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Wyqer

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Everything posted by Wyqer

  1. you could join the discord, then we can talk about it and I can explain it. It's quicker then the forum. https://discord.gg/bpPUU48 Short hint: \scripts\shared\classnames.sqf Search for: squads_names (around row 450-500)
  2. @Ryejin Sorry? "the respawn truck to a truck to a APC"? In the RHS Presets the Respawn Truck is a M113 medical.
  3. @dragonspride1995 Glad you obviously like it ;) If you want to suggest something, it would be the best, if you could post it in the corresponding project cards on github. Example here: https://github.com/Wyqer/kp_liberation/issues/7
  4. One thing you could try, because I remember something what caused some problems (but really don't know anymore if it was ArmA related) Your modstring argument has a length of 489 Try to shorten it (just for a real quick example) by rename each folder only with a, b, c, etc. or keep the string shorter by delete some mods in the string for this test. I'll just throw 256 as limit for the first test in.
  5. On our server I've experienced also, that any mod which is loaded via the modstring is shown as needed from the vanilla launcher. And only the ones for which only the key is in the servers key folder, are listed under recommended.
  6. Ok, thought you maybe added the IDs because some games support this in company with the workshop. But if they're your folder names and everything on the server works fine and the only issue is that the mods won't show up in the BI A3 Launcher... well then I personally don't have a quick solution for this, sorry. It could have been too nice, if the problem had been solved that easy way.
  7. Good News: Solution incoming (95%) Ok, the Modstring is wrong, what cause the problem for you. The modstring don't contain the workshop IDs, it has to contain the folder names of the mods inside your arma 3 server root directory. If you use for example CBA A3: Download the mod on your server, put the mod inside your server root in a folder (name you can choose, but it's common to use @[Modname]) So put it in @CBA_A3 and also reference to that mod inside the modstring with -mod=@CBA_A3 Inside the @CBA_A3 folder should be directly the mod.cpp etc.
  8. Can you post the starting part of your server.rpt inside a spoiler, so we can see how the server starts? Game and Steam Query Ports are open for the server?
  9. @dragonspride1995 Continued Development: https://forums.bistudio.com/forums/topic/202711-mpcti-coop-liberation-continued/ Planned new features: https://github.com/Wyqer/kp_liberation/projects And it's no mod by the way ;)
  10. @Tetsel Yes, I've some of them on my mind. Some things I want to implement: Some Building which extend the FOB with functionality or unlock some features (his feature "upgradable FOB") A possibility for the commander to set priorities or give commands (his feature "Commander can give missions") Possibility to fortify sectors a little bit (build field hospitals or resupply stations there) (his feature "Bobcat role expansion") Reworking the AI counteroperations a little bit, so that they will be more interested in taking sectors back Enemy Mortar Camps when a higher agression is reached Some more side missions But one thing I won't add at this point are some kinds of AI support (he named it off map support), because Liberation should still highly teamwork based, so supports etc. should be mostly done by players. In case you have not enough players, you've already the possibility to build Vehicles with AI, which can be commanded by the commander. But artillery strikes, helicopter taxi, etc. via the BI support menu is in my opinion nothing from what Liberation would benefit.
  11. Small hotfix released on GitHub and the Workshop missionfiles. Removed Apex dependencies on Chernarus missionfile (custom chimera base had two apex rocks) - thanks to @mushr00m for the hint Fixed custom flag texture not applied after savegame load Fixed Mapmarker disable won't work
  12. @mushr00m I'll have a look into that, thanks.
  13. @xkrules as I said above: the ammo will be reduced by the price as you hit the build button in the build menu what you see before you can play around with the green dummy @sammael There is no manual saving. And also in the old versions there was no manual saving. The Progress will be saved automaticly. Just exit the mission and start it again as local LAN MP. The savegame will only be resetted if you choose it at the mission parameters from the MP Lobby.
  14. @Ryejin Don't know exactly what you mean. If you want to play on Takistan with only vanilla Units you can set the unit preset to 1 in the kp_liberation_config.sqf afterwards you could edit the custom.sqf in the preset folder to your likings.
  15. @xkrules15 The ammo ressource will decrease as you hit the build button in the build menu, just before you see the green placement dummy. If you cancel the build, you get the ammo back to your ressources. To adjust the ammo ressource via Debug Console you use: resources_ammo = amount; @KoRaL- The save is stored in the [yourServerProfileName].vars.Arma3Profile But I would really recommend to wipe the savegame via the mission parameters in the MP Lobby. That's why these two parameters are there.
  16. @Veren I'll have a look at it for the next version. Thanks for the suggestion.
  17. @KoRaL- In 0.94 there is already a selectable "RHS only" Arsenal preset: https://forums.bistudio.com/forums/topic/202711-mpcti-coop-liberation-continued/ https://github.com/Wyqer/kp_liberation/blob/master/Missionframework/arsenal_presets/rhsusaf.sqf @FireFly_Six_Two That's no mission related problem: https://forums.bistudio.com/forums/topic/188714-eden-editor-bugs/?do=findComment&comment=3164375
  18. Chernarus got a custom build Chimera Base now, too. Workshop and GitHub missionfile is updated. Thanks to our community member Enigma, who build the base.
  19. the logfile of the server. and could you please post your edited preset file also in a spoiler? I'll have a look at it, if there is any mistake.
  20. So no edits in one of the presets? Then have a look in the rpt please, if there are any errors and hand it over. It would really help to fetch the reason.
  21. @Veren Do you have Project OPFOR installed on the server and clients? Did you changed anything in the preset files? Have a look in the server rpt, if there are errors or something. maybe post the parts here inside a spoiler. Yesterday somebody posted a identical issue on the old 0.924 version on GitHub, but he used also a modified file with IFA etc.
  22. Wyqer

    EDEN Editor BUGS

    stumbled about the same bug some minutes ago. Game Master Module -> Addons Drop Down Trigger -> Activation Drop Down that's what I've encountered so far.
  23. Already working on the Al Rayak Map and some additional things. Glad, that you enjoy the progress :)
  24. 0.94 Released Added Tanoa missionfile and vanilla apex preset Added custom made Chimera Base for Tanoa. Thanks to @jus61 for building it Added X-Cam-Taunus missionfile Added custom made Chimera Base for X-Cam-Taunus. Thanks to @jus61 for building it Added arsenal whitelist preset system (change via kp_liberation_config.sqf) Use blacklist from unit preset (default) custom whitelist file KP Community Selection RHS USAF RHS USAF with ACE3 RHS USAF with ACE3 and ACRE2 Replaced old hostile markers (exclamation marks) with a unit count sensitive area marking system Removed dependencies on Takistan missionfile Tweaked the presets custom.sqf is now default (vanilla is a kind of legacy now) Vehicle ammo prices are raised to make them more valuable Provided custom.sqf now adapt automaticly to installed mods Fixed falling Little Birds on LHD
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