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Wyqer

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Everything posted by Wyqer

  1. This should been all from RHS USAF
  2. @jimbobskee@hotmail.com The 230 vehicles (or objects) are some custom build bases on the chernarus for the military capture points. We're playing chernarus at the moment in our community, too. We're running without headless clients on our root server. We don't encounter server performance drops that notably impacts the client performances. The shown server fps are about 25 - 40, which should be fine for a server (if I'm not horribly wrong). But as you explain you've about 230 premade objects and a minimum of additional 300 units (not objects) on the map? I'll have a look at a performance improvement for the 0.94 by disable simulation for some objects etc.
  3. @diesel tech jc Yes, just take your mission.sqm and use all other stuff from the new version. (remember to pick the right gameplay_constants.sqf from the Missionbasefiles) @Veren You're welcome. Just ask here, on GitHub or in our Discord if you have problems or anything else. Glad I could help.
  4. @Veren What do you mean exactly? If you want to change the classnames of the enemys (for example from CSAT Soldier to RHS Soldier) you can do it via the custom.sqf in the preset folder. And if you change the whole faction from BluFor to OpFor you can change it in the gameplay_constants.sqf But if you change for example GRLIB_side_friendly = WEST; to GRLIB_side_friendly = EAST; you have to build a custom preset, because you've to change for example the friendly soldier from B_soldier_F to O_Soldier_F and so on.
  5. @Santa96 At the weekend there will be an update with Tanoa. You can preview the Tanoa missionfile in the 0.94 branch on GitHub (Just finished it today) Edit: And well, the Tanoa version you've found is not my version, to prevent confusion. I've only published Altis, Chernarus and Takistan at the moment.
  6. @celludriel @Ryejin I'll look to remove CBA for altis and upcoming tanoa. Also the other maps don't need generally any mod. (only the corresponding map mods) You can choose the vanilla preset on every map. And there is a vanilla version linked -> GitHub code The Steam Workshop Versions for Takistan and Chernarus have the RHS etc. dependencies to offer a variety. But also these maps can be played without any mods like RHS, FA18 etc. You just have to set the preset to vanilla in kp_liberation_config.sqf and run the corresponding map mods. I had to decide to offer every map as vanilla in the workshop or to offer there (where the mostly unexperienced players would get a map or mod) the "recommended preset" versions, so people can experience a bigger variance for this mission without change something in the configs. If anyone wants to play Takistan for example only with vanilla units and not with the RHS, Project OPFOR, etc. -> it's possible without real problems. By the way, the next Version could be expected at the coming weekend. Al Rayak, Taunus and Tanoa will also be ported then beneath some other tweaks and fixes.
  7. @Ryejin No real tutorial, no. To use a custom preset just depbo the missionfile, go into presets -> custom.sqf There under buildings_extension you can add what you want as buildable objects for a base. If you're happy with your custom.sqf you open the kp_liberation_config.sqf in the mission root folder and set KP_liberation_preset to 1
  8. Please use the new thread. The corresponding param setting in the new Liberation mission_params.hpp are: So if you want to activate the BI Revive as default, just set in class ReviveMode the default to 1
  9. And, because it seems that (what should've been obvious to me and @jus61 already suggested) most peoples look at the links in the first post, I've made a new one for the continued work. I liked to stay in this thread, because I really respect the work of @zbug, but it seems to just spread confusion where to get it now etc. The new thread is now here: https://forums.bistudio.com/topic/202711-mpcti-coop-liberation-continued/
  10. @jimbobskee@hotmail.com You are using the old files from zbug as it seems. The new Version is here: https://github.com/Wyqer/kp_liberation
  11. The Opfor Pack and the unit preset used will add "Taliban" looking militia forces, yes.
  12. @boseephus You can see everything on the main GitHub Page of the Liberation mission: https://github.com/Wyqer/kp_liberation
  13. Nowhere. There a no real commands. It's only manipulating running code. In general you can do everything with the debug console.
  14. @AmanTheBaws As I don't know what you've "tinkered" at the ressource multiplier, I can't help you with that. Normally you can adjust the ressource multipliert via mission parameters in the game lobby. To decrese the alert level you have to be logged in as admin on the server, open the debug console and enter: combat_readiness = X X is the value you want. For example for 25% you enter combat_readiness = 25; And run that command on the server.
  15. KP Liberation Chernarus Missionfile added Needed Mods CBA A3 CUP Terrains - Core CUP Terrains - CWA CUP Terrains - Maps FA-18 Super Hornet JBAD Open Chernarus Project with JBAD RHS: Armed Forces of the Russian Federation RHS: United States Forces To start from an LHD, you need the ATLAS Mod: LHD Plus Get it on GitHub
  16. @madpat3 It's still the same procedure, yes.
  17. @LCpl Dupre You can edit everything to your likings in the custom.sqf you'll find in the presets folder inside the mission file. There under militia_vehicles_extension and following you can for example delete the classnames of the tanks and APCs. After that, you've to set KP_liberation_preset to 1 in kp_liberation_config.sqf
  18. Basically you put down the Nimitz, name it lhd. Move the LHD Marker over it. Then you have to modify the atlas_manager.sqf that he will always say atlas is present and delete the chimera base with all around. Also you should modify your huron manager, as the position relative to the lhd (so the nimitz) has to be adjusted a little bit, because it's much bigger than the Atlas. And that's in fact everything you've to do basically.
  19. We in our community using the Nimitz instead of the Atlas on our Chernarus Version. So yes, it is possible without any problem. But if I replace it on Altis, Tanoa, Chernarus, etc. it is not a optional Mod (like Atlas) anymore. The Nimitz Mod would be necessary then.
  20. Yes, you can change them. But remember, that one officer has the name chimeraofficer. Be sure to change the type via the units attributes or give that name to one of the new placed people there. You can delete them all. But keep the empty helipad (the one named huronspawn). The Huron is placed by the mission on load. You could edit \presets\vanilla.sqf or presets\custom.sqf and enter there the classname at huron_typename variable. If you use the custom.sqf you've to change KP_liberation_preset to 1 in kp_liberation_config.sqf
  21. UPDATE New Version: 0.931 Changelog: Added Takistan mission sqm Added RHS Takistan Classnames Preset Added RHS Classnames Preset Fixed issue where a prebuild FOB on Takistan throw errors Update "Needed Mods" section in readme Get it on GitHub Next Plans: Arsenal Whitelist Presets Chernarus mission.sqm Tanoa mission.sqm Enemys need a owned radio tower in the near surrounding of their position to call reinforcements. So that you can cut these off, even with high aggressivity.
  22. The Editor only modifies the mission.sqm and nothing else. The format change you mention is because you don't uncheck the "binarize" checkbox when saving. Uncheck it and the sqm is readable with notepad etc. If you change it directly in the sqm you should also check the items count in the class where you add a new marker. Example: class Entities { items=460; If you now add one marker (which is in the Entities class) you've to increment the items counter to 461. But I really recommend using the editor method.
  23. The easiest way is you just depbo the mission, put the folder in your Documents\Arma 3\missions folder and open it in the editor. Copy for example one of the military markers and paste it at the additional position you want to add. Save, pbo and you're good to go. But you have to wipe the save via parameters in the lobby.
  24. ACE is no needed Mod. You can enable the new Revive System in the Lobby via Parameters. Or keep it deactivated to play without the new Revive System.
  25. Server and Client.
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