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EN_FAQ
This FAQ section will be expanded depending on upcoming frequently asked questions.
- Buildings and their purposes
- How can I build my FOBs closer to sectors?
- How can I enable full zeus?
- How can I grant production/logistic dialog access to other players?
- How can I increase the sector despawn time?
- How does the mission parameter saving/loading work?
- How does the scripted server restart work?
- Parameters set correctly but non-medics can't revive with medikit?
- What will be saved / not saved?
- Why can't I make changes to the parameters in the lobby?
- Why do I spawn on the spawn island with no functions?
- Why doesn't the mission save on my linux server?
- Why there are no enemies spawning at the sectors?
- Why do my changes in the missionfile doesn't apply ingame / get reverted?
These are the buildings/objects/vehicles within the Logistical Tab (second from the end for Commander, end for everyone else).
This is a portable virtual arsenal. Good for bringing supplies to those on the battlefield and in desperate need. Keep in mind that this is an "unlimited supply" of all things weapons and gear related and if you wish you can set “Mobile Arsenal” to disabled via the lobby parameters. The Arsenal Box will lose its vArsenal which would mean it is empty and only good for transporting large amounts of the same from an FOB's own vArsenal (so no “unlimited without work” attribute).
This is a medical truck which not only acts as a source for unrequited healing but also a vehicle you can redeploy to. The vehicle itself must be stopped for players to see it in the spawn menu as “Mobile Respawn”. Depending on your choice of preset this may even be a light APC, such as the M113 within the RHS mod. If you wish, you can set “Mobile Respawn” to disabled so that redeploy is unavailable and players must use FOB spawn points.
This is the container you will see at your starting position when you first begin the campaign. You only get 1 freeby (although it does respawn if damaged before used) and afterwards you need to buy the next. This is a cargo container and when 1000m from your starting position AND 300m from any sector, you can “deploy” (scroll menu) it into an FOB.
Exactly the same as above but in truck format, you won’t get this at your starting position (although that edit is simple if you’d like to begin at Chimera with a truck rather than container). This is a cargo truck however and as such, can be much more suitable at times.
This is a free storage area that holds 12 resource crates, if crates aren’t stored within a storage area at an FOB they won’t be counted to any resource piles. These are also placed at production sectors once captured so that the production there can be organised into this area. Crates not stored in any storage areas will delete on server restart.
This is a free storage area that holds 40 resource crates, if crates aren’t stored within a storage area at an FOB, they won’t be counted to any resource piles. Crates not stored in any storage areas will delete on server restart.
This structure is needed at an FOB to recycle anything that was not free, at that FOB only. For example, you don’t need the Salvage Depot to recycle a set of sandbags, as these are free in the buildings list, you do need it to recycle a Hunter (or even an enemy Ifrit) however.
This structure is the first prerequisite to building any air vehicles. In order to build the Helipad or Tent Hangar structures explained below, you must have a Flight Control structure at the same FOB.
This raises the rotary wing cap by 1 and without a free helicopter slot you won’t be able to build any more helicopters. The Helipad can only be built at an FOB with an already built Flight Control and is only active whilst that Flight Control still exists. IE, if enemy destroy the Flight Control, you lose your cap increase per Helipad at that FOB.
This raises the fixed wing cap by 1 and without a free plane slot you won’t be able to build any more planes or jets. The Tent Hangar can only be built at an FOB with an already built Flight Control and is only active whilst that Flight Control still exists. IE, if enemy destroy the Tent Hangar, you lose your cap increase per Tent Hangar at that FOB.
This is a multi-functional combat recovery vehicle. As well as being a light-combat ready APC, it can also repair, refuel and rearm other vehicles on and off of the battlefield. As such, it is quite an expensive asset to have and should be kept safe.
These are mobile repair/fuel/ammo sources capable of repairing/refuelling/rearming any vehicle locally, on and off of the battlefield.
These are static repair/fuel/ammo sources capable of repairing/refuelling/rearming any vehicle locally, on and off of the battlefield.
Warning: There is no promise that this won't cause bugs, because it's not the intended gameplay mechanic.
Open (with a text editor such as Notepad):
scripts\client\build\do_build_fob.sqf
and change this line (line 8 at writing this):
_minsectordist = GRLIB_capture_size + GRLIB_fob_range;
to:
_minsectordist = X;
where "X" is the minimum distance from the sector marker.
DEPECRATED SINCE 0.96.6 - NOW IN THE MISSION PARAMETERS
open the mission.sqm
search for:
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;
in \scripts\server\game\zeus_synchro.sqf change:
_zgm setCuratorCoef ["edit", -1e8];
_zgm setCuratorCoef ["place", -1e8];
_zgm setCuratorCoef ["synchronize", 0];
_zgm setCuratorCoef ["delete", 0];
_zgm setCuratorCoef ["destroy", -1e8];
to:
_zgm setCuratorCoef ["edit", 0];
_zgm setCuratorCoef ["place", 0];
_zgm setCuratorCoef ["synchronize", 0];
_zgm setCuratorCoef ["delete", 0];
_zgm setCuratorCoef ["destroy", 0];
That's implemented since 0.96.7 in the kp_liberation_config.sqf
In the parameters (Maximum sector deactivation delay) since 0.96.6.
Have a look at this picture: Instructions with screenshots on imgur
You need to upload the provided myPass.hpp
to your server into:
<server root where your arma3server.exe is located>\userconfig\restart\myPass.hpp
Create the folders or just use the userconfig
folder which is part of the packed releases at the releases tab.
Then make sure that you add your serverCommandPassword (like "mySecretPassword"
) into the myPass.hpp file. Don't forget the quotes and add nothing else in that file.
Furthermore you should make sure to add the -filePatching startup parameter to your server.
The script automatically detects if you're running a Windows or a Linux server. On a Windows server the full server process will be stopped and started again with the same startup parameters as before. On a Linux server it'll just restart the mission, so everyone will get back to the lobby. In both variants your save won't be lost.
Last thing is to set the desired time until a server restart will happen in the mission parameters. Have a look at the question above concerning how to save/load parameters correctly.
This is a BI fault, not Liberation - A minor conflict in parameter settings really. If you set the required trait to 0 (none) and the required items to 1 (medikit) you're probably confused as to why non-medic roles still only see the "medikit is required" dialogue when aiming at your downed ally, even with a medikit in your backpack. Annoying huh! The only way around this is to set the required item to 2 (first aid kit / medikit) and then your non-medic roles will be able to revive but only if they have a first aid kit available (and it will be used up also). Note: Medics will still be able to revive with medikits!
As an example to the smaller communities:
Revive Mode = Enabled for all players
Revive Duration = 8
Required Trait = None
Required Trait: Medic Speed Multiplier = 2x
Require Item = First Aid Kit / Medikit
Incapacitation Mode = Basic
Bleed Out Duration = 180
Force Respawn Duration = 8
Would be that everyone can revive. Non-medic roles take 8 seconds to revive and need a First Aid Kit (will be removed on use) where medics take only 4 seconds and can use a Medikit (not removed on use). You will bleed out in 180 seconds if incapacitated and left to die and it will take 8 seconds of holding the space key to force a respawn.
KP Liberation saves automatically at least every minute. The data is written in the profile namespace, which is in the profileName.vars.Arma3Profile
file of the host (dedicated server or hosting client machine).
- FOB positions
- Blufor AI groups inside a FOB zone
- Built vehicles inside a FOB zone
- Captured enemy vehicles inside a FOB zone
- Seized civilian vehicles inside a FOB zone
- FOB storages and the containing resources
- Captured sectors
- Factory production states and their settings
- Factory storages and the containing resources
- AI logistics settings and running convois
- Permissions
- Enemy combat readiness value
- Civilian reputation value
- Amount of intel points
- Statistic values
- Vehicles and buildings outside of the FOB range
- Vehicles which are not in the built list
- Vehicle cargo / ammo / fuel / damage states
- Resource crates outside of storage areas
- Player positions / inventories
- Preplaced objects or buildings from the editor
- Moving objects
The parameters will be locked if the mission is already started. This is a normal and logic behaviour as the parameters are read as soon as the game starts and can't be edited afterwards, as the game already depend on the settings. You can only edit the parameters inside the MP lobby if nobody passed the lobby already. Also starting a server with the -autoInit
parameter will cause that the mission directly starts and don't wait for players to pass the lobby.
Also only a logged in admin can change the parameters inside the lobby.
So to edit the parameters make sure you don't start with -autoInit
, nobody proceed further than the lobby and you're logged in as server admin.
This happens if you've edited a preset or something for example and missed a ,
or placed one too much in one of the arrays.
Have a look at your edits again and make sure that after every element of an array is a ,
and after the last element of an array isn't a ,
.
Something like:
array = [
"classname1",
"classname2",
"classname3"
];
In order to have Arma 3 actually write the GRLIB_save_key to disc you need to:
- use the
-name
parameter of the executable. - create the
xxx.vars.Arma3Profile
and path.
Whatever value you pass with the -name
parameter you must create the directory in
~/.local/share/Arma\ 3\ -\ Other\ Profiles/"name of value"
So if you use -name="liberation"
, you've to create the path
$HOME/.local/share/"Arma 3 - Other Profiles"/liberation/
Inside that path you've to create liberation.Arma3Profile
and liberation.vars.Arma3Profile
.
Once that happened then the binary information is written to that file and liberation is maintaining progress between server restarts.
No enemy spawn will occur, when you've not loaded the needed mods for the preset or preconfigured mission you've chosen.
So make sure the server and all clients have the needed mods loaded. The needed mods for the preconfigured missions can be seen everywhere, where you can get the missionfiles. And in the presets there is always a comment at the beginning which mods are needed for that preset.
If this happens to you after you reached the "max activated sector cap" once, it's a known issue in 0.96.7. So restart the server if that happens until the next update is released. Or add the fix on your own from https://github.com/KillahPotatoes/KP-Liberation/issues/788
When you get the missionfile via steam workshop it'll revert every change because the steam workshop will keep the subscribed state.
Download the missionfile via GitHub releases instead and apply your changes again.