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Wyqer

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Posts posted by Wyqer


  1. @targetdummy

    The mission saves every minute to the server profile file. And it's of course persistent through server restarts. It only resets the save if you change the profile of the server or if you enable both "wipe save" parameters in the mission parameters.

    If it don't save on your server, you should recheck your server configuration. Make sure you've set a profiles and a name parameter in the startup parameters.

    https://community.bistudio.com/wiki/Arma_3_Startup_Parameters#Profile_Options

     

    @yxman

    Sure it's possible. Rename the whitelist.sqf to whitelist.hpp and move it to the userconfig folder for example.

    And then just edit https://github.com/Wyqer/kp_liberation/blob/master/Missionframework/scripts/client/commander/enforce_whitelist.sqf#L1

    to: call compile preprocessFileLineNumbers "\userconfig\whitelist.hpp";

    • Like 1

  2. Can't say what's wrong on your end then.

    Just make sure to get the pbo from the releases tab (extract the rar archive) and put the pbo in your mpmissions folder in your arma3 folder. Create a local MP LAN game and select the mission.

    If you still have issues, you could append a rpt here. Found in C:\Users\<yourname>\AppData\Local\Arma 3


  3. @Edward Tomes
    Well, the file is missing, as the error message says.

    Let me guess: You've just downloaded the master from GitHub and not a prepacked mission. And you haven't build your pbo from the basefile and the framework. And this causes your issue.

    So I would recommend, you just pick one of the preconfigured missionfiles from GitHub (the same which I've published on the workshop) and edit these instead of downloading the master and try to put your mission together.

     

    https://github.com/Wyqer/kp_liberation/releases


  4. @CptCyrus

    The log snippet you've posted isn't showing any error. The checkclass output is a intended output which isn't an error. It just shows you which classnames aren't available on the server due to missing mods etc.

    If you load with RHS you'll have also additional RHS vehicles, if you load without you don't have them and the checkclass output just informs you about it.

    Therefore I can't say you anything concerning your issue on the base of your small snippet.

     

    On 6.2.2018 at 3:40 PM, CptCyrus said:

    I get an error causing the mission not to launch properly

    Again it would be very helpful if you can state the exact error of which you're talking about and what's the "not to launch properly" is for you.


  5. @mach2infinity

    There is nothing in Liberation which affects the players weapon sway. So you're good with using mods which alter this etc. It won't conflict with Liberation. :)

     

    @CptCyrus

    Deleting a classname is the "proper way". Just stick to the syntax of sqf concerning arrays.

    12 minutes ago, CptCyrus said:

    I get an error

    It would be much more helpful to help you, if you share the exact error you're encounter.

     

    Maybe this small article will help:

    https://github.com/Wyqer/kp_liberation/wiki/EN:FAQ#why-do-i-spawn-on-the-spawn-island-with-no-functions

    • Like 1

  6. @zafjr

    \scripts\client\build\do_build.sqf

    around line 354

    				if(buildtype != 6) then {
    					_vehicle addMPEventHandler ["MPKilled", {_this spawn kill_manager}];
    					{ _x addMPEventHandler ["MPKilled", {_this spawn kill_manager}]; } foreach (crew _vehicle);
    
    				};
    				// Build Logging Start
    				private _text = format ["[KP LIBERATION] [BUILDLOG] %1 built %2", name player, _classname];
    				_text remoteExec ["diag_log",2];
    				// Build Logging End
    			};

    Modify it like the above (Build Logging)

     

    @Mot_Monkey

    for 1.

    Have a look at this file and expand it: https://github.com/Wyqer/kp_liberation/blob/master/Missionframework/scripts/server/base/startvehicle_spawn.sqf

    And this will help with the understanding of the connection to the markers: https://github.com/Wyqer/kp_liberation/wiki/EN:Devkit#littlebird_0

     

    for 2.

    - Extend your preset with an additional array for a squad. Have a look here: https://github.com/Wyqer/kp_liberation/blob/master/Missionframework/presets/blufor/custom.sqf#L299

    - Insert the new squad via the new array name here: https://github.com/Wyqer/kp_liberation/blob/master/Missionframework/presets/init_presets.sqf#L34

    - Add a name for it here (you don't have to use a localization, you can have it also like "my new squad" or similar): https://github.com/Wyqer/kp_liberation/blob/master/Missionframework/presets/init_presets.sqf#L141

    If you've added you new squad at the end of the array from the 2nd point, you've to add it also at the end of the names.

     

    for 3.

    Currently you can only remove them via the group management action.

     

    for 4.

    No, that's not implemented in the current state.

     

    @Mamede Filho

    The screenshots are very hard to read. From the first look it looks fine so far.

    A recommendation concerning the editing of sqf files: https://github.com/Wyqer/kp_liberation/wiki/EN:ImportantHints#notepad

    Concerning the issue itself I would suggest you join the discord and state the issue there also. Mostly I'm around there with up to 200 other Liberation players, who always like to help or answer questions (text chat only, don't worry). There it would be much easier to have a closer look at this issue.

    https://discord.gg/bpPUU48

    • Thanks 1

  7. Hey there,

     

    for the first question a small and basic explanation/overview:

    Aggressivity -> How often the enemy does something

    Difficulty -> How much enemies are present on each event

    There is nothing in Liberation anymore which affects the individual skills of an AI unit concerning accuracy, etc.

     

    For the second question:

    You can add more classnames to the array to have a greater variety of enemy units. The chance of them to spawn is random, so if you put for example 4 times the classname X, 3 times the classname Y and 3 times the classname Z in the array you've a spawn chance of 40% for X, 30% for Y and 30% for Z.

    And the important value is the combat readiness percentage ingame. If it raises the array to select enemies from will move from the militia ones to the normal opfor ones for the cities etc. for example.

     

    Hope I was able to help you. If not, just keep asking. Or you could join the discord. There are now more than 800 Liberation players (~120-200 online at the same time) on the Discord server, so a good source for answers and help.

    • Thanks 1

  8. Hey rauny888,

    that's possible, of course. But I guess you had hope for a more "change these two values" answer ;). It was already a consideration to implement a kind of "arsenal unlock tiers" via resources or via progress of the campaign. But it didn't made it further as the "first tests". Guess after 0.97 there would be a good and more easy way to implement it via an optional module in the future.

    If you're used to SQF, you can add it to the mission. The possibility to code it is given.


  9. \scripts\client\build\do_build.sqf

    line 321

    switch (_classname) do {

    in this switch you add another case:

    case "I_Heli_light_03_dynamicLoadout_F": {[_vehicle,["Green",1],true] call BIS_fnc_initVehicle;};

     

    \scripts\server\game\save_manager.sqf

    line 287

    if (_nextclass in civilian_vehicles) then {
        KP_liberation_cr_vehicles pushBack _nextbuilding;
    };

    after this if you add another if:

    if (_nextclass == "I_Heli_light_03_dynamicLoadout_F") then {
        [_nextbuilding,["Green",1],true] call BIS_fnc_initVehicle;
    };

     


  10. 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.
    • Like 2
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