Jump to content

Wyqer

Member
  • Content Count

    649
  • Joined

  • Last visited

  • Medals

Everything posted by Wyqer

  1. Put the logs on pastebin or at least in spoiler tags. Your general issues is: You don't load RHS on the server but want to use it. Also don't use `-serverMod` for mods which aren't "only server mods". Do some reading in the wiki about the startup parameters: https://community.bistudio.com/wiki/Arma_3_Startup_Parameters
  2. You should keep notice to the bold "If you download this, make sure you've read the following" where you've downloaded the file. The mentioned version is also not the latest release (look at the upper left of every release) Beside of this, you should always provide a serverlog when reporting any issues.
  3. Wyqer

    Team Switch Issue

    The BI Dynamic Groups system (Key U by default) is not generally available. So you should provide information about which mission you're playing. It's not by default available in each mission. Only if the creator added this system to his mission. Ref: https://community.bistudio.com/wiki/Dynamic_Groups
  4. You have to "build" them at a FOB. "Build" will add them to your squad. "Build (Crew)" will spawn them as own squad (same for "building" squads from the build menu) AI which aren't in your squad can be added through normal Zeus controls. AI is only saved between session if not in a player squad (so ungroup them via Zeus before exiting) and if they're near a FOB.
  5. In the current (legacy) framework it's not possible via a small adjustment (what you are asking about, I guess). Basically it's possible, of course. But as said, I don't think you asked about "generally". But something similar is already on our ToDo for 0.97
  6. Yes this can happen if you made a mistake in your edits. You should join the discord to provide a full server log which contains that error and also your edited custom.sqf file. That would be the easiest and fastest way to resolve your issue.
  7. resources_intel = X; X -> amount to which it should be set to. To increase civilian reputation by X [X] call F_cr_changeCR; To decrease civilian rep by X [X, true] call F_cr_changeCR; execute all on the server
  8. Look at this https://github.com/KillahPotatoes/KP-Liberation/issues/183
  9. You haven't done something wrong beside of having a wrong expectation. Liberation doesn't have any kind of "friendly AI commander" who built troops or FOBs etc. I'm curious from where you get that expectation.
  10. Never experienced a "endless build" possibility. But I've also never really played with AI, so it could be that I just never recognized it. Guess you're clicking maybe very fast on the build button? In general I could imagine that you build faster than your machine can handle the resource costs. The "only hour" saving is how it's implemented in the old framework, yes. In 0.97 with the new framework it saves also the minutes.
  11. Already answered at the place where you asked before: https://steamcommunity.com/sharedfiles/filedetails/?id=880462893
  12. If I understand your issue correctly (I've still a problem to really understand your text), you experience a misplacement of buildings you've built during the game after a save/load. If that's your issue, I'm assuming you're not using the latest stable release (0.963a). So change to the actual version and the above problem is gone.
  13. I don't know what you're trying to say. If you place down buildings/assets, which you can also build in the game itself, via editing the missionfile in the editor it'll be saved and loaded. But also due to the fact that it's placed in the editor at that place, it'll also load it from the mission.sqm. That way the buildings will get duplicated on each new mission load.
  14. The resources need to be in the storage area of the factory, yes. Read the following wiki article: https://github.com/KillahPotatoes/KP-Liberation/wiki/EN_Production
  15. KP Ranks Current Version: 2.0.2 GitHub Workshop GitHub Download Discord Bug Reports, Feature Requests, Suggestions -> GitHub Issues Description This mod provides a complete management system for the ranks/levels of the players of a server/community/group. It's configurable completely ingame on the server without the need to edit/maintain scripts or other files. The included insignias are based on the original ones of the corresponding nations and can also be applied to units in the Eden Editor. This way mission makers can give their AI troops an immersive addition. Beside of the possibility to manage the ranks of your players you can also enable an optional leveling system. This system will automatically save the score of the players, which is earned during their game sessions, and takes care of the promotion and degradation. You can, of course, individually set the needed score to get/keep a rank, the amount of points a player gets as reward for killing infantry, destroying light, armored or air vehicles and the playtime interval, after which the player gets additional points. Features Currently provides Eden compatible insignias of German Bundeswehr in *Flecktarn* and *Tropentarn* camo pattern, US Army and Croatian Army. Ingame management system for player specific ranks and valid uniforms on servers. Mod settings integrated in the CBA settings system. A manual action for the player to check and apply his current insignia to the uniform. (Deactivated when auto mode enabled and level system disabled) An editor module which can be placed by mission makers, to ensure all players will load the mod when playing the mission. Import/Export your KP Ranks player list to exchange them between servers. Automatically assigns the appropriate insignia depending on the uniform. (e.g. German uniform will get the German insignia) Automatically detects ACE and moves the action to the ACE self-interactions. Optional automatic mode which ensures that the player has always the insignia on his uniform. (deactivates manual action) Optional leveling system which handles promotion and degradation of players automatically depending on their score and playtime (fully configurable by the server admin). Languages Currently the mod is localized for: English German Polish Portuguese Spanish Mods Required: CBA_A3 Supported: ACE 3 Supported Uniforms by default: Vanilla NATO Uniforms Bundeswehr Kleiderkammer (PBW) BW Mod D-Man's Croatian Military mod KSK 2035 RHS USAF License Copyright (C) 2016 Wyqer (Code) Nils (Insignias) Degman (Croatian Insignias) This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see http://www.gnu.org/licenses/.
  16. Wyqer

    KP Ranks

    Update to 2.0.2 Changelog Added: Portuguese localization. Thanks to @AngusDLX Added: Spanish localization. Thanks to Jettfiremachine Added: Some more functions which could become handy for mission creators: KPR_fnc_getInsigniaData KPR_fnc_getRankName KPR_fnc_getPlaytime KPR_fnc_getPlaytimePlain KPR_fnc_getRankScore KPR_fnc_getRankScoreNext Added: Tooltip for deactivated rank setting in the player dialog, if the leveling system is enabled. Added: Playtime in the player name tooltip in the player management dialog. Added: KP Ranks Wiki on GitHub with examples to use the functions. Tweaked: Undefined arguments for calls replaced with empty arrays as arguments. Tweaked: Usage of getter/setter functions in internal scripts. Fixed: Rank apply auto loop could be running in two instances. Fixed: Dialogs close directly if opened with "standard action" key. Download via: GitHub Workshop Bug Reports, Feature Requests, Suggestions -> GitHub Issues
  17. 1. Edit the presets accordingly. Look in the wiki for more information ("For Admins" section) 2. There are already ambushes agains Blufor if you have a bad civil reputation. And I don't know "Liberation FFAAMOD Lythium". 3. https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/ui/liberation_deploy.hpp remove: class LabelLoadout : StdText{ x = (0.15 * safezoneW + safezoneX); w = (0.15 * safezoneW); h = (0.03 * safezoneH); y = 0.16 * safezoneH + safezoneY; sizeEx = 0.018 * safezoneH; text = $STR_LOADOUT; }; class LoadoutsCombo : StdCombo{ idc = 203; x = (0.15 * safezoneW + safezoneX); w = 0.15 * safezoneW; y = 0.19 * safezoneH + safezoneY; h = 0.03 * safezoneH; sizeEx = 0.018 * safezoneH; }; And for the continued version, you should use this thread:
  18. Hey there, have a look at this issue on GitHub. There I’ve linked the two places, where you can add initializations to specific vehicles/objects. https://github.com/KillahPotatoes/KP-Liberation/issues/450
  19. I guess you've not created "my custom infantry squad", you've just edited the entries for the paratrooper squad. https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/scripts/client/build/do_build.sqf#L63-L65
  20. Sadly not enough information. Do you mean with HQ the startbase or a FOB? What kind of „attack“ do you expect, how long do you play, etc.
  21. What’s there to decipher? Have a look to the do_build.sqf for example. Remove a crate from a storage and delete it.
  22. @Not_Oliver https://github.com/KillahPotatoes/KP-Liberation/wiki/EN_SavegamePort @He'sCalledTheStig Add things that should be ignored in the range check: https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/presets/init_presets.sqf#L47 or directly edit the range calculation: https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/scripts/client/build/do_build.sqf#L107-L109
  23. I haven't used R3F, but it would suprise me, if something in a "logistic mod" affects the kill event handler. Also even if it would add another kill event handler, it won't interfere the liberation one, as they're called independently from each other. So you should maybe head to the creator of the derivative and inform him about the issue in his version.
  24. @sturmfalkerda ACE doesn't breaks the kill event handler in KP Liberation. It works fine on my end, also on KP Ranks. Maybe you're running and old version or a derivative which is based on an old version. https://github.com/KillahPotatoes/KP-Liberation/commit/88fa4c143dc3e3a17f58fe87d96e6abfee6a3c53#diff-4c37f5c8d1d53c6d87f6425d485829dd
  25. Wyqer

    KP Ranks

    Update to v2.0.1 Changelog Added: Getter/Setter and helpful functions, so content/mission creators can easily access the KP Ranks data. KPR_fnc_getRank KPR_fnc_setRank KPR_fnc_hasRank KPR_fnc_getScore KPR_fnc_setScore KPR_fnc_addScore Added: If all players are deleted from the player list, the server will reinitialize the list with all connected players. Updated: Polish localization. Thanks to veteran29 Fixed: Small uncritical script error on map screen, when there is no player registered on the server. Fixed: Needed restart of the server/mission, if all players were deleted via the player management dialog. Download via: GitHub Workshop Bug Reports, Feature Requests, Suggestions -> GitHub Issues
×