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Darkhound7

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Everything posted by Darkhound7

  1. Darkhound7

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

    Theres a preset for Cups... Head to the wiki and it will explain how to change presets
  2. Darkhound7

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

    Is this a liberation edit you are trying to open?
  3. Darkhound7

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

    Usually when this happens to us its after the server has been up for awhile. A server restart fixes it
  4. Darkhound7

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

    Do you have CBA loaded?
  5. Darkhound7

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

    MOre info needed. Head to KP discord. Faster help you will get.
  6. Darkhound7

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

    Yes the DRone would have activated those sectors. Sometimes players will use drones to keep an area activated.
  7. Darkhound7

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

    you could always use the debug Civ rep [10] call F_cr_changeCR; // To increase civilian reputation by 10 [10, true] call F_cr_changeCR; // To decrease by civilian rep 10
  8. Darkhound7

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

    https://github.com/KillahPotatoes/KP-Liberation/wiki/EN_ConfigFiles Read the wiki. There are presets you can chose and explained very well. Cups is oneof the many presets
  9. Those ports should be good. UDP not tcpip on those right? TCP/UDP 2344 (BattlEye 1) TCP 2345 (BattlEye 2) I have those forwarded as well
  10. Darkhound7

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

    Yeah just add it into your init_server.sqf [] spawn compileFinal preprocessFileLineNumbers "scripts\server\game\fucking_set_fog.sqf";
  11. Darkhound7

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

    I believe 0.963a removed the always no fog.. In earlier versions in the server script folder you had a fucking_set_fog.sqf.. Could always add it in yourself while { true } do { 5 setFog [0, 0, 0]; sleep 30; };
  12. Put a medic in the editor and see if it works with the placed medic.. If so then its initialize problem with the medics built at the fob after mission starts. I use this on all my ports and works great. If it works with the medic you place in editor but not on the built units then look at docs included with Psycho's download. Specifically [_unit] call AIS_System_fnc_loadAIS maybe
  13. Darkhound7

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

    2 posts up. Wyqer posted https://github.com/KillahPotatoes/KP-Liberation/issues/183
  14. Darkhound7

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

    Have a look in your preset folder. Whichever preset your using look for Respawn_truck_typename =
  15. Darkhound7

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

    Im asssuming you have restarted the server? Gonna need to check out your rpt server logs
  16. Darkhound7

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

    Try not syncing the Support Requester to the slot but put this into the init of the slots (players) you want access to the support. [commandant,SupportRequester] call BIS_fnc_addSupportLink; Sync the requester to the support modules and make sure you name the requester SupportRequester. Hope that makes sense. Just tested it on my Dedi box.. Works fine. In my example only the commandant has access. You can add the code to other slots but change the name from Commandant of course. Hope that all makes sense. Ishould be in bed lol
  17. Darkhound7

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

    Means its blacklisted. https://github.com/KillahPotatoes/KP-Liberation/wiki/EN_ConfigFiles
  18. Darkhound7

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

    1 = wipe so change it back to 0. Sounds like your problem is profile related. How are you starting your mission?
  19. Darkhound7

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

    Did you Disable the standard revive? In your mission params class ReviveMode { title = $STR_A3_ReviveMode; isGlobal = 1; values[] = {-100,0,1}; texts[] = {$STR_A3_MissionDefault, $STR_A3_Disabled, $STR_A3_EnabledForAllPlayers}; default = 0; <-----------------------------------------------THIS function = "bis_fnc_paramReviveMode"; Nevermind I see from your first post you did disable it
  20. Darkhound7

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

    respawn = 3; respawndelay = 5; respawnButton = 1; disabledAI = true; enableDebugConsole = 1; allowFunctionsLog = 0; loadScreen="res\liberation.jpg"; onLoadMission = "www.killahpotatoes.de"; author = "[GREUH] Zbug, [GREUH] McKeewa, [KP] Wyqer"; onLoadName = $STR_MISSION_TITLE; joinUnassigned = 1; #include "GREUH\UI\GREUH_interface.hpp" #include "ui\liberation_interface.hpp" #include "ui\liberation_notifications.hpp" #include "ui\mission_params.hpp" #include "AIS\Effects\BarDlg.hpp" class CfgFunctions { #include "AIS\cfgFunctions.hpp" }; class CfgDebriefing { class End1 { title = $STR_SORRY; subtitle = ""; description = $STR_COMMANDER_NOT_AUTHORIZED; pictureBackground = ""; }; }; Thats Mine.. Works Fine
  21. Darkhound7

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

    https://github.com/KillahPotatoes/KP-Liberation/wiki/EN_FAQ#how-can-i-build-my-fobs-closer-to-sectors
  22. Darkhound7

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

    Timbelan is a good map. I have ported it. Havent updated it to the latest lib yet. I will do it the next few days. I can throw it in Drop box or you can grab it from my steam page
  23. Darkhound7

    GF Cargo Airdrops Script

    Excellent George! Very cool
  24. Darkhound7

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

    CHange your respawn markers name to just respawn.. You will see that yours is respawn_west.. Change it to respawn and you will be golden
  25. Darkhound7

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

    The mission saves automatically. Your progress will be saved. As far as changing the time of day you could do a skiptime 2 in the console. The Wiki has a great faq. https://github.com/Wyqer/kp_liberation/wiki/EN:FAQ
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