D-man9000
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I'll see if I have a log from when we were trying. We just conceded and pulled the DAP out of the buy menu. In this case, yes, the server has the mod(CUP Vehicles) loaded, we're using other vehicles from it just fine.
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Well, they'd have to be at a FOB to be saved. In my case, it doesn't matter where the chopper is. It won't save, I can't recycle it(even with a salvage depot) and it doesn't take up a chopper slot.
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Just to followup on this issue, other choppers from CUP work fine. So if I buy the DAP, it takes my resources, but it doesn't actually count as a helicopter, and thus will be lost when the server stops. I've commented it out for now, so people don't accidentally buy it, so it's not a big deal. It's acting like the starting littlebirds, where they don't count against my helicopter cap. The only difference being that it won't respawn.
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I've added some helicopters to the buy menu. When I build them, they dont' count against my cap, and when the server shuts down, they disappear. Is there another place where I need to define the cap-restricted units(jets/choppers)? Edit: I can't even recycle this helicopter. We're using CUP units. I've added their DAP into the game. That's what's giving me issues.
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Can someone point me in the right direction? Looking to adjust the prices of the premade squads. I know I've done it before, but it was before KP picked it up. I'm not seeing it in the presets config.
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Cool, thanks!
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Before attempting to do this myself, has anyone added a script to allow the changing of pylon loadouts to liberation? With the new dynamic loadouts, a lot of the aircraft that had different loadouts, just come with default ones now. For example, I'd much rather an Apache with 16 radar hellfires, instead of 4 radar, 4 laser and two rocket pods. I know there are scripts for doing this, but I've only enabled them in simple missions with pre-spawned units.
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F-16 Fighting Falcon Series Standalone
D-man9000 replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Give it a shot, I think it's compatible. I played with the RC, and already had the radar and analog throttle support working. -
Yeah, this is functionality from the original Lib, where it would load RHS equipment onto whatever guys are spawned. Just vests and guns, mainly. I think it was the loadout scripts, if I'm not mistaken. Military bases and reinforcements are your big boy army types.
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Hopefully this one is easy. When any of my players are leading a squad, and die, one of their squad mates will keep reporting in that they're taking command. They'll spam that for nearly a minute straight, even after being revived. There's been quite a few friendly fire incidents at this point....
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One thing that's always bugged me, since the original. How do you deal with the IEDs? Can you remove/disarm them?
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Figured it out. I am an idiot. I was trying to build too close to Base Chimera
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Okay. So still having issues with my port haha The first container that is spawned for a FOB container is a B_Slingload_01_Cargo_F. I can only rearm from it. If I choose to start the mission with the first FOB built, then I can buy a FOB container or truck from the FOB and they both work to spawn FOBs. So there's got to be something with the initial FOB container. What script is that set up in? My object for it is a grass cutter with the name "base_boxspawn", which looks to be right. Or I can just wait for you to finish porting it :-D
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Cool, I'm assuming it's still the same process as from the Liberation wiki? So you take a copy of each of the three capture zones, a copy of the enemy ground and air spawns, then just place them on the map and copy them around?
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Well that's going to certainly save me some hassles. I still cannot figure out why it stopped working. I'm about ready to just restart the whole process and port it from scratch. If you have no intention of using the LHD, do you just not place the marker for it?