KP-Liberation/README.md

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![KP Liberation](https://www.killahpotatoes.de/images/arma/liberation.png)
# KP Liberation for ArmA 3
2017-06-28 09:29:17 +00:00
## Current version : 0.96
2017-03-16 16:57:52 +00:00
[BI Forum Thread](https://forums.bistudio.com/topic/202711-mpcti-coop-liberation-continued/)
2017-03-16 16:58:18 +00:00
2017-03-16 16:57:52 +00:00
[Steam Workshop](http://steamcommunity.com/id/wyqer/myworkshopfiles/?appid=107410)
2017-04-23 21:53:32 +00:00
[Discord](https://discord.gg/bpPUU48)
This mission is only a continued project based on the original, but most likely abandoned, mission from [GreuhZbug](https://github.com/GreuhZbug).
2017-03-06 17:08:14 +00:00
[Original Liberation mission v0.924](https://github.com/GreuhZbug/greuh_liberation.Altis)
2017-04-23 21:53:32 +00:00
If you like the work and think it's worth a small donation, feel free to use the following link:
[Donate via paypal.me](https://www.paypal.me/wyqer)
## Overview
V0.951 (#118) * Better syncing after placing a storage at sector Should fix the weird behaviour, that you can build more then one storage in MP, when you place it directly after the first one. * Update README.md * Some more debug informations * Sahrani offset for hostile group markers * Update README.md * Added intelspawn (deleted by mistake) * Update README.md * Added Debug Messages * Ensure right crate mass for sectorspawns * split captureboxes and intel * Added boats at startvehicles to the Freedom * Update stringtable.xml * Tweaked debug messages * Fixed changed classnames from a3 update * Update README.md * Update README.md * Guerilla vehicle transport configs Using same models as the civilian vehicles, which are already added. Has to be checked in game by chance, to be really safe. closes #97 * Update README.md * Some tweaks to the production system fixes #91 fixes #96 closes #99 * Update README.md * Added stringtable connection in Sahrani and Tanoa mission.sqm * Small tweaks also fixes #101 * updated our community arsenal preset * Update italian localization for the new 0.951 (#103) Update italian localization for the new 0.951 * Small tweaks and split variable sync should prevent reloads of build menu when many sectors producing / many logistic groups are underway. Fixes #102 * Fixed #105 * Update README.md * Added resource amounts to production dialog * Update README.md * Small Tweaks * Updated russian localization many thanks to _KOC_ from discord * Updated README.md * Production access at production sectors * Check content of crate will also check if ropeAttach is enabled Should help with #94 * Opfor Guerilla classnames added * Added mission param to select arsenal with no restrictions * Update README.md * Fixes #110 * Added new BWMod Vests * Fixes #111 * Improved Logistics Algorithm Fixes #112 Fixes #87 * Update README.md * Sync again Missed something in the last sync * Fixed exploit of build menu if ui was set to global ressources * Al Rayak missionfile * removed unarmed vehicles from sector defender groups * Update README.md * Fixed constant reloading of build menu * Small sync speedup * Small corrections * Update README.md * Small adjustment
2017-05-28 14:05:00 +00:00
The area has fallen to the enemy, and it is up to you to take it back. Embark with your teammates on a persistent campaign that will span several weeks of real time to liberate all the major cities of the area.
* Experience a massive CTI campaign with up to 200 different capturable settlements across the entire area
* Cooperative gameplay for up to 34 players
* A commander role to take care of the planning, production, logistic and AI commanding
* Recruitable AI troops to fill the gaps
* Buy troops and vehicles using three different types of resources
* Build the FOB of your dreams with an ingame "what you see is what you get" system
* Fight aggressive and cunning hostile forces who react and adapt to your actions
* Learn that every window is a threat thanks to the custom urban combat AI
* Accomplish meaningful secondary objectives that will benefit your progression
* Never lose your progress with the built-in server-side save system
## Public Servers
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### KP Liberation by www.killahpotatoes.de
* IP: 213.133.110.170
* Port: 2302
* Needed Mods: None
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* Admin: [jus61](https://www.killahpotatoes.de/index.php?user/2-jus61/)
## Needed Mods
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This mods are needed if you use the prepacked missionfiles from the release tab or Steam Workshop.
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You can play every map without any mods (only the maps themself) if you set the preset to custom in `kp_liberation_config`.
V0.951 (#118) * Better syncing after placing a storage at sector Should fix the weird behaviour, that you can build more then one storage in MP, when you place it directly after the first one. * Update README.md * Some more debug informations * Sahrani offset for hostile group markers * Update README.md * Added intelspawn (deleted by mistake) * Update README.md * Added Debug Messages * Ensure right crate mass for sectorspawns * split captureboxes and intel * Added boats at startvehicles to the Freedom * Update stringtable.xml * Tweaked debug messages * Fixed changed classnames from a3 update * Update README.md * Update README.md * Guerilla vehicle transport configs Using same models as the civilian vehicles, which are already added. Has to be checked in game by chance, to be really safe. closes #97 * Update README.md * Some tweaks to the production system fixes #91 fixes #96 closes #99 * Update README.md * Added stringtable connection in Sahrani and Tanoa mission.sqm * Small tweaks also fixes #101 * updated our community arsenal preset * Update italian localization for the new 0.951 (#103) Update italian localization for the new 0.951 * Small tweaks and split variable sync should prevent reloads of build menu when many sectors producing / many logistic groups are underway. Fixes #102 * Fixed #105 * Update README.md * Added resource amounts to production dialog * Update README.md * Small Tweaks * Updated russian localization many thanks to _KOC_ from discord * Updated README.md * Production access at production sectors * Check content of crate will also check if ropeAttach is enabled Should help with #94 * Opfor Guerilla classnames added * Added mission param to select arsenal with no restrictions * Update README.md * Fixes #110 * Added new BWMod Vests * Fixes #111 * Improved Logistics Algorithm Fixes #112 Fixes #87 * Update README.md * Sync again Missed something in the last sync * Fixed exploit of build menu if ui was set to global ressources * Al Rayak missionfile * removed unarmed vehicles from sector defender groups * Update README.md * Fixed constant reloading of build menu * Small sync speedup * Small corrections * Update README.md * Small adjustment
2017-05-28 14:05:00 +00:00
* Al Rayak
* [CUP Terrains - Core](http://steamcommunity.com/sharedfiles/filedetails/?id=583496184)
* [CUP Terrains - Maps](http://steamcommunity.com/sharedfiles/filedetails/?id=583544987)
* [G.O.S Al Rayak](http://steamcommunity.com/sharedfiles/filedetails/?id=648172507)
* [RHS: Armed Forces of the Russian Federation](http://steamcommunity.com/sharedfiles/filedetails/?id=843425103)
* [RHS: United States Forces](http://steamcommunity.com/sharedfiles/filedetails/?id=843577117)
* Altis
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* Nothing
* Chernarus
* [CUP Terrains - Core](http://steamcommunity.com/sharedfiles/filedetails/?id=583496184)
* [CUP Terrains - Maps](http://steamcommunity.com/sharedfiles/filedetails/?id=583544987)
* [RHS: Armed Forces of the Russian Federation](http://steamcommunity.com/sharedfiles/filedetails/?id=843425103)
* [RHS: United States Forces](http://steamcommunity.com/sharedfiles/filedetails/?id=843577117)
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* Recommended for more enterable buildings on Chernarus
* [Open Chernarus Project with JBAD](http://steamcommunity.com/sharedfiles/filedetails/?id=786865959)
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* Malden
* Nothing
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* Sahrani
* [CUP Terrains - Core](http://steamcommunity.com/sharedfiles/filedetails/?id=583496184)
* [CUP Terrains - Maps](http://steamcommunity.com/sharedfiles/filedetails/?id=583544987)
* [RHS: Armed Forces of the Russian Federation](http://steamcommunity.com/sharedfiles/filedetails/?id=843425103)
* [RHS: United States Forces](http://steamcommunity.com/sharedfiles/filedetails/?id=843577117)
* Takistan
* [CUP Terrains - Core](http://steamcommunity.com/sharedfiles/filedetails/?id=583496184)
* [CUP Terrains - Maps](http://steamcommunity.com/sharedfiles/filedetails/?id=583544987)
* [Project OPFOR](http://steamcommunity.com/sharedfiles/filedetails/?id=735566597)
* [RHS: Armed Forces of the Russian Federation](http://steamcommunity.com/sharedfiles/filedetails/?id=843425103)
* [RHS: United States Forces](http://steamcommunity.com/sharedfiles/filedetails/?id=843577117)
* Tanoa
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* Nothing
* Taunus (very resource-intensive map)
* [BWMod](http://steamcommunity.com/sharedfiles/filedetails/?id=870276636)
* [CBA A3](http://steamcommunity.com/sharedfiles/filedetails/?id=450814997)
* [CUP Terrains - Core](http://steamcommunity.com/sharedfiles/filedetails/?id=583496184)
* [CUP Terrains - Maps](http://steamcommunity.com/sharedfiles/filedetails/?id=583544987)
* [RHS: Armed Forces of the Russian Federation](http://steamcommunity.com/sharedfiles/filedetails/?id=843425103)
* [RHS: United States Forces](http://steamcommunity.com/sharedfiles/filedetails/?id=843577117)
* [X-Cam-Taunus (Version 1.1)](http://steamcommunity.com/sharedfiles/filedetails/?id=836147398)
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## Recommended Mods
This Mods would greatly increase your gaming experience:
* [ACE](http://steamcommunity.com/sharedfiles/filedetails/?id=463939057)
* [ACE Compat - RHS Armed Forces of the Russian Federation](http://steamcommunity.com/workshop/filedetails/?id=773131200)
* [ACE Compat - RHS United States Armed Forces](http://steamcommunity.com/workshop/filedetails/?id=773125288)
* [ACE3 - BWMOD Compatibility](http://steamcommunity.com/sharedfiles/filedetails/?id=870313336)
* [ACRE 2](http://steamcommunity.com/sharedfiles/filedetails/?id=751965892)
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* [Enhanced Movement](http://steamcommunity.com/sharedfiles/filedetails/?id=333310405)
* [Enhanced Visuals](http://steamcommunity.com/sharedfiles/filedetails/?id=880703327)
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* [FA-18 Super Hornet](http://steamcommunity.com/sharedfiles/filedetails/?id=743099837)
* [Immerse](http://steamcommunity.com/sharedfiles/filedetails/?id=825172265)
* [JSRS SOUNDMOD](http://steamcommunity.com/sharedfiles/filedetails/?id=861133494)
* [JSRS SOUNDMOD - Additional](http://steamcommunity.com/sharedfiles/filedetails/?id=863393819)
* [KP Ranks](http://steamcommunity.com/sharedfiles/filedetails/?id=741621641)
* [LAxemann's Suppress](https://steamcommunity.com/sharedfiles/filedetails/?id=825174634)
Also you should think about using this mods as serverside mods:
* [Advanced Rappeling](http://steamcommunity.com/sharedfiles/filedetails/?id=713709341)
* [Advanced Sling Loading](http://steamcommunity.com/sharedfiles/filedetails/?id=615007497)
* [Advanced Towing](http://steamcommunity.com/sharedfiles/filedetails/?id=639837898)
* [Advanced Urban Rappeling](http://steamcommunity.com/sharedfiles/filedetails/?id=730310357)
## ACE Serverside Settings
I've provided our community serverconfig.hpp for the [usage with the ace_server.pbo](https://ace3mod.com/wiki/framework/settings-framework.html#32-loading-up-the-server-config) for dedicated servers.
Just copy the userconfig folder into your ArmA 3 Server folder and start the ace_server.pbo as serverside mod.
## Recommended Difficulty Settings
I recommend to use the following difficulty settings for this mission (User profile of your server):
```
class CustomDifficulty
{
class Options
{
groupIndicators=0;
friendlyTags=0;
enemyTags=0;
detectedMines=0;
commands=0;
waypoints=0;
weaponInfo=1;
stanceIndicator=1;
reducedDamage=0;
staminaBar=0;
weaponCrosshair=0;
visionAid=0;
thirdPersonView=0;
cameraShake=1;
scoreTable=0;
deathMessages=0;
vonID=1;
mapContent=0;
autoReport=0;
multipleSaves=0;
squadRadar=0;
tacticalPing=0;
};
aiLevelPreset=1;
};
```
In the server config file:
```
forcedDifficulty = "custom";
class Missions
{
class kp_liberation
{
template = "kp_liberation.Altis";
difficulty = "custom";
};
};
```
## Media
[![Gameplay](http://img.youtube.com/vi/ULSxjp8cIUM/0.jpg)](https://www.youtube.com/watch?v=ULSxjp8cIUM)
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## Changelog
2017-06-28 09:29:17 +00:00
### 0.96 (in Development)
* Added: Parameter to disable the skill handling of enemy units. Thanks to [veteran29](https://github.com/veteran29)
2017-07-08 19:55:17 +00:00
* Added: BI Support System functionality.
* Added: Parameter for access to the Support System -> Disabled, Commander, Whitelist, Everyone.
* Added: BI Artillery support for artillery vehicles and mortars (if built manned or AI ordered to get in as crew).
2017-08-02 11:28:26 +00:00
* Added: Chinese Simplified localization. Thanks to [nercon](https://github.com/nercon)
2017-08-03 13:00:43 +00:00
* Added: Civil Reputation.
* Added: Config variables for the civil reputation.
* Added: Reputation penalty for killing civilians.
2017-08-03 15:11:22 +00:00
* Added: Reputation penalty for seizing civil vehicles.
2017-08-03 19:06:28 +00:00
* Added: Players can request artillery support from players (generates task).
2017-08-04 22:18:24 +00:00
* Added: Reputation penalty for destroyed/damaged civil buildings.
* Added: Mission parameter to choose building penalty for damaged or only destroyed buildings.
* Added: Reputation gain for liberated sectors.
2017-08-18 08:06:17 +00:00
* Added: Automatic server restart script for dedicated servers. Thanks to [k4s0](https://github.com/k4s0)
2017-07-08 19:55:17 +00:00
* Tweaked: Terrain aligment will be persistent during repeat building of objects (like walls). Thanks to [veteran29](https://github.com/veteran29)
2017-08-03 13:00:43 +00:00
* Tweaked: Some reordering of UI elements.
* Tweaked: Localization support for the extended options menu. Thanks to [nercon](https://github.com/nercon)
* Fixed: Player got custom recoil and aiming coefficients on respawn.
* Fixed: Rare script error on closing respawn screen directly after joining the mission.
2017-07-09 06:36:51 +00:00
* Fixed: Players could deploy multiple FOBs when they selected deploy fast enough on the same container.
* Fixed: It was possible to disassemble a mortar in preview.
* Fixed: Preview vehicles could get saved if you shut down the mission right after canceling the build process or if you'd still the preview in front you.
2017-07-09 14:34:06 +00:00
* Fixed: Small issues due to the default "hold fire" combat mode for AI.
* Fixed: Single Infantry units weren't saved sometimes.
2017-06-28 09:29:17 +00:00
2017-06-24 18:01:19 +00:00
### 0.955 (24th June 2017)
* Added: Some small aesthetic things for the buildlist
* Added: Exception for TFAR items from the 1.0 Beta (it's TFAR_ and not tf_ in the classnames there)
* Added: Malden missionfile. Thanks to [Applejakerie](https://github.com/Applejakerie)
* Updated: German tutorial texts. Thanks to [madpat3](https://github.com/madpat3)
* Tweaked: Jets removed from battlegroups, so they won't spawn on the ground. But they still appear on high awareness
* Tweaked: Recycle action code, changed from `distance` to `distance2D` to prevent issues with buildings like the airport lamp
* Tweaked: Helipads are now added to Zeus, so the commander can delete them, as they can't be recycled normally
* Fixed: Production and Logistic Overview wasn't usable in normal UI scale
* Fixed: The RHS "Mk.V SOC" boat got no recycle action due to the mounted static weapons
2017-06-24 18:01:19 +00:00
### 0.954 (19th June 2017)
* Added: Some small aesthetic things for the buildlist
* Added: Transport configs for the unarmed Blackfish variants (can hold 5 crates). Thanks to [Applejakerie](https://github.com/Applejakerie)
* Tweaked: Production dialog list entries are now color coded depending on the actual production
* Tweaked: Small changes in the save_manager.sqf concerning object placement
* Tweaked: Raised the default production interval a little bit
* Tweaked: Updated ACE serverside settings
* Fixed: UAVs counted to heli / plane count concerning used slots
* Fixed: SDV was missing in the boats array to be able to place it on water
* Fixed: H-Barrier classname changed from the protected to the public one
2017-06-24 18:01:19 +00:00
### 0.953 (12th June 2017)
* Added: Action to stack and sort resources in storage areas
* Updated: Italian localization. Thanks to [k4s0](https://github.com/k4s0)
* Updated: German localization. (umlauts)
* Tweaked: Statics can now be placed inside buildings
* Tweaked: Recycle of objects which won't give any resources is now always possible
* Tweaked: Debug messages
* Tweaked: Added the blackfish to all presets, as it was already listed to be unlockable
* Tweaked: Again a small change at the placement of objects from the savegame
* Fixed: Error in production dialog due to wrong global variable
* Fixed: Last two supply_vehicle elements weren't shown in the build menu
2017-06-24 18:01:19 +00:00
### 0.952 (4th June 2017)
* Added: Action to push resource crates
* Added: More transport configs for various vehicles. Thanks to [ChiefOwens](https://github.com/ChiefOwens)
* Added: Some more vehicles from RHS to the presets
* Added: More buildable lights for the FOB. Thanks to [Reckulation](https://www.killahpotatoes.de/index.php?user/130-reckulation/)
2017-06-03 23:09:28 +00:00
* Added: [A devkit mission.sqm](https://github.com/Wyqer/kp_liberation/wiki/EN:Devkit) for people who want to port Liberation to other maps
* Added: [GitHub Wiki](https://github.com/Wyqer/kp_liberation/wiki) (will be expanded step by step in the future)
* Removed: Some clutter of the custom enemy bases on each map. Could maybe increase performance a little bit
* Tweaked: Starting times of the maps were not equal
* Tweaked: Syncing times for production when resources are stored or unstored in sector storages
* Tweaked: Moved ACE compatibility and Debug setting from `kp_liberation_config.sqf` to parameters
* Fixed: SDV and armed boat recycle caused a script error
* Fixed: AI Squads weren't saved
* Fixed: Start vehicles were spawning with items in the inventory
* Fixed: Sometimes you couldn't slingload crates which were unloaded from a storage
2017-06-24 18:01:19 +00:00
### 0.951 (28th May 2017)
V0.951 (#118) * Better syncing after placing a storage at sector Should fix the weird behaviour, that you can build more then one storage in MP, when you place it directly after the first one. * Update README.md * Some more debug informations * Sahrani offset for hostile group markers * Update README.md * Added intelspawn (deleted by mistake) * Update README.md * Added Debug Messages * Ensure right crate mass for sectorspawns * split captureboxes and intel * Added boats at startvehicles to the Freedom * Update stringtable.xml * Tweaked debug messages * Fixed changed classnames from a3 update * Update README.md * Update README.md * Guerilla vehicle transport configs Using same models as the civilian vehicles, which are already added. Has to be checked in game by chance, to be really safe. closes #97 * Update README.md * Some tweaks to the production system fixes #91 fixes #96 closes #99 * Update README.md * Added stringtable connection in Sahrani and Tanoa mission.sqm * Small tweaks also fixes #101 * updated our community arsenal preset * Update italian localization for the new 0.951 (#103) Update italian localization for the new 0.951 * Small tweaks and split variable sync should prevent reloads of build menu when many sectors producing / many logistic groups are underway. Fixes #102 * Fixed #105 * Update README.md * Added resource amounts to production dialog * Update README.md * Small Tweaks * Updated russian localization many thanks to _KOC_ from discord * Updated README.md * Production access at production sectors * Check content of crate will also check if ropeAttach is enabled Should help with #94 * Opfor Guerilla classnames added * Added mission param to select arsenal with no restrictions * Update README.md * Fixes #110 * Added new BWMod Vests * Fixes #111 * Improved Logistics Algorithm Fixes #112 Fixes #87 * Update README.md * Sync again Missed something in the last sync * Fixed exploit of build menu if ui was set to global ressources * Al Rayak missionfile * removed unarmed vehicles from sector defender groups * Update README.md * Fixed constant reloading of build menu * Small sync speedup * Small corrections * Update README.md * Small adjustment
2017-05-28 14:05:00 +00:00
* Added: Boats at the stern of the Freedom for amphibious insertion
* Added: Transport configs for guerilla offroad and van
* Added: Mission parameter to choose between arsenal with no restrictions at all or using the defined preset from `kp_liberation_config.sqf` (no restriction not recommended)
* Added: Al Rayak missionfile
* Updated: Italian localization. Thanks to [k4s0](https://github.com/k4s0)
* Updated: Russian localization. Thanks to [_KOC_](mailto:Constantin.rogozin@ya.ru)
* Tweaked: Syncing between server and clients after building a sector storage
* Tweaked: Debug info output for sector production and logistic management
* Tweaked: Small things on each mission.sqm. Thanks to [Applejakerie](https://github.com/Applejakerie)
* Tweaked: Factories will directly start producing supplies, as soon as a storage area is built
* Tweaked: General syncing of production and logistic data between client and server
* Tweaked: Resource amount is now also being displayed in the production dialog, not only crates count
* Tweaked: Production menu is now also available if near a production sector
* Tweaked: Checking the content of a crate now also checks if `ropeAttachEnabled` is true and set it to true if not
* Tweaked: Improved logistics algorithm concerning behaviour of loading resources
* Tweaked: Removed unarmed vehicles from sector defender vehicles. They are still transports for battlegroups
* Fixed: Hostile map markers on Sahrani had a little offset from the map grid
* Fixed: No intelobjects spawned at military bases
* Fixed: Missing vehicles because of classname changes due to the ArmA 3 update. Thanks to [madpat3](https://github.com/madpat3) for an overview of all changes
* Fixed: Production menu showed timer even if nothing is produced
* Fixed: Production timer displayed as float if using a resource multiplier
* Fixed: Sahrani mission name wasn't displayed in the server browser, even after mission start
* Fixed: FOB Box won't respawn if fallen into the water
* Fixed: It was possible to create a logistic mission without defining a A or B destination
* Fixed: Logistic dialog didn't update when buying or selling a truck
* Fixed: Error in serverlog concerning loading control CaptureFrames BLUFOR and OPFOR
* Fixed: Boat recycle caused a script error
* Fixed: Exploit of build menu if UI was set to show global resources
* Fixed: Build menu reloads constantly
2017-06-24 18:01:19 +00:00
### 0.95 (22th May 2017)
2017-05-21 22:50:28 +00:00
* Added: New resource system
* Added: Italian localization. Thanks to [k4s0](https://github.com/k4s0)
* Added: Action to change alignment (up or terrain aligned) during placement of buildings
* Added: Action to reassign the commander to the zeus module (only shows if the commander has no access to zeus)
* Added: Paradrop of a resource package when first FOB is built
* Added: Action to switch between displaying global or local FOB resources
* Added: Air vehicle slot system (need a Flight Control to build helipads, hangars and air vehicles)
* Added: Blacklist / Whitelist filtering for saved loadouts
* Added: Recycling of enemy vehicles
* Added: Recycle value now depends on vehicle damage, remaining ammo and fuel
* Added: Production system for factories and cities (not capitals). Accessable for the commander if near a FOB
* Added: Ability to build storage areas at sectors, where produced resources will be stored
* Added: Ability to unlock resource facilities in cities, so you can produce that resource there
* Added: RHS transport configs. Thanks to [Applejakerie](https://github.com/Applejakerie)
* Added: Civilian transport configs. Thanks to [Applejakerie](https://github.com/Applejakerie)
* Added: Optional logistics module for smaller groups to enable a automatic logistics system for the commander
* Added: Mission parameter to enable or disable the logistics system
* Added: [3cb BAF](https://3cbmod.wordpress.com) unit and arsenal preset. Thanks to [ChiefOwens](https://github.com/ChiefOwens)
* Added: DLC Jets to most presets
* Added: Sahrani missionfile. Thanks to [Applejakerie](https://github.com/Applejakerie) for helping with OPFOR Points
* Added: Debug messages for the server.rpt. Default disabled and can be enabled in the `kp_liberation_config.sqf`
* Removed: Resource caps system
* Removed: Old vanilla unit preset (custom.sqf already provides a vanilla setting)
* Removed: Passive Income (due to new resource system)
* Removed: Ammo Bounties (due to new resource system)
* Removed: Civilian Penalties (due to new resource system)
* Removed: Overwrite functionality for `classnames.sqf`, as it is no longer needed due to the preset system
* Removed: `gameplay_constants.sqf`
* Removed: Crate spawn at military bases
* Removed: Chimera Base on maps with a suitable amount of ocean for supporting the Freedom
* Merged: `gameplay_constants.sqf` settings into `kp_liberation_config.sqf` and added descriptions to the variables
* Updated: Spanish localization. Thanks to [regiregi22](https://github.com/regiregi22)
* Updated: English InGame Tutorial text with the latest informations for resource, production and logistic system. Thanks to [Applejakerie](https://github.com/Applejakerie)
* Replaced: Manpower icon with supplies icon. Thanks to [jus61](https://github.com/jus61)
V0.951 (#118) * Better syncing after placing a storage at sector Should fix the weird behaviour, that you can build more then one storage in MP, when you place it directly after the first one. * Update README.md * Some more debug informations * Sahrani offset for hostile group markers * Update README.md * Added intelspawn (deleted by mistake) * Update README.md * Added Debug Messages * Ensure right crate mass for sectorspawns * split captureboxes and intel * Added boats at startvehicles to the Freedom * Update stringtable.xml * Tweaked debug messages * Fixed changed classnames from a3 update * Update README.md * Update README.md * Guerilla vehicle transport configs Using same models as the civilian vehicles, which are already added. Has to be checked in game by chance, to be really safe. closes #97 * Update README.md * Some tweaks to the production system fixes #91 fixes #96 closes #99 * Update README.md * Added stringtable connection in Sahrani and Tanoa mission.sqm * Small tweaks also fixes #101 * updated our community arsenal preset * Update italian localization for the new 0.951 (#103) Update italian localization for the new 0.951 * Small tweaks and split variable sync should prevent reloads of build menu when many sectors producing / many logistic groups are underway. Fixes #102 * Fixed #105 * Update README.md * Added resource amounts to production dialog * Update README.md * Small Tweaks * Updated russian localization many thanks to _KOC_ from discord * Updated README.md * Production access at production sectors * Check content of crate will also check if ropeAttach is enabled Should help with #94 * Opfor Guerilla classnames added * Added mission param to select arsenal with no restrictions * Update README.md * Fixes #110 * Added new BWMod Vests * Fixes #111 * Improved Logistics Algorithm Fixes #112 Fixes #87 * Update README.md * Sync again Missed something in the last sync * Fixed exploit of build menu if ui was set to global ressources * Al Rayak missionfile * removed unarmed vehicles from sector defender groups * Update README.md * Fixed constant reloading of build menu * Small sync speedup * Small corrections * Update README.md * Small adjustment
2017-05-28 14:05:00 +00:00
* Replaced: Every deprecated `BIS_fnc_MP` with `remoteExec`
2017-05-21 22:50:28 +00:00
* Replaced: ATLAS LHD with USS Freedom. Thanks to [Applejakerie](https://github.com/Applejakerie) for the immersive clutter on the carrier
* Tweaked: Arsenal blacklist filtering. Thanks to [veteran29](https://github.com/veteran29)
* Tweaked: Initialization of the arsenal, which should increase the performance for blacklist using
* Tweaked: Save manager -> helicopters from the Freedom or Chimera won't be saved, as they spawn on every mission start/load
* Tweaked: Name for savegame namespace -> adapts automaticly to worldName
* Tweaked: Revive settings: BI Revive is enabled by default. Disable it, when you use ACE
* Tweaked: Config, as some apex classnames were missing. Thanks to [Applejakerie](https://github.com/Applejakerie)
* Tweaked: If attacking a sector, a random amount of crates with random resources will spawn once.
* Tweaked: Better comments in the unit preset files. Thanks to [Applejakerie](https://github.com/Applejakerie)
* Tweaked: Vehicles with dead crew can now be recycled
* Tweaked: Altis mission.sqm. Thanks to [Applejakerie](https://github.com/Applejakerie)
* Tweaked: Chimera bases on Takistan and Taunus. Thanks to [Applejakerie](https://github.com/Applejakerie)
* Tweaked: Enemy infantry units will now spawn in initial safe state instead of be directly aware
* Tweaked: Chimera / Carrier spawn markers. Removed any dependency, using only invisible grasscutter objects. Makes porting etc. much easier
* Fixed: UAV unconnectable after player death. Thanks to [veteran29](https://github.com/veteran29)
* Fixed: Missing batteries with Apex laser designators. Thanks to [veteran29](https://github.com/veteran29)
* Fixed: Enemy weapon dance. Thanks to [k4s0](https://github.com/k4s0)
* Fixed: Non vanilla paratroopers don't have a parachute
* Fixed: Enemy jets sometimes spawn on the ground instead flying
* Fixed: ACE medical crate was empty and couldn't be recycled
* Fixed: Slingloading while transport crates inside a helicopter causes the helicopter to slingload the loaded crates inside
* Fixed: Some buildable paratroopers from some presets don't had a parachute
2017-06-24 18:01:19 +00:00
### 0.94 (20th March 2017)
2017-05-21 22:50:28 +00:00
* Added: Tanoa missionfile and vanilla apex preset
* Added: Custom made Chimera Base for Tanoa. Thanks to [jus61](https://github.com/jus61) for building it
* Added: X-Cam-Taunus missionfile
* Added: Custom made Chimera Base for X-Cam-Taunus. Thanks to [jus61](https://github.com/jus61) for building it
* Added: Custom made Chimera Base for Chernarus. Thanks to [Enigma](http://steamcommunity.com/profiles/76561198052767508) for building it
2017-06-28 06:57:55 +00:00
* Added: Arsenal whitelist preset system (change via `kp_liberation_config.sqf`)
2017-03-16 15:36:18 +00:00
* Use blacklist from unit preset (default)
* custom whitelist file
* KP Community Selection
* RHS USAF
* RHS USAF with ACE3
* RHS USAF with ACE3 and ACRE2
2017-05-21 22:50:28 +00:00
* Removed: Dependencies on Takistan missionfile
* Removed: Apex dependencies on Chernarus missionfile (custom chimera base had two apex rocks)
2017-06-24 18:01:19 +00:00
* Removed: Apex dependencies on Taunus missionfile
2017-05-21 22:50:28 +00:00
* Replaced: Old hostile markers (exclamation marks) with a unit count sensitive area marking system
* Tweaked: Presets
* custom.sqf is now default (vanilla is a kind of legacy now)
* Vehicle ammo prices are raised to make them more valuable
* Provided custom.sqf now adapt automaticly to installed mods
2017-05-21 22:50:28 +00:00
* Fixed: Falling Little Birds on LHD
* Fixed: Custom flag texture not applied after savegame load
* Fixed: Mapmarker disable won't work
2017-03-14 11:31:12 +00:00
2017-06-24 18:01:19 +00:00
### 0.931 (10th March 2017)
2017-05-21 22:50:28 +00:00
* Added: Takistan Missionfile
* Added: Chernarus Missionfile
* Added: RHS Takistan Classnames Preset (desert camo)
* Added: RHS Classnames Preset (woodland camo)
* Added: RHS / BW Mod Classnames Preset (woodland camo)
* Fixed: BI Revive Error
* Fixed: Starting game with a prebuild FOB caused errors on Takistan
2017-03-14 11:31:12 +00:00
2017-06-24 18:01:19 +00:00
### 0.93 (7th March 2017)
2017-06-28 06:57:55 +00:00
* Added: `kp_liberation_config.sqf` with some additional config values
2017-05-21 22:50:28 +00:00
* Added: ACE support
* Added: Fuel consumption script
* Added: Preset system (will grow with more maps) to choose between different classnames_extension presets
2017-06-28 06:57:55 +00:00
* Added: `custom.sqf` in the preset system, where you can adjust everything to your liking (like editing the old `classnames_extension.sqf`)
2017-05-21 22:50:28 +00:00
* Added: BI Revive System. Activate it via Parameters in the MP Lobby if you don't use ACE
* Added: Option in the mission parameters to disable the whole mapmarkers and disable the function in the extended options for every player
* Added: Ability to blacklist arsenal items
* Removed: Farooq's Revive
* Tweaked: Player group organisation (group changing via extended options ingame still enabled)
* Tweaked: File organization (split scriptpart from missionpart, so it's easier to provide different maps)