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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?
- Parameters set correctly but non-medics can't revive with medikit?
- Why can't I make changes to the parameters in the lobby?
- Why do I spawn on the spawn island with no functions?
- Why there are no enemies spawning at the sectors?
These are the buildings/objects/vehicles within the Logistical Tab (second from the end for Commander, end for everyone else).
- Arsenal Box
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).
- Mobile Respawn
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.
- FOB Container
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.
- FOB Truck
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.
- Small Storage Area
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.
- Large Storage Area
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.
- Salvage Depot
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.
- Flight Control
This structure is the first prerequisite to building any air vehicles globally. In order to build the Helipad or Tent Hangar structures explained below, you must have a Flight Control structure at the same FOB.
- Helipad
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.
- Tent Hangar
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.
- CRV-6e Bobcat
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.
- Functional Trucks
These are mobile repair/fuel/ammo sources capable of repairing/refuelling/rearming any vehicle locally, on and off of the battlefield.
- Functional Containers
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.
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];
There are some possibilities to grant this access to other players beside the commander. Personally I won't recommend this edit (that's why it's not in the official version) as it could lead to strange side effect when rare situations happen, like players change values at the same time.
Allow all players access
\scripts\client\actions\action_manager.sqf -> Lines 230 and 242
remove:
&& (player == ([] call F_getCommander) || [] call F_isAdmin)
Allow only specific players access
\scripts\client\actions\action_manager.sqf -> Lines 230 and 242
from:
&& (player == ([] call F_getCommander) || [] call F_isAdmin)
to:
&& ((getPlayerUID player) in KP_liberation_logistic_whitelist)
whitelist.sqf
add to the end:
KP_liberation_logistic_whitelist = [
"SteamID64",
"SteamID64",
"SteamID64"
];
replace the SteamID64
with the IDs of the players you want to grant access. Remember, that the IDs have to be inside quotation marks.
\scripts\server\sector\manage_one_sector.sqf -> Line 22
private _sector_despawn_tickets = 12;
\scripts\server\sector\manage_one_sector.sqf -> Line 267
_sector_despawn_tickets = 12;
Raise both values equally. A value of 180 would be around 15 minutes, while the current value of 12 is around one minute. So you can calculate with 5 seconds per ticket. (depends a little bit on the server load)
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.
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"
];
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.