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Wyqer

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Everything posted by Wyqer

  1. v0.963 released Added: Some missing RHS vehicles for the ACE medical system. Removed: Provided ACE settings, as they are not used anymore since the last ACE update. Tweaked: Arsenal blacklist for more compatibility with 3cbBAF. Thanks to Applejakerie Tweaked: Some small tweaks for the Lythium basefile. Tweaked: BWMod Classnames due to the last mod update. Thanks to madpat3 Fixed: There was a string key twice in the stringtable. Fixed: Lythium basefile was missing mission name and description in the lobby. Fixed: Issue with building premade squads.
  2. No, like said on Discord. Have a look here: https://github.com/Wyqer/kp_liberation/wiki/EN:ConfigFiles#uimission_paramshpp
  3. Thanks, same to you. I guess I'll release 0.963 this week, as there are no more bug or issue reports for the 0.96 version. After that patch I'll start to focus on the 0.97 Version, which will have a massive amount of changes to the code and will concentrate on the enemy behaviour (strategical).
  4. Use G in zeus when you've selected them in the interface. It's the standard key in ArmA to command people out of a vehicle in zeus.
  5. Then you need to check your server environment, as this message says that it isn't at the right place 6:45:01 Warning Message: Script \userconfig\restart\myPass.hpp not found
  6. Thanks for the report, but it was already reported 2 weeks ago and is fixed for the next update. https://github.com/Wyqer/kp_liberation/issues/299
  7. [serverRoot with arma3server_x64.exe]\userconfig\restart\myPass.hpp isn't [serverRoot with arma3server_x64.exe]\Liberation_Altis\userconfig\restart\myPass.hpp
  8. @WAKeupneo This is what you've missed: 6:45:01 Warning Message: Script \userconfig\restart\myPass.hpp not found make sure you've the userconfig folder in your server folder with the file and path above. And in the myPass.hpp you've to enter the serverCommandPassword which you've set in your server.cfg https://community.bistudio.com/wiki/server.cfg#Server_Options
  9. @Edouard.S There is no FAR in Liberation since 0.93. If you play a version which has this script still running, contact the creator of the version you're playing. In KP Liberation you can disable the revive in the mission parameters from the MP Lobby.
  10. @Floxike please provide an issue report (with a serverlog) on GitHub: https://github.com/Wyqer/kp_liberation/issues @PSYKO_nz Presets are always a nice thing, of course. If you really like to contribute your preset, you can create a pull request on GitHub, as it's the best way to implement and review the content. Here is a small and good instruction how to do a pull request for a forked repository: https://guides.github.com/activities/forking/ Please remember to make the pull for the current dev version branch (0.963) and don't create a pull for the master branch.
  11. @danielrocha2015 Mobile Respawns: Spartan 01 Helicopter "Mobile Respawn Truck" from the logistics tab in the build menu @WAKeupneo Yes, no ace_server.pbo anymore. If you've issues or questions about this, I would recommend to contact the ACE support directly: https://github.com/acemod/ACE3/issues
  12. @sully101x Glad you enjoy it :) The first issue is mostly arma/terrain specific and yeah, sometimes weird. Nothing I can do about it from my perspective. The second issue: If you play with ACE, the arrays for resupply etc. aren't used, as it then falls to the ACE rearm system. And currently ACE has an issue with the rearming: https://github.com/acemod/ACE3/issues/5944
  13. @phantagor Never experienced this without a reason. Anything you could say concerning reproducing or any kind of pattern for this to happen? Any other issues maybe connected like desyncs, moving objects, friends who like fireworks and explosives, etc.? @ab_luca No, I can't do anything about it, because I'm not in the team who does the x-cam map. I would recommend to head to the support of the map creators.
  14. Ah, ok. That explains why we didn't have issues, as we are using calibre based rearming.
  15. What do you mean exactly? In your server difficulty setting. Liberation don't affect the individual skills of the AI. @PSYKO_nz No problems here until now. Adjusted the settings in the server mod options ingame as admin corresponding to our old serverconfig.hpp settings and all worked fine. Maybe the ACE support is able to help you.
  16. The medical system in Liberation is the vanilla BI Revive System https://community.bistudio.com/wiki/Arma_3_Revive If you play with ACE, you have to disable that system to play with the ACE medical system without issues. You can disable the BI Revive system in the mission parameters from the MP Lobby (logged in admin, mission not started) or by editing the parameter default values in the mission. https://github.com/Wyqer/kp_liberation/wiki/EN:ConfigFiles#uimission_paramshpp
  17. @proffrink Could be something with the mods, yeah. If you can't identify the mod which may affect this you could post your full modlist here and we'll have a look if the hive mind finds something. @flighttime95 https://github.com/Wyqer/kp_liberation/wiki/EN:ConfigFiles#presetsbluforopforresistancecivilianscustomsqf
  18. Since 0.96 there is nothing in the mission which will affect the individual AI skills. Wich version do you play? If you play pre 0.96 I recommend to update to the latest (0.962) version. If you play a individual mission from another creator which used the KP Liberation framework for an own derivative and published it, than you should contact that specific creator as I can't and won't provide support for derivatives of other creators.
  19. Hey guys, I'm very busy with moving to a new flat since saturday. So I wasn't really able to cover the forum, discord, GitHub in the last days. And I'm "really back" at the end of the week, I guess. But now I've a little bit of free time to answer the posts here :) Run this via debug console on the server: // Replace X with the value. Range from -100 to 100. KP_liberation_civ_rep = X; The kp_flag message is "normal" for the joining clients. They haven't received the missionfile from the host and therefore they don't have the resource with the picture. Nothing to worry about. And the "loading screen stay, but the music start" is connected with the connection between the clients and the host, as all the data has to be synced etc. Sometimes on our dedicated server some people who join a running game which is online since one hour for example also experience a "loading screen waiting time" of 5-8 seconds. Just be a little patient. Which vehicles exactly? Did you park them near a FOB (not the carrier or the chimera base)? Enemy, Civilian, zeus placed or built vehicles from the build menu?
  20. KP troops have arrived at Lythium for their Liberation campaign.
  21. @grollig Oh, thanks for the hint. I'll change it. Cities will get (after they can't produce resources anymore) functionalities which are connected to the civil reputation / resistance system in the next patches. Liberation is still in development and not even nearly at a 1.0 state :) Exactly I'm glad that you're enjoying the mission and I'm happy if I'm able to help with something. As said before, the mission is still far away from being "finished, polished and balanced", but I'm still on it and I'm very confident that Liberation will hit the 1.0 in maybe one year. @projix Glad to hear you want to start this task. If you fork the repo, you could for sure contribute changes back to the master repo, so I could review it for a possible implementation. Or you give me a hint via discord or in this thread, and I'll have a look at your work. If you've questions or need help/hints, just let me know and I'll see how I may be able to help/answer your questions.
  22. @grollig Guess you've missed the changelog 2 versions before. You've to capture factories. https://github.com/Wyqer/kp_liberation/wiki/DE:Sektoren @RocknRollaUK Since switching to the vanilla ArmA revive system in 0.93 there was no change to this through the mission. And everything connected to the revive system is in the hands of BI. Maybe the last patch changed something? Have a look at this one (personally I use ACE and not the BI Revive System): https://github.com/Wyqer/kp_liberation/wiki/EN:FAQ#parameters-set-correctly-but-non-medics-cant-revive-with-medikit
  23. You're welcome. Glad that you've fixed the issue. I know how annoying it can be if a , or a ; is missing somewhere and you've to search for this. Have fun with the mission :)
  24. The common mistake with the "no menu" issue is really a bad edit. And mostly a really really annoying one for the one who edited it. It's a missing or an additional comma at a place where it shouldn't be. Have a look at these articles from the wiki concerning the editing and the change of default parameter values: https://github.com/Wyqer/kp_liberation/wiki/EN:ImportantHints#preventing-common-mistakes https://github.com/Wyqer/kp_liberation/wiki/EN:FAQ#why-do-i-spawn-on-the-spawn-island-with-no-functions https://github.com/Wyqer/kp_liberation/wiki/EN:ConfigFiles#uimission_paramshpp If you still have issues, I would gladly continue to help you. But I would recommend you join the discord then (only Text-Chat), as you can drag and drop your edited files there for others to have a look for the mistake or the source of the issue and I'm also mostly around there. :)
  25. I guess you're using a own or edited mission.sqm with the framework. In the update there was a change at the mission.sqms, which you may have missed by reading the changelog. Do that change and you can use your edited mission.sqm again: Concerning the save: If you use for example the altis workshop version and update from 0.961 to 0.962 you won't loose anything. Or if you use all files from the new version from GitHub. If you made edits in your own version and update to the new version, you've to do all the edits and tweaks again and, of course, take attention to maybe changed stuff (like the renamed respawn marker). If you only used an edited mission.sqm you should have still the saved data after apply the needed changes to the mission.sqm
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