Jump to content

Wyqer

Member
  • Content Count

    649
  • Joined

  • Last visited

  • Medals

Everything posted by Wyqer

  1. A small preview of the upcoming production settings for captured sectors. This menu is available for the commander. He can change which resources should be produced in each city or factory sector.
  2. Which map do you play? And maybe you attacked a city, which is more often defended by milita forces then by regular military. This behaviour was "always" part of Liberation, no changes there.
  3. This is the right one, yes.
  4. Small Dev Update with an updated Changelog for 0.95 so far Added: New resource system Added: Italian localization. Thanks to kaso2mod Added: Action to change alignment (up or terrain aligned) during placement of buildings Added: Action to reassign the commander to the zeus module (only shows if the commander has no access to zeus) Added: Paradrop of a resource package when first FOB is built Added: Action to switch between displaying global or local FOB resources Added: Air vehicle slot system (need a Flight Control to build helipads, hangars and air vehicles) Added: Blacklist / Whitelist filtering for saved loadouts Added: Recycling of enemy vehicles Added: Recycle value now depends on vehicle damage, remaining ammo and fuel. Removed: Resource caps system Removed: Old vanilla unit preset (custom.sqf already provides a vanilla setting) Removed: Passive Income (due to new resource system) Removed: Ammo Bounties (due to new resource system) Removed: Civilian Penalties (due to new resource system) Removed: Overwrite functionality for classnames.sqf, as it is no longer needed due to the preset system Removed: gameplay_constants.sqf Merged: gameplay_constants.sqf settings into kp_liberation_config.sqf and added descriptions to the variables Updated: Spanish localization. Thanks to regiregi22 Replaced: Manpower icon with supplies icon. Thanks to jus61 Replaced: Every deprecated BIS_fnc_MP with remoteExec Tweaked: Arsenal blacklist filtering. Thanks to veteran29 Tweaked: Initialization of the arsenal, which should increase the performance for blacklist using Tweaked: Save manager -> helicopters from the LHD or Chimera won't be saved, as they spawn on every mission start/load Tweaked: Name for savegame namespace -> adapts automaticly to worldName Tweaked: Revive settings: BI Revive is enabled by default. Disable it, when you use ACE Tweaked: Config, as some apex classnames were missing. Thanks to Applejakerie Fixed: UAV unconnectable after player death. Thanks to veteran29 Fixed: Missing batteries with Apex laser designators. Thanks to veteran29 Fixed: Enemy weapon dance. Thanks to kaso2mod Fixed: Non vanilla paratroopers don't have a parachute Fixed: Enemy jets sometimes spawn on the ground instead flying Fixed: Empty ACE medical crate was empty and couldn't be recycled I'm very confident, that I'll implement all the other planned features till planned release of 0.95 in the second half of May. You can have a look in the new features with the experimental missionfile (link below), or if you join the public server from @jus61: Name: KP Liberation by www.killahpotatoes.de IP: 213.133.110.170 Port: 2302 Needed Mods: None Admin: jus61 I would very appreciate feedback, suggestions, contributions, bug reports, etc. Experimental 0.95 Missionfile
  5. @kerozen
  6. I thinking more about preventing it to happen, then a further feature implementation to create a "workaround".
  7. open: \scripts\client\build\do_build_fob.sqf change _minsectordist = GRLIB_capture_size + GRLIB_fob_range; to (for example) _minsectordist = 100;
  8. @sowens Hey there and thanks for the Feedback. To First: I also thought about some methods to prevent the starter package beeing unreachable. Nothing really suitable till now, but I'll keep thinking. To Second: The mission is basicly provided as a MP mission. So I decided to "optimize" new features etc. for this kind of game. And as you say, changing prices or edit something for the personal needs isn't very hard if you want to have a better SP experience. Maybe I'll start to implement some things to make it more SP friendly in the future, but this won't happen with release of 0.95. To Third: At the moment the crates are placed the same way as ammo crates where placed at military sectors before. As I work on a "you can choose which resources factories produce and build resource buildings in towns", I'll implement a more immersive way to spawn the crates at the sectors. I also thought about storage areas there, but at the moment this should be something the players have to build there (also prevents a storage area to be random placed on very strange places). But this is something I'll work on when I reach the selectable resource production and AI logistics features. To Fourth: As one crate is worth 100 resources, I thought the price of for example 8 fuel isn't very balanced anymore. Before you had maybe a fuel cap of 100 or something near. Then 8 fuel for a truck was already a kind of "higher price". But as you get already 200 fuel as starter package, and I hadn't adjust the prices, you won't have any motivation to capture factories and carry the fuel home, as you maybe never need more as the starter value. And I only provide kind of "suggestions", as the pricelist is something really easy to edit :). To Fifth: Thanks man, me and some of the guys at discord talked about anything "nicer" and more suitable then "Dismantling Building" without naming it like "Recycling Centre". I'll change the name in the next commit :) One drop only: This is intended. The airdrop should only provide you with a starter package of supplies.
  9. if (!isNil "_code") then { // code }; With this you check if the variable "_code" is defined.
  10. Thanks @Larrow for the direct answer. And yeah, I've seen it in the arsenal code. Well, then it's as I thought it is. But I just wanted to be sure that I really don't miss anything. The hiding is a method, sure. I'll think about the workarounds, but at the moment I should also be fine without preloading the arsenal. Have to wait which reports reach me concerning the deleted preload. Many thanks again. :)
  11. As the resource system is basicly finished, I just packed a experimental pbo with the current changes. It's really not polished or ready to be played public. (and this is only one feature of the planned ones till releasing 0.95) Also the prices for the units don't go through a "balancing phase" or something. They are just a kind of "first adaption" at the moment. But if someone want's to have a look at the resource system (and maybe can report some bugs, sure), I really like to give you the opportunity to do so: Experimental 0.95 .pbo
  12. As the resources now are stored as crates in the FOBs, there can't be a "add amount X to magic global ammo storage each Y minutes". There will be the functionality to use AI logistic trucks to carry resources from sectors or other FOBs to a FOB and store it there, so smaller groups just can let the AI do the work. Also with a waypoint system for the commander, so the AI won't drive through enemy territory, etc. But a passive income like it was before don't fit in the new resource system.
  13. Wyqer

    Eden Editor Drop Down Bug

    Can confirm the issue is still there on a 16:9 aspect ratio (1920x1080, which should be the most common) Hope there will be a fix in the near future, because it's really annoying to change the values in the mission.sqm afterwards :D But I bet it'll be fixed before content updates.
  14. Scroll some posts up.... there is the explanation how to enable full zeus.
  15. @O360_A1AD Then one of the vehicle arrays in the same file. And choose "Build (Crew)" in the build menu.
  16. Small Info Posting Changelog with finished changes for the 0.95 so far: Added new resource system Added Italian localization. Thanks to kaso2mod Added action to change alignment (up or terrain aligned) during placement of buildings Added action to reassign the commander to the zeus module (only shows if the commander has no access to zeus) Removed resource caps system Removed option for passive income Removed old vanilla unit preset (custom.sqf already provides a vanilla setting) Removed `gameplay_constants.sqf` Merged `gameplay_constants.sqf` settings into `kp_liberation_config.sqf` and added descriptions to the variables Updated Spanish localization. Thanks to regiregi22 Replaced manpower icon with supplies icon. Thanks to jus61 Tweaked arsenal blacklist filtering. Thanks to veteran29 Tweaked save manager -> helicopters from the LHD or Chimera won't be saved, as they spawn on every mission start/load Tweaked name for savegame namespace -> adapts automaticly to worldName Fixed UAV unconnectable after player death. Thanks to veteran29 Fixed missing batteries with Apex laser designators. Thanks to veteran29 Fixed enemy weapon dance. Thanks to kaso2mod Fixed non vanilla paratroopers don't have a parachute Planned changes / features till release of 0.95 (listed as a kind of general topic): FOB Upgrade Buildings Optional Classes / XP / Rank System More Sidemissions Priority and player commanding system for the commander Buildable sector fortifications and upgrades Enemy mortar and artillery support AI Supply Routes to deliver resources from sectors to FOBs or from FOB to FOB Limited slots for planes and helicopters (depending on the buildings build at the FOB) Rework the AI interests (more dynamic reaction to the player progress) Sahrani Map Al Rayak Map Integrate the upcoming BI Carrier At the moment I could imagine to implement everything listed above till release of 0.95. But well, it's only a hobby and maybe some features will be postponed to the version after 0.95. If you want to join the group of existing contributors, you should fork the 0.95 branch from GitHub and hand in your additions via pull request there. I can't promise, but I personally would name the second half of may as a possible release date of 0.95.
  17. add the classname in the static array. (static_vehicles_extension)
  18. think your attempt is in the right direction. But are you sure, that VCOM AI will check the NOAI variable on the units in every iteration of the running script? As I know VCOM AI checks this variable on the units at mission start and don't recheck it at the running mission. (as I've only tried the VCOM AI for two or three session, I definetly can be wrong with that) You should maybe ask in the VCOM AI thread if there is a method to recheck the variable on all units, so a re-initializing command. Then you could set the NOAI on the firing prisoner unit and after that you could run a re-initializing, to ensure the prisoner isn't affected by the VCOM AI anymore.
  19. You have to edit the missionfile that way. A place to start would be the atlas_manager.sqf But there is no "set this variable to 0 and you have what you want". You have to implement it yourself.
  20. That's right.
  21. in the old version: classnames_extension.sqf
  22. We've just implemented one old line from zbug, which also applies on the "right sides" so everybody is shooting at the right guy. Personally didn't tested it, if it works for your vehicle problem, because I'm on the feature implementation at the moment. But sure, if you want to contribute, just create a pull request via GitHub. Here is the old line from zbug which has been implemented again: https://github.com/Wyqer/kp_liberation/commit/3c0f2c9c95e28befccaaf4f101f0bfa1de4bb8fe
  23. @Floxike open the mission.sqm search for: property="ModuleCurator_F_Addons"; expression="_this setVariable ['Addons',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=0; }; }; change value=0; to value=3; in \scripts\server\game\zeus_synchro.sqf change _zgm setCuratorCoef ["edit", -1e8]; _zgm setCuratorCoef ["place", -1e8]; _zgm setCuratorCoef ["synchronize", 0]; _zgm setCuratorCoef ["delete", 0]; _zgm setCuratorCoef ["destroy", -1e8]; to _zgm setCuratorCoef ["edit", 0]; _zgm setCuratorCoef ["place", 0]; _zgm setCuratorCoef ["synchronize", 0]; _zgm setCuratorCoef ["delete", 0]; _zgm setCuratorCoef ["destroy", 0];
  24. @_KOC_ We use our discord for chatrooms only, so no problem :) I've not an already prepared list for the classnames. But you can easily look them up on the RHS page: http://class.rhsmods.org/
  25. @_KOC_ Personally I don't plan to release an east vs west missionfile. To change it that way: in gameplay_constants.sqf GRLIB_side_friendly = WEST; GRLIB_side_enemy = EAST; change the values. And then you should make a whole edit of the custom.sqf unit preset file to your likings. You could also join our discord, as there are some people who already did a edit like that and can hand you the files over or help you with that.
×