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Wyqer

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Everything posted by Wyqer

  1. The AI troops won't be saved, yes. That's normal behaviour. After the 0.95 release (in about one week) I'll start to work on the enemy reactions, some AI tweaks and also some kind of "store bought friendly AI at FOBs / sectors". So they'll be saved there (or moved there, if it's saved and they aren't stored) and you can "unstore" them then to have them again as units on the map.
  2. You can run the following via debug console on the server: combat_readiness = value; value from 0 to 100
  3. You can just replace the mission.sqm with the tanoa one (get it from GitHub for example), rename the folder from altis to tanoa and pbo it again.
  4. Personally I can't confirm any issues like stuttering from my side. Also you're the first one who reported anything like that. Do you run it locally? Did you reduce the unit limits in the mission params from the mp lobby? Liberation is in general recommended for dedicated server usage. But well, most machines can handle the mission also as local mp game (so SP game like) without changing anything.
  5. @Danilik @sowens is right. I'm planning to release the next version with a bunch of new features shortly after the Jets DLC (as I want to implement the new Jets and replace the ATLAS with the new carrier) You can replace the huron classname inside the custom.sqf in the mission. So you can take one from RHS for example, if you use that mod. Or you start the mission with the parameter, that the first FOB is already built for you, so you won't need to lift the box around.
  6. The first event for the planned international KP Liberation session is created by the way. We're still looking for people to join. We'll play the latest dev build in a milsim environment. If you like to participate, please register in the event and state the number of the role you want to play: https://www.killahpotatoes.de/calendar/index.php?event/325-international-kp-liberation-session/ More informations about the session itself can be obtained here: https://www.killahpotatoes.de/index.php?thread/573-international-kp-liberation-sessions/
  7. Then you forgot to delete the "," from the next entry above after deleting the last entry (gmg mrap). In an array the last entry must not have a comma at the end.
  8. about the arsenal thing.... could you open an issue on Github with steps to reproduce etc.? Then I'll have a look into it. But nobody else had a issue like this since now, so that's one reason why I'm interested in the "how to reproduce".
  9. To restart, you choose the both mission parameters to wipe the savegame from the MP Lobby.
  10. New Experimental Missionfile Production System fully finished as intended. Next task is the "AI Logistics" feature. Intended behaviour for the changes: Cities don't have the ability to produce resources now if you capture them. Factories can produce every resource from the start. You now have to build facilities in the cities to produce resources. To build them you need to built a sector storage first. You need to store resources in the sector storage to build the facilities. The prices are at the moment: Supply Facility -> 100 Supplies, 200 Ammo, 200 Fuel Ammo Facility -> 200 Supplies, 100 Ammo, 200 Fuel Fuel Facility -> 200 Supplies, 200 Ammo, 100 Fuel The sector storage isn't spawned directly at the player position anymore (it was just a placeholder). Now you get the same preview functioanlity like when building at the FOB. Download experimental missionfile
  11. @Danilik The italian localization is the work of kaso2mod, so you should thank him for that. :) To be honest I've never used this in any mp or sp. I'll have a look about it. But what about the group management action in the action menu?
  12. Many thanks for your offer. As I've planned to implement Al Rayak and Sahrani, I've to say that I've nearly finished the Al Rayak missionfile. But if you like, you could take hands on Sahrani and I won't start create it then. Maybe it would be best, if you join the discord, so we can talk about it :)
  13. You shouldn't delete a element the AddOns Array in the mission.sqm If the mission don't start, you have to check your server, not the mission. As everything with "a3" are basic ArmA things, if you don't have it, there is something wrong with your server.
  14. @porast You can increase the distance in the gameplay_constants.sqf (0.94) or kp_liberation_config.sqf (0.95 dev)
  15. International KP Liberation Session As we're playing every wednesday evening (7pm CEST) our weekly Liberation session with our community and maybe some of you may also be interested in playing Liberation in a kind of military simulation environment, I've thought about a chance to provide it. Our community is mostly german speaking, so the common Liberation sessions are full of players which speak german, so it would be a little bit hard to get international players inside the organization (for example a group or team of only english speaking people, etc.). But maybe, if enough people are interested, I would like to organize a "international Liberation session", where everyone is welcome and all players who participate would speak english. Also the briefing, etc. would be provided in english. I think a day of one weekend would be the best choice for that, as not everybody live in the same timezone and if we choose for example 6pm CEST, for some it would be in the night or during the day, which is more possible on a weekend. You can find any further informations and a poll for a possible date for the first session in this thread on our community website: https://www.killahpotatoes.de/index.php?thread/573-international-kp-liberation-sessions/
  16. @spaceballs14 The save is inside the profile vars. So for example your server profile name is "A3Server": [serverroot]\A3Server\Users\A3Server\A3Server.vars.Arma3Profile
  17. You're searching for the GRLIB_ignore_colisions_when_building array in the classnames.sqf inside the scripts/shared folder.
  18. Yeah, I'll implement the Freedom for 0.95 :) and you can "easily" disable tanks. In the presets you just have to delete the tank classnames in the enemy arrays and you won't have tanks at the enemy side.
  19. @porast I want to relay that to @zbug, because he's the creator of the basic mission. I've only picked up the maintenance and development. :) Liberation is more fore a larger scale, that's right. If you want to try some kind of equal missions I would recommend to have a look at "Antistasi" or "Dynamic Recon Ops". Also great ones, so have a look. :)
  20. No, the action was always only shown, if you're far enough away from the LHD or Chimera.
  21. Even if you change the _minsectordist, you've to be at least 1km away from the LHD or Chimera base to get the action at the Box. Maybe you're to close to one of them?
  22. Consider joining the discord. Then we (all the others and I) can help you surely faster with your issue. And we won't use the thread as kind of "chatroom" ^^
  23. @sowens Ensure that you load the atlas mod on server and clientside.
  24. New experimental missionfile The production system is "finished", so here is the next experimental missionfile for testing purpose. I've tested it on my side and everything work as intended. But sure I can't test all possible situations. So I would really appreciate your help again for testing and reporting of any encountered bugs or strange behaviours. If you use this missionfile you need to wipe your save! Intended behaviour: The commander can open the production setting menu, when he is at a FOB and at least one factory or city (not capital) is captured. In the menu you see some informations and can choose what kind of resource should be produced (changing this will reset the production timer). The "Facilities available" area is already functional at displaying the informations, but the functionality behind this information isn't implemented yet. You can adjust the production time in the kp_liberation_config.sqf and it will also be affected by the resource multiplier parameter. The production starts only, when you've build a storage area at the sector. You can build the storage area when: You've build permission, you're inside a radius of 125m around the sector marker and if there is not already a storage area at the sector. At the moment the area will be build directly where you stay. The direction is set to the direction you're looking at (so if you unload crates they will be placed in that direction you're looking). This will be changed later. Military sectors won't spawn crates anymore. Factory and city sectors will spawn a random amount of crates, each with a random resource, once. (1 - 3, also affected by resource multiplier) Download the missionfile
  25. @Veren Sure, already done. I always write english and german strings for the stringtable. But as I play and work in german, I don't change the language just for one picture. And I suppose, that everybody can get the basic idea about the menu and which informations are provided. @sowens If you've finished your implementation, you can let me have a look, sure.
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