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Wyqer

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Everything posted by Wyqer

  1. KP Liberation for ArmA 3 Overview: The area has fallen to the enemy and it is up to you to take it back! Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all capitals across the region. Experience a massive “Capture the Island” campaign involving a large range of different settlements across the entire area. Cooperate with up to 34 players, including a Commanding role, two fire-team squads, a medevac and a logistical support squad as well as AI recruits to fill the gaps. Purchase both infantry and vehicles (both ground and air) using three different types of physical resources; supplies, ammunition and fuel. Build the FOB of your dreams with an in-game "what you see is what you get" system. Play within an immersive engine that not only punishes you for civilian casualty but diversely reacts in turn. Combat aggressive and cunning hostile forces who react and adapt to your actions. Monitor and work alongside, or against, independent guerrilla forces. Learn that every window is a threat thanks to the custom urban combat AI. Accomplish meaningful secondary objectives that will benefit your progression. Never lose your progress with the built-in server-side save system. Introduction: As promised I have continued the Liberation mission originally created by @zbug and in turn started a new thread for this continued version so that the old thread would not lead people to the old GitHub page, as any new links would be lost deep inside many pages. I will update this thread with all new information and the correct links will be shown within this post always. If you encounter any bugs or issues (and there will be some) please report them here at Github and not just here at our Discord or here in this thread. That would a great help to me as it will keep a good overview of any reports. I really hope that @zbug will return in the future but if not, let’s keep this mission running with community support. Necessary Mods: These mods are needed respectively if you use the prepacked mission files from the release tab or Steam Workshop. You can play every map without any mods if you source them from Github/the release tab and set the preset to vanilla in the kp_liberation_config.sqf file at the root of the mission folder. More information on this can be found here. Al Rayak Altis None Chernarus Lythium Malden None Sahrani Takistan Tanoa None Taunus (This is a very resource-intensive map.) Recommended Mods: These mods are recommended by us, as they are likely to increase your gaming experience: Also you should think about using this mods as serverside mods: Recommended Difficulty Settings: Our own recommended difficulty settings for this mission, place the code below within your server <user>.Arma3Profile file: Also place this next block of code within your server.cfg file: Join us on Discord: If you like, you can head over to our Discord. Please post any large issues and bugs on GitHub, because that way I've much more of an overview about reported problems. Get the Mission: Download the entire mission collection here from Github. Download prepacked missions here from Github. Download prepacked missions here from the Steam Workshop. Changelog: The License (MIT) Copyright (c) 2015 GreuhZbug, Wyqer Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANT-ABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON INFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  2. Current scope for v0.96.5 As some of you may already know, we'll release another update on the legacy framework with the release of the Contact DLC. We've now started to flesh out the scope for that update so far. Feel free to have a look and comment on it there. The current scope isn't very likely all which we'll provide with the update, so it'll be expanded further until the release. And it's still possible for everyone to contribute their presets for mods etc. so they'll be available for everyone. Bear in mind that we take them only as PR on GitHub and no "sended files" somewhere. Here is the GitHub link concerning v0.96.5: https://github.com/KillahPotatoes/KP-Liberation/pull/618
  3. When this happens you have to "repair" your intel value via e.g. resources_intel = 20; exec on server. This is caused when you start a secondary mission and close the dialog before you've gotten a notification that the mission is started or not possible anymore. So keep the dialog open until you get the message. This will be fixed in the next version which comes when Contacts is released.
  4. To edit the playable units (which is really only necessary for something like the voice, as you've mentioned already) you need to change them in eden. But when you set the playable units to opfor units, you also need to change the sides for blufor/opfor in the config file (switch east/west). But only needed if you change the playable units in Eden to opfor (east) units. Otherwise you don't need to switch sides or anything, but that is something you've already discovered 🙂 Hope that'll help you.
  5. Have a look at the Wiki -> "Devkit mission.sqm" article. It explains how you port/create new missionfiles to work with the KP Liberation Framework.
  6. KP Liberation v0.96.4 for the legacy framework released As already announced earlier we've worked on a "small" update for the legacy framework since the last weekend and just released it at all usual places: Workshop Downloads GitHub Releases Changelog * Added: East Germany arsenal preset. * Added: West Germany arsenal preset. Thanks to @Dahlgren * Added: East Germany blufor and opfor preset. * Added: East Germany Winter blufor and opfor preset. * Added: West Germany blufor and opfor preset. * Added: West Germany Winter blufor and opfor preset. * Added: Germany (Global Mobilization) resistence preset. * Added: Germany (Global Mobilization) civilian preset. * Added: CSAT Vanilla blufor preset, CSAT Apex blufor preset and CSAT Arsenal preset. Thanks to zandru * Added: AAF and NATO opfor presets. Thanks to zandru * Added: Weferlingen Summer basefile. * Added: Weferlingen Winter basefile. * Added: Chernarus Winter basefile. * Added: Weferlingen Summer and Winter building ignore list. * Added: Rosche building ignore list. Thanks to @madpat3 * Added: Support for ACE arsenal. Can be enabled via mission parameter. * Added: Fog removal script readded, as some people had issues with too much fog after some time. * Added: Vehicle in Vehicle transport actions for FOB Box. * Added: `kp_objectInits.sqf` for custom code on a vehicle after it has been loaded or built. No more changes in save_manager.sqf and do_build.sqf needed. Explanation in the Wiki * Removed: `KP_liberation_guerilla_transports` array from resistance presets, as it isn't used in the legacy framework. * Updated: Italian localization. Thanks to k4s0 * Tweaked: Title of the mission to conform the Mission Name Standard from BI Forums * Tweaked: Weather module is also loaded, even with ACE running. (ACE doesn't control weather completely anymore) * Tweaked: Disabled script that switched locality of all blufor units to the commander machine. (should fix UAV issue) * Tweaked: `allPlayers` replaced with `(allPlayers - entities "HeadlessClient_F")` for scripts which should pause when no players are online. (logistic, resources, battlegroups) * Tweaked: Marker for civilian informant is an area now and not centered on the informants position anymore. * Tweaked: Renamed Huron marker. * Tweaked: If there isn't enough enemy territory left for a secondary mission to start, the player gets a small hint now. * Tweaked: BWMod item classnames in KP_liberation_allowed_items_extension. Thanks to @madpat3 * Tweaked: Equalized all Eden attributes of the mission.sqm files. * Tweaked: Replaced deprecated `BIS_fnc_conditionalSelect` function calls with sensible select statements. * Tweaked: Versioning format from e.g. 0.964 to 0.96.4 for a better separation. * Tweaked: Arsenal whitelist/blacklist classes are case insensitive. * Tweaked: Vehicle permissions now via sensible event handlers instead of loop. Thanks to ColinM9991 * Tweaked: Objects placed in Eden Editor won't be saved anymore. Fixes possible duplications on save/load. * Tweaked: Whole in game date and time is now persistent, not only the daytime. * Fixed: Annoying popup since A3 1.90 concerning missing entry for `widthRailWay`. * Fixed: Blufor soldier losses weren't counted in statistics. * Fixed: Missing `itemRadio` in some arsenal presets.
  7. Sprint 12 finished Yesterday we've finished the 12th development sprint, which started at April 12. As always you can have a look at what we've achieved in this sprint in the corresponding dev-blog on GitHub. We're also looking for one additional Tester for our team. Details about this are also in the dev-blog. You can download the current preview, as always, on GitHub or via the Steam Workshop. Just make sure to read the dev-blog before starting the preview with wrong expectations. v0.96.4 - Global Mobilization Update We've already done some work for the small update for the legacy framework. If you want to have a look at the current content, you can have a look at the Pull Request on GitHub. You can expect the update for the legacy framework until the end of the week.
  8. Contribute your KP Liberation legacy framework presets Due to the planned GM Update for the legacy framework, we would appreciate if some of you have some created opfor/blufor/arsenal presets laying around and want to contribute them. (e.g. CUP presets or other mods/factions which aren't covered for now) For contribution, create a Pull Request on the gm branch of the official KP Liberation repository: https://github.com/KillahPotatoes/KP-Liberation/tree/gm If you don't know what that means, have a look at this small article: https://guides.github.com/activities/forking/ Many thanks in advance.
  9. Small Update on the old framework incoming As we didn't expect any new official maps as we declared the 0.963a as the last version on the since then called "legacy Liberation framework", we decided to break that statement in a very small and limited range. Due to the new Weferlingen terrain and the two new factions we'll release one last™ update on the legacy framework. It'll contain the following: Prepared mission.sqm for Weferlingen and Weferlingen Winter Bufor and Opfor presets for East/West Germany troops Transport configs for the new assets CivRep building ignore list for Weferlingen Some really small adjustments to the code (e.g. getting rid of the uncritical but annoying widthRailWay message and some other "quick wins") We won't implement anything new to the old framework beside of the above, as we'll still focus on the refactoring with 0.97.0. You can expect the release on GitHub and Steam Workshop in about one or two weeks, as we'll mainly take care of it after closing Sprint 12 of 0.97.0.
  10. Wyqer

    Help with remoteExec

    You should make a bookmark to https://community.bistudio.com/wiki/Category:Scripting_Commands_Arma_3 That way you can read the vital information on commands you want to use. enableSimulationGlobal and hideObjectGlobal need to be executed on the server (2), not every machine (0), to work properly. Also remoteExec(Call) has [arguments] remoteExecCall ["Function", Targets, JIP] So "p1" is one of your arguments, not part of the function. I assume you've created the jets in Editor and assigned them these variables and that "p1" is the variable name of one jet. [p1, true] remoteExecCall ["enableSimulationGlobal", 2] [p1, false] remoteExecCall ["hideObjectGlobal", 2] Basically what you want, but just how to use remoteExec(Call) and the both requested function properly. It might need some more work by yourself to work in your special environment depending how you handle the player actions etc. In general you should invest some time in reading the wiki and other documentation for further issues you may come along in the future.
  11. Feedback for the previews should be posted on GitHub as comment in the dev blogs.
  12. KP Player Menu Description With this dialog you can give the players of your mp mission the possibility to use their KP Player Menu settings, quality of life functionalities and the own lightweight group management. In the first place this dialog was created for the KP Liberation Mission, but we decided to provide it also as standalone version for other mission creators. They can adjust their view distances depending if they're on foot, in a ground or air vehicle, as this is capped to 1600m in a normal mp mission, ignoring the players graphic settings. Same goes for the terrain detail, which is normally set to a value of 10 (that's basically between high and very high) in a mp mission by default. Also some new features like auto switch to 3rd person and disable radio chatter of AI units in your squad. As this player menu saves the settings in the player profile, the player will have the same settings on all servers/missions which use this menu. It also supports KP Ranks by providing a small overview about your progress and current state, but KP Ranks isn't needed at all to use the features. Features A lightweight group management Individual view distances Change of the terrain detail (like deactivating the grass) Automatic 3rd person view switch when entering a vehicle AI radio chatter disable (disable just the voice or the voice and chat) Adjustment of the in vehicle sound volume Persistent settings, which will apply for the player on each server and each mission who uses this menu Languages Currently the plugin is localized for: Chinese Traditional English German Portuguese Required Mods CBA_A3 Download GitHub Releases How to use Changelog Licence Copyright (C) 2018 Wyqer 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/.
  13. Wyqer

    KP Player Menu

    As it's not really connected to the topic, I recommend you join our (text-only) Discord and we discuss this there in our channels (#kpliberation or #kp-mods would be sensible).
  14. Wyqer

    KP Player Menu

    Glad that you use it in your community. 🙂 For the small diagnostic stuff, you can extract it from the old Liberation framework easily. It's this file: https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/scripts/server/offloading/show_fps.sqf Make sure it's executed from server and possible HCs. Also adjust the HC slot names accordingly to your pattern (HC1, HC2, HC3)
  15. This little script for the mission file let you decide how long vehicles will be able to drive with one full fuel tank and how long a vehicle can let his engine on while standing till one fuel tank is depleted. You can download the rar file, extract it and put the scripts folder in your missionfile. If you don't have a initPlayerLocal.sqf, just put the one provided in. If you already have a initPlayerLocal.sqf, then copy the content from the provided one to yours. You can adjust the values in the kp_fuel_consumption.sqf The script adjust the depletion every second on the machine of the driver or last driver if there is no new driver. Changelog: 08.02.2017 Differs between "standing", "normal speed" and "turbo" "turbo" -> If you use "Shift+W" to increase the speed above the speed you could reach with only "W" for acceleration Moved from init.sqf to initPlayerLocal.sqf Configuration moved inside the sqf instead of parameters at execVM Download via our community website
  16. Don't even know the script you've mentioned.
  17. There is no difference if it's dedicated or local hosted. Wouldn't make any sense to restrict it to a dedicated server. Prequisites: FOB, at least one factory, Commander Slot, AI Logistics activated via mission parameters (default, seen on the map screen)
  18. There is no "commander controls groups, platoon sergeant controls single AI". It depends on how you build the vehicles/soldiers. If you click build it's empty or, if it's a soldier, join your squad. If you click on build (crew) it'll be a crewed vehicle or a single AI (or group) which isn't part of the players squad. The commander has the zeus interface to command the "not in a player group" AI, which doesn't need any editing. For editing the mission to have full zeus access, you need to edit more than "edit" and "place", head over to the Wiki -> FAQ.
  19. As already answered at Discord: Wiki -> FAQ -> save/load mission parameters No Wipe needed.
  20. No https://github.com/KillahPotatoes/KP-Liberation/wiki/EN_FAQ#buildings-and-their-purposes
  21. https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/scripts/shared/kill_manager.sqf#L75 https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/scripts/shared/functions/F_kp_cr_globalMsg.sqf
  22. Edit the missionfile via eden.
  23. The small edit is fine if you use unrestricted arsenal anyway, yes. For anything more, you should join the Discord. A much better place for sharing code snippets/explanations/instructions than a forum thread.
  24. Sure, just do the adjustments needed in the action_manager.sqf and init_arsenal.sqf. But there is no on/off switch.
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