• Announcements

    • Jervant

      Bohemia Store Steam Redeem   06/24/17

      We started experiencing problems with the Steam redeem from our Store on Friday June 23rd.   For anyone that got affected by this, please go to your store account, after you select the product you purchased, you should see your steam key with a link to a how to article to activate it manually through Steam.   We apologize for the inconvenience.

Wyqer

Member
  • Content count

    294
  • Joined

  • Last visited

  • Medals

Community Reputation

132 Excellent

7 Followers

About Wyqer

  • Rank
    Staff Sergeant

Contact Methods

  • Website URL
    http://www.killahpotatoes.de
  • Twitter
    killahpotatoes
  • Youtube
    channel/UCCQsNp_siYeyvXCRVtGgKbw
  • Steam url id
    wyqer
  • Twitch.Tv
    killahpotatoes

Profile Information

  • Gender
    Male
  • Location
    Kiel, Germany

Recent Profile Visitors

457 profile views
  1. Version and any edits? If you encounter that bug again it would help if you could provide a server.rpt of that session where the issue happened.
  2. All you need is to change KP_liberation_preset = 2; to KP_liberation_preset = 4; in kp_liberation_config.sqf inside the mission pbo Load all required mods (list in the first post where you than have to look under Takistan) on your server and all your clients and you're done. Maybe useful: https://github.com/Wyqer/kp_liberation/wiki/EN:ImportantHints https://github.com/Wyqer/kp_liberation/wiki/EN:ConfigFiles EDIT: And if you still encounter problems, you should consider to join the discord (text chat only) as there are many people who can help you for sure. Also you could mention the Liberation Support there. Link for the discord also in the first posting.
  3. After Line 62 you should add: clearWeaponCargoGlobal (_vehicle select 0); clearMagazineCargoGlobal (_vehicle select 0); clearBackpackCargoGlobal (_vehicle select 0); clearItemCargoGlobal (_vehicle select 0);
  4. Pre 93, Farooq's Revive was implemented in Liberation. Since 93 I've removed it and added the BI Revive System (which wasn't available pre 93).
  5. I don't know the script. But concerning to your createUnit line you should maybe try it this way: _classname createUnit [ _pos, _grp, "this addMPEventHandler [""MPKilled"", {_this spawn kill_manager}]; [this] execVM ""ais_injury\init_ais.sqf""; _isMedic = if (getNumber (configFile >> ""CfgVehicles"" >> (typeOf this) >> ""attendant"") == 1) then {true} else {false}; if (_isMedic) then { [this,""ALL""] execVM ""Medic\Medic.sqf"";}", 0.5, "private" ]; As the init for the unit has to be provided as string you have to double the quotation marks in the original If you have this as something you need in the init line: this setVariable ["MyCoolVariable",1]; You have to write it inside a string like: "this setVariable [""MyCoolVariable"",1];"
  6. \scripts\client\build\do_build.sqf Line 50 -> Init for AI which will join the player squad Line 63 -> Init for each AI in a AI Para Squad Line 65 -> Init for each AI in a AI "non Para" Squad
  7. It's intended that civilian vehicles won't be saved, yes. As it should not be a "suitable way" to "steal" from the civilian population. In 96 it will also be punished. Concerning the AI Units. Full AI Squads will get saved (also fully AI crewed vehicles). As you seperated the AI units from your squad, it should've been saved normally. Please try to reproduce it with maybe one soldier seperated from the player squad. (not placed via zeus, only built from the build menu)
  8. You can edit the script to just apply to land vehicles. Line 40 Change if !((_this select 0) in kp_fuel_consumption_vehicles) then { to if (!((_this select 0) in kp_fuel_consumption_vehicles) && ((_this select 0) isKindOf "LandVehicle")) then {
  9. Known and already reported: https://github.com/acemod/ACE3/issues/5302 and already fixed for the next ace update.
  10. The wiki explains the production and logistic system. If I would explain it now it would be the same what you can read in the wiki concerning that. Please read it and if you still have questions, than ask precisely that question so it's easier to answer.
  11. https://github.com/Wyqer/kp_liberation/wiki
  12. Do you use ACE or something? Seen this once in a stream of someone with a huron. But he had edited the mission as it seems. Did you edit anything in the scripts or the editor? Which Map, Version, Mods?
  13. Released v0.955 GitHub: https://github.com/Wyqer/kp_liberation/releases/tag/v0.955 Workshop: http://steamcommunity.com/id/wyqer/myworkshopfiles/?appid=107410 Changelogs: https://github.com/Wyqer/kp_liberation/wiki
  14. The Supply Box is, if enabled, the mobile arsenal box. If you don't play with the mobile arsenal and maybe with ace (like we do in our community), we use it as a container for resupplies for the troops. So we load magazines, etc. in it, load the box via ACE inside a vehicle or slingload it and bring it to the ground forces so they don't have to return to base for resupply.
  15. No, it has to be a blufor unit (uavs are always ai units, so blufor)