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Wyqer

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Everything posted by Wyqer

  1. You can't do anything if you have them in your backpack. Just keep them in a vehicle nearby or something.
  2. @Vicashh29 In ACE 3 the Bloodbags and Plasma are only usable for 30 minutes after they're removed from a storage (Saline will work unlimited)
  3. @sj_marcl We are aware of the fact, that there are still some weird issues with total "switch to east" conversions. Think we'll fix that till the next version. You can also try to do the following as addition: https://github.com/Wyqer/kp_liberation/commit/3c0f2c9c95e28befccaaf4f101f0bfa1de4bb8fe I'm very glad, that you've found a solution for the "enemies shoot their allies". Maybe you want to contribute it to the mission via GitHub, after you've done some testing and verify that it really prevents issues. You could just fork the 0.95 branch and hand your changes over via pull request. https://github.com/Wyqer/kp_liberation/tree/v0.95 Oh, and maybe you also like to join the discord, to talk some more about this behaviour :)
  4. @D-man9000 I can really imagine, that because of this there where some.... "accidents" :D Personally I can't help you instantly, because we play with ACE, where this "chatting" from squad mates is disabled completely. But maybe some others had this issue and can report something about it. I'll have a look into the issue between the feature implementations. Maybe you should consider to join the discord. There you have many other people, who host, play and / or edit the mission. A good place to get help or talk about the mission. https://discord.gg/bpPUU48
  5. @rg-helios We play also with ACRE since a half year and didn't experienced an issue like that. Is there any error message or something?
  6. @O360_A1AD There is no SQF in the missionfile which you could or should override to have these additional options in the arsenal. To be honest, I think that this is also not intended to be a functionality during the running game. But feel free to change the code with additional things to have the functionality for yourself. @LordFagot No, there is no limitation. It would be best, if you share your edited preset file. Bet there is some comma missing or something else.
  7. Hey Guys, had no internet at home due to some hardware issues (spare hardware arrived today) Thanks @Veren for answering the questions so far :)
  8. @Jnr4817 Just download the map you want to play from the GitHub releases. UnPBO the mission and ensure the unit preset in the kp_liberation_config.sqf is set to 1 (default value which also contains some APEX vehicles) Then set the default mission params (for example enable the BI Revive System by default) in \ui\mission_params.hpp Make it a PBO again, upload it and play without mods (only the mods for the map, of course)
  9. @thebaconjedi Continued Development: https://forums.bistudio.com/forums/topic/202711-mpcti-coop-liberation-continued/ Planned new features: https://github.com/Wyqer/kp_liberation/projects If you can only view the parameters from the lobby and can't change them, even if you're logged in as admin, the mission has already started. So you start the server with -autoInit. Start it without it, or change the default values for the params inside the missionfile.
  10. Hi there, I just wanted to ask, if there is any way to change the destrType of an object via a script (guess not) without creating a new class via a mod or something. Background: I want to check if the object "B_CargoNet_01_ammo_F" get damage (by MPKilled or MPHit Event Handler). As that object has the destrType DestructNo it won't get any damage to fire one of the event handlers. Does anyone know a way how to catch damage on an object like that? The "Box_NATO_AmmoVeh_F" for example has destrType = "DestructBuilding", so MPKilled and MPHit works great.... but yeah, I hope there is a way to get it working with the "B_CargoNet_01_ammo_F" Thanks in advance.
  11. If you can build the FOB Box from an FOB and it works, then there is nothing wrong with your classname for it. The same variable is used in the initial box spawn. The script for it: \scripts\server\base\startgame.sqf
  12. Yes, it's still the same procedure.
  13. @D-man9000 Just place everything. If you don't want to use the LHD don't worry. It'll all deleted during mission load, but for the init you'll be good if you just take everything over. You can leave some things behind, but just take it all and be safe :)
  14. @pr0saic You should download the mission from GitHub, if you want to edit something. :)
  15. If you want to start from the LHD, you need to use the Atlas LHD plus mod, yes. Link in the first post of this topic. And you should wipe your savegame, just to be sure everything is working correctly.
  16. @Ryejin Al Rayak and Sahrani is already on the list for 0.95 :) https://github.com/Wyqer/kp_liberation/projects/12
  17. @D-man9000 It's basicly right, what @Bunnyhopps says. The way I fixed the "falling Little Birds" on the LHDs is, that they'll be spawned at mission start instead of preplaced Helicopters are protected against damage for a certain amount of time (so the falling don't harm them) And also, as she said in her post, the Helipads at the chimera base have specific variable names. And the Little Birds for the LHD spawn at fixed relative positions to the LHDs center. If you don't use obviously the 0.94 Version, but the 0.924 Version, why did you take a script from the newer version to the old version? What've you expected would happen or improve if you only take one scriptfile to the old version? I would recomment you use the new version completely and only with your mission.sqm and adjust your Al Rayak port to the new script files. You don't need to change the markers, but you should delete any preplaced Helicopters and give the helipads the right variable names (kp_chimera_pad_1, kp_chimera_pad_2, kp_chimera_pad_3, etc.). Or you just use the full 0.924 version without exchange any scripts of that version with scripts of the 0.94.
  18. Please post the whole error message for the "_group1....." message. This only shows the line, but not if there is a missing variable, etc. If you get error message, just post the whole message, because the error is not one small line from the error message :) EDIT: Just recognized, that you seem to implement the script via the editor init line?
  19. @D-man9000 Which base version did you used for your port? If you used the 0.924 and just replaced the littlebird spawn without doing anything else it won't work. Also what did you edit inside the mission.sqm which belongs to the littlebird spawn script? Or do you mean you went into the missionfile? You can keep the mission.sqm (and your edited custom.sqf also), but you should use all the scripts from the actual version. Do you start from an LHD or from the Chimera Base? And a server rpt log would be very helpful. Do you see any errors (black boxes midscreen) or something as you've tried it in the editor maybe?
  20. This could be a good hint from your rpt: Global namespace not passed during: false Because the save will be done in the namespace of your arma 3 server profile. I've never used a linux server for our ArmA 3 servers, so I can't really get you a "there is the error" hint. But maybe you should check the chmods of the directorys and files. The [profilenameOfServer].vars.Arma3Profile has to be read and writable, because there is the savedata stored and loaded. You can also visit our discord, as in the arma3-liberation channel there are also some people who run the mission on a linux machine. Also there are often questions about editing the mission and everybody's helping each other.
  21. @diesel tech jc Sure, you can use the "extended options". Everything in the mission is under MIT, so feel free to use what you maybe need. :) A box config for more trucks would be very nice, sure. So if you would send me the offset config used for attachTo, it would be very helpful. Thanks for the offer example for the normal HEMTT: ["B_Truck_01_transport_F", -6.5, [0, -0.4, 0.4], [0, -2.1, 0.4], [0, -3.8, 0.4]] (offloading 6.5m behind the truck, three attachTo positions for the crates)
  22. I planned to look into the way how the buildings are saved and loaded (which causes the movement of builded objects) after I've finished the first part of the resources overhaul. So I'll look into it before releasing 0.95
  23. @aced170 Never experienced lags while save or load in the arsenal. Only that the first arsenal opening will take some seconds, but also not that long as you describe it. Do you have the changes on a GitHub Repository? If not, what files have been changed and which Mods do you use?
  24. First impression for the storage areas for resources (ammo, fuel, supplies). Here they are sorted, but there will be large and small ones. And you can mix the resources which are stored in one area, of course. Next will be the transportation and that the resources have to be at the storage areas of that FOB, you want to build something.
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