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Posts posted by Wyqer
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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.
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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
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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.
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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
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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.
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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.
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Already answered at the place where you asked before:
https://steamcommunity.com/sharedfiles/filedetails/?id=880462893
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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.
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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.
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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
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Update to 2.0.2
Changelog
- Added: Portuguese localization. Thanks to @AngusDLX
- Added: Spanish localization. Thanks to Jettfiremachine
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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:
Bug Reports, Feature Requests, Suggestions -> GitHub Issues
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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".
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:
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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.
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I guess you've not created "my custom infantry squad", you've just edited the entries for the paratrooper squad.
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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.
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What’s there to decipher?
Have a look to the do_build.sqf for example. Remove a crate from a storage and delete it.
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https://github.com/KillahPotatoes/KP-Liberation/wiki/EN_SavegamePort
Add things that should be ignored in the range check:
or directly edit the range calculation:
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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.
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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.
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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:
Bug Reports, Feature Requests, Suggestions -> GitHub Issues
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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.
The blacklist is also located in that file.
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
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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.
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5 minutes ago, The Man Without Qualities said:you should have at least 600m
It's a recommendation. Especially concerning "too much enemies at once at one area".
But I would really recommend a distance of at least 300m between them.In the end it's your choice how you desing your map.
Team Switch Issue
in ARMA 3 - QUESTIONS & ANSWERS
Posted
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