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Wyqer

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Posts posted by Wyqer


  1. 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.

    • Like 1

  2. 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.


  3. 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.


  4. 10 hours ago, Sayker said:

    the buildings declare themselves from their original position

    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.


  5. 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


  6. 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:

     

    • Thanks 1

  7. 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.


  8. Update to v2.0.1

     

    Changelog

    • Added: Getter/Setter and helpful functions, so content/mission creators can easily access the KP Ranks data.
    • 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


  9. 1 hour ago, He'sCalledTheStig said:

    I haven't edited the config.sqf, I have the classnames entered properly as far as I can tell

    That doesn't fit together.

    By default the arsenal setting is set to "blacklist method" in the kp_liberation_config.sqf.

    https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/kp_liberation_config.sqf#L70-L78

     

    The blacklist is also located in that file.

    https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/kp_liberation_config.sqf#L150-L245

     

    To use a whitelist file, you've to change the arsenal method in the config file.

    So where did you enter the classnames?

     

    I recommend you have a look at the wiki:

    https://github.com/KillahPotatoes/KP-Liberation/wiki/EN_ConfigFiles


  10. There is no use of Triggers.

    A "linked activation and capture" is of course possible, but not with changing two variables or similar.
    So if you want to code this, it's possible. If you don't want to code it, it's not possible with the intended "easy admin adjustments" which are provided in Liberation.

     

    If you want to implement it in your community version, you should start by looking at the following code and do a if check for the marker variable names you want to be linked and if one of these are activated, activate the others too and push them in the active_sectors array. That would be a simple and basic way to begin with coding your idea.

    https://github.com/KillahPotatoes/KP-Liberation/blob/master/Missionframework/scripts/server/sector/manage_sectors.sqf

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