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Posts posted by Wyqer
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No, the mission.sqms don't need anything which would be connected to the kill manager.
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If you're playing with ACE, have a look at this commit from the past:
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@RaphT
Infantry units (squads) are only saved if they're near a FOB, not in a player squad and not in the cargo of a vehicle.No it's not true. (Who said that this is true?)
You made a syntax mistake with your edits. Have a look at this:
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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
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@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.
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From the changelog of v0.93:
QuoteTweaked: Cities won't be able to produce resources anymore.
https://github.com/Wyqer/kp_liberation#096-12th-october-2017
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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.
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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. :)
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:
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"btc_p_"[...] looks like a script from someone. So I guess he/she would be the best source to get information on how you implement that script in a mission.
You've posted variables, by the way. And they do nothing if you just put these global variables somewhere without anything else.
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\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)
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.
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.
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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.
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Feel free to join the Discord Server (link nearly everywhere, where you can get Liberation). It's only text and a good place to ask questions if you need something.
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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.
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@ab_luca
To use modules etc. you've to unlock zeus.https://github.com/Wyqer/kp_liberation/wiki/EN:FAQ
@M.Mosley
Like the example showsGRLIB_whitelisted_steamids = [ "76561198016642627", "76561198016561231", "76561324658965431" ];
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The "paradrop cargo" is nothing which comes with Liberation. Guess it's RHS or ACE, so I can't say anything about issues with this feature. We recognized this action menu entry also in our sessions, but don't use it.
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As far as I know nobody really did that.
You can change the loadouts if you use Zeus with the Achilles Mod or if you play with ACE, which gives the ability to change pylons.
Or you add one of the scripts to the mission by yourself, of course.
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Have a look at the post in this thread:
These are the two places where you have to add the ace function to add FRIES.
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Yes, with repeating these two additions you can add more things which should be done to a built/loaded vehicle of a specific classname.
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\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; };
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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.
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On 2.1.2018 at 9:04 PM, Pixelpowder said:Also shoudlnt the parameters save on the first play so that they dont need to be set each time?
No, like said on Discord.
Have a look here:
https://github.com/Wyqer/kp_liberation/wiki/EN:ConfigFiles#uimission_paramshpp
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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).
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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.
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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
[MP][CTI-COOP] Liberation (continued)
in ARMA 3 - USER MISSIONS
Posted
@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";