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Applejakerie

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About Applejakerie

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    Staff Sergeant

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    Male
  • Location
    Nottinghamshire, UK.
  • Interests
    Interests? Well, Arma 3 ofc.

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    .../id/applejakerie/

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  1. Applejakerie

    [MP][CTI-COOP] Liberation (continued)

    "B_T_VTOL_01_armed_F", //V-44 X Blackfish (Armed) -[added a comma to fix the array]- "Burnes_FV4034_01" //Challenger 2 Only the last entry of an array goes without a comma. Just want to note that the mission randomly picks from this array dependent on how many military bases there are on the map, you might want to count the amount of bases on your chosen map and the amount of elite vehicles in the array. As long as there is the same, or less vehicles in the array than there are bases on the map, you can be sure all your choices will be locked, including the Challenger 2 (good choice by the way).
  2. Applejakerie

    [MP][CTI-COOP] Liberation (continued)

    Zeus Issue You sure you don't mean v0.963? The line you're after is 431. { property="ModuleCurator_F_Addons"; expression="_this setVariable ['Addons',_value,true];"; class Value { class data { class type { type[]= { "SCALAR" }; }; value=0; }; }; }; Change: value=0; to: value=3; and make sure you make the other edit necessary. Info is here. You can never edit players tho, not possible. Build at Sector Issue Read this. Again, after making the edit you need to be sure not to build at military base sectors, they'll cause issues, primarily every restart, your FOB functions will stop working and the FOB becomes part of the sector base. Every other sector type has seemed fine to me, no issues before. Forced Advanced Mode This one I couldn't answer, sorry. Look at server settings with regards to the advanced flight model. - Sounds like you're editing the Steam Workshop version, again, you can't do that. Grab the version you want from https://github.com/Wyqer/kp_liberation/releases and then edit that instead.
  3. Applejakerie

    [MP][CTI-COOP] Liberation (continued)

    Hey MidaZ, 1 - Just search (CTRL+F) for property="ModuleCurator_F_Addons"; for instance, it's at line 580 in the latest version of the Taunus map. If you still can't find it let me know what map and version you're using. 2 - Are you editing the Steam Workshop version? This will revert as the Workshop updates any changes to whatever state is currently hosted by us on the Workshop. As a side note, don't build inside military base sectors, this does not work. 3 - You need to disable the vanilla revive system, you can do this at lobby parameters every session, or you could have it disabled by default by editing the values at ui\mission_params.hpp class ReviveMode { title = $STR_A3_ReviveMode; isGlobal = 1; values[] = {-100,0,1}; texts[] = {$STR_A3_MissionDefault, $STR_A3_Disabled, $STR_A3_EnabledForAllPlayers}; default = 1; function = "bis_fnc_paramReviveMode"; }; change: default = 1; to: default = 0; hope this helps.
  4. Applejakerie

    [MP][CTI-COOP] Liberation (continued)

    @mach2infinity If you didn't want to be using a mod, for future reference, you can add the line below to the bottom of onPlayerRespawn.sqf, it's at the root of the mission folder. player setCustomAimCoef 0.5; That would be half the usual weapon sway, it's about perfect for my own server.
  5. Applejakerie

    [MP][CTI-COOP] Liberation (continued)

    Hey @dvdbrewster, if you could report your "no AI" issue here in great detail, that'd be amazing. Please supply a log too, you can check the logs parameter for a better log (more useful for support) also. The Spartan 01 constant explosion issue is usually where server load is a little bit maxed, as you say, a restart or waiting will usually help clear this up. In the newest version, 0.96, there is no factory capability at POI sectors, only on factory sectors. You'll also not be able to heal any unit, civ or infantry, to 100% unless you are medic and using a Medikit, not a FAK. Thanks @Agahnim Demaend. Unfortunately, the newest features were not going to be for everyone, if you don't like playing with them you can revert to an older release here. This feature is new however and will be updated to include more sensibility as well as need some more balancing. Could you address your issues here so we can get a log of how people feel things should be more balanced, IE, you could give an example as to what should be changed in order to make the Civ Rep/Guerrilla functions more versatile but fair. Secondary missions are planned in future patches and/or releases. Hey @DruidicRifleman, secondary missions are planned in future patches and/or releases. :))
  6. Applejakerie

    [MP][CTI-COOP] Liberation (continued)

    https://github.com/Wyqer/kp_liberation/wiki/EN:ConfigFiles kp_liberation_config.sqf GRLIB_halo_altitude = 2500;
  7. Applejakerie

    [MP][CTI-COOP] Liberation (continued)

    https://github.com/Wyqer/kp_liberation/issues/48 There will be another look into fixing this after 0.96 is released.
  8. Applejakerie

    [MP][CTI-COOP] Liberation (continued)

    @Mr. Lt. You shouldn't as it isn't suitable, reason as stated 2 posts above. You'll need forces on the ground to keep a sector activated, if that's not suitable for you then use the UAV trick, as stated 2 posts above.
  9. Applejakerie

    [MP][CTI-COOP] Liberation (continued)

    @EvoPanker This is a great idea, although 5 minutes might be more suitable. The issue is when you fly over sectors at low distances, or pass them on the ground, you're activating them. Doing this often is going to bog down player servers really quickly, imagine, you're landing in a new sector, you're engaging and meanwhile, the 7 sectors behind you are also spawned, wondering around. I would support a 5 minute cooldown tho, players shouldn't be "passing many sectors" regardless, this defeats the point in a frontline! Anyways, I don't have the code edit you want but a perfect example of a workaround is to take a darter (UAV) and when selected, fly it to about 400-500m above the sector and have the turret (camera) aim and lock (CTRL+T) facing the sector. If it behaves you don't even need to fly it, just select it from the UAV terminal, shift and left click where you want it to go, right click the arrowhead for options such as altitude > 500m and behaviour > loiter > 300m. Now it'll fly around the sector at a 300m range remaining at 500m altitude. Locking the camera on the sector just makes the darter useful also.
  10. Applejakerie

    [MP][CTI-COOP] Liberation (continued)

    You need to be an admin or commander. You click on the logistics interface whilst you're near the local FOB, you click "Add" to create a logistics group and then you click "Assign" to add a truck to that group, clicking "Assign" costs 100 supplies and 100 fuel. This is all that needs to be done to create a convoy. Storage capacity doesn't make a difference to being able to "Assign" a new truck to a logistics group.
  11. Applejakerie

    [MP][CTI-COOP] Liberation (continued)

    Well, good luck then. The mission definitely works as it is, so it must be a server or client issue, sorry. You're welcome to dump or not dump either .RPT here and we'll of course take a look and help where possible.
  12. Applejakerie

    [MP][CTI-COOP] Liberation (continued)

    Concerning what happened to Rabid Squirrel's issue, this was the latest reply and it is pretty much always the issue. @Rabid Squirrel Check the server installation. I can't think of anything at the moment beside of that the server may miss some files. The last time this issue was shown to us via Discord, it was because the user was using a version of ArmA 3 that was not up to date. We couldn't see this until we had the top, versioning line of his .RPT file. I'm not saying yours is the same but if it is, there's your problem I think. Other points to make would be that the official version is 100% working with no errors, that is most definitely confirmed. You can maybe check your client report and see if there is any more than the few lines you commented. The client .RPT files are produced via the launcher and would not be Windows dependent, I'd guess. But for example, if you took my default mission and that does not run perfectly fine, your server or your own client is missing ArmA 3 data files. Try using Steam to verify the integrity of your game files? Hope this has helped.
  13. Applejakerie

    [MP][CTI-COOP] Liberation (continued)

    Unfortunately this is very much an "Arma mechanic" issue and although we're always looking and hoping a good fix is possible, it may not be. All I can really say is it is to do with the save/load and it is only the walls. Personally, if it's important to what's happening, I'd use Zeus to quickly align everything again, via the Ares mod you can add anything in the area as an editable object. Otherwise however, I'd avoid putting too much time into "the perfect base walls". Sorry to give you this information. ^^; https://github.com/Wyqer/kp_liberation/issues/48 https://github.com/Wyqer/kp_liberation/issues/138 https://github.com/Wyqer/kp_liberation/wiki/EN:FAQ#how-can-i-enable-full-zeus
  14. Applejakerie

    [MP][CTI-COOP] Liberation (continued)

    https://github.com/Wyqer/kp_liberation/wiki/EN:Logistic
  15. Applejakerie

    [MP][CTI-COOP] Liberation (continued)

    @Opavelin #1 So the mission broke when you replaced the lines because the last entry in any array has no "," (comma) at the end. My guess is you deleted the pilot lines and were left with an array that ended with a "," (comma). https://github.com/Wyqer/kp_liberation/wiki/EN:ImportantHints#preventing-common-mistakes #2 Just add AAF units to the enemy spawn lists, at current, the Guerrilla (independent) side co-operate with OPFOR and engage BLUFOR. https://github.com/Wyqer/kp_liberation/wiki/EN:ConfigFiles#presetscustomsqf
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