normal" village buildings.
  3. There is no way for a "passive income" like in 0.94, due to the fact that resources aren't just numbers on the hud anymore. As they are now real objects in the game and so they are no global values it is not possible. How should the "old passive income" know on which FOB you want to have the resources for example? That's the reason I've implemented the logistic menu for the commander (which is basicly meant to be used by smaller groups as a replacement of the passive income). From a post before concerning that: The values etc. for the resource gain has to be balanced in the future, as you've quite many resources after a short while. If you really dislike the new resources system, the 0.94 version is still on GitHub and fully functional: https://github.com/Wyqer/kp_liberation/releases
  4. No, never heard that name, sorry. But well, was only a thought, don't worry :)
  5. Glad to hear. :) If it's a public you could name the data and I'll put it in the public server list on GitHub.
  6. you could just comment the spawn of the set_skill.sqf Then the "normal profile AI difficulty" will used, as the skill isn't changed due to a script during the mission. init_shared.sqf Line 34 [] spawn compileFinal preprocessFileLineNumbers "scripts\shared\scan_skill.sqf";
  7. Yeah, I've made a small mistake in the prepacked files for the GitHub Release Tab and Workshop Releases. Set a 2 instead of a 1 for the preset, which caused loading the rhs only preset instead of the apex preset. Fixed on Workshop and GitHub version.
  8. No, no wipe. Wipes are only between feature releases (0.94, 0.95, 0.96) Compatibility will be ensured inside each feature release and the patches (0.95, 0.951, 0.952, etc) https://github.com/Wyqer/kp_liberation/wiki/EN:Versioning
  9. Release of 0.951 Highlight: Al Rayak released. Capitals: 8 Cities: 110 Military: 26 Factories: 36 Radio Tower: 34 Total Sectors: 214 Downloads Missionfiles in the Workshop Missionfiles from GitHub Changelog for 0.951 Added: Boats at the stern of the Freedom for amphibious insertion Added: Transport configs for guerilla offroad and van Added: Mission parameter to choose between arsenal with no restrictions at all or using the defined preset from `kp_liberation_config.sqf` (no restriction not recommended) Added: Al Rayak missionfile Updated: Italian localization. Thanks to k4s0 Updated: Russian localization. Thanks to _KOC_ Tweaked: Syncing between server and clients after building a sector storage Tweaked: Debug info output for sector production and logistic management Tweaked: Small things on each mission.sqm. Thanks to Applejakerie Tweaked: Factories will directly start producing supplies, as soon as a storage area is built Tweaked: General syncing of production and logistic data between client and server Tweaked: Resource amount is now also being displayed in the production dialog, not only crates count Tweaked: Production menu is now also available if near a production sector Tweaked: Checking the content of a crate now also checks if `ropeAttachEnabled` is true and set it to true if not Tweaked: Improved logistics algorithm concerning behaviour of loading resources Tweaked: Removed unarmed vehicles from sector defender vehicles. They are still transports for battlegroups Fixed: Hostile map markers on Sahrani had a little offset from the map grid Fixed: No intelobjects spawned at military bases Fixed: Missing vehicles because of classname changes due to the ArmA 3 update. Thanks to madpat3 for an overview of all changes Fixed: Production menu showed timer even if nothing is produced Fixed: Production timer displayed as float if using a resource multiplier Fixed: Sahrani mission name wasn't displayed in the server browser, even after mission start Fixed: FOB Box won't respawn if fallen into the water Fixed: It was possible to create a logistic mission without defining a A or B destination Fixed: Logistic dialog didn't update when buying or selling a truck Fixed: Error in serverlog concerning loading control CaptureFrames BLUFOR and OPFOR Fixed: Boat recycle caused a script error Fixed: Exploit of build menu if UI was set to show global resources Fixed: Build menu reloads constantly
  10. With the next patch it should be fixed. Personally I've not encountered that issue during tests to reproduce it. Basicly the build menu refreshes everytime the server syncs the resources data with the clients. (When someone remove resources etc.) In 0.95 also the logistic and production data is synced "on the same road" as the resource data. I think that could cause the issue, although the production and logistic data refresh is normally only running once per minute. In the upcoming patch the resources data goes a own "road" and the logistic and production data is synced on a "different road", which should fix the issue for some people. Couldn't test it, because as I said I can't reproduce this behaviour on my side or on our server.
  11. Al Rayak is 95% finished. I just test it a little bit and do some tweaks. Release of 0.951 (and also Al Rayak then) is tomorrow (28th May) evening CEST. :)
  12. Just set ace to true in the config of Liberation. This will deactivate the Liberation scripts for weather and resupply. (as this is handled by ace) Then you should be sure to deactivate the BI Revive in the mission params. Everything else is ACE related and nothing which Liberation will block or anything. I would recommend to use the ace userconfig settings instead of maybe place ACE modules in the editor. Explanation for the ace serverside settings (can also be used for singleplayer) is there: https://github.com/Wyqer/kp_liberation#ace-serverside-settings
  13. Yes, right. For the international sessions we use the mods listed here: https://www.killahpotatoes.de/index.php?thread/573-international-kp-liberation-sessions/ And in our weekly community sessions we use these mods (KP Liberation Chernarus Modset) https://www.killahpotatoes.de/cms/index.php?page/arma-3-server-und-modinfo/
  14. The Huron is content from the helicopter DLC. If you don't own it, you can use the RHS preset for example. Or if you want to stay at the "all in one custom.sqf", you can enable the "Start the campaign with the first FOB already built" parameter in the mission lobby. At the FOB you can also build FOB Trucks etc. then to establish more FOBs.
  15. As I remember, the FOB Container on Taunus spawns inside the base.
  16. @Kirby Do you use the GitHub pbo? can you reproduce that behviour maybe? Which edits have you done? Maybe you could run the mission for one time with enabled debug messages and send me the server rpt via message or discord. Debug messages can be enabled via kp_liberation_config.sqf
  17. The "replace" in the group manager is really just to replace the soldier. Can't say atm how the next changes for 0.96 will change also something for the own squads, but basicly it's no "temporarly remote control".
  18. No, you don't have to do it again. The convoy will stay in the "not enough resources" state and waits until the factory (for example) has produced enough resources. Then the mission will continue. Some more concerning that some posts before: You can also set up the mission with "get 100,000 supplies from the factory where I produce supplies at the moment and bring them to the FOB", even if you only have 1 Truck in the group. That will lead to the "passive income replacement", as the Truck will start loading, maybe see that there are no 300 supplies at the factory (logi groups will always load all trucks before continue) and then he will wait so long until 300 supplies are in the storage area of the factory. Then he will continue his mission with driving to the FOB and unload it (he will also wait, if there is maybe no space to unload all crates). And as then his mission still says "get me also the remaining 99,700 supplies", he will drive back to the factory and so on. :)
  19. That's what I said. And already changed, that you see the amount in the production dialog also. https://github.com/Wyqer/kp_liberation/commit/80d44715aa1a141b9dc40091dc742678da22be56 But you know that the convoy will wait on the destination, if there are currently not enough resources to load a whole truck?
  20. @madpat3 You mean the production dialog, right? In the Logistic dialog it's always the amount of resources. In the production dialog it's always crates at the moment. But sure, can add a amount display at the section where you see how many crates of each resource is there. @babar.sattar@hotmail.com You need a Flight Control on a FOB to unlock the tent hangars (plane slots) or helipads (heli slots) in the build menu under the supply tab.
  21. not crates each 100 is 1 box. Also if you have 5 Supplies, 5 Ammo and 5 Fuel the truck is full (because 3 boxes are generated)
  22. 0.94 Savegames are Not comptatible with 0.95 due to changes in the save array. if you want to finish your game first, you can find all versions on Github at the releases tab.
  23. Just unpbo the mission and have a look in the kp_liberation_config.sqf and the preset folder. You'll find comments which will guide you :)
  24. They'll be still affected by the wind, so a "land and store" can't be achieved with that, but it gives you more control. I've a thought for the "lack of transport" for the start ressources. Well.... I could test if it will work good enough (FOBs are not always directly at a road or something), if I just create a civil offroad maybe 1km away, which will then drive to the FOB, the driver get's out, goes away and despawns. So like a "here, I was ordered to bring you this".
  25. And you can't edit the parameters at all if you start the server with -autoInit (which will start the mission right after the server is ready) But to keep it simple for you as admin, you can unPBO the mission, go into ui/mission_params.hpp and change the default values to your liking. PBO it again and you don't have to change it everytime after restart. Wouldn't recommend to set the wipe parameters to enabled by default by the way ^^
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