- Fixed: Removed fire barrels from buildable due to bug with DLC
- Fixed: Issue with UH-34/CH-47 cargo slot increase not persisting after server restart
- Tweaked: Disable ACE cookoff
- Tweaked: Reduced chance that enemy will surrender, please be less soi.
- Tweaked: increased FOB build range to 200m.
- Tweaked: increased civ kill penalty to 5%.
- Tweaked: Default weather is sunny.
- Fixed: Allow everyone to use epinephrine
- Tweaked: Increased ace cargo space to 40 for the CH-47 and UH-34
- Tweaked: Cleaned up all map SQMs
- Tweaked: Adjusted permissions for adminlogged zeus
- Tweaked: Reduced chance of snake bite
- Fixed: Infantry being ejected from doorgunner/crew chief seats
- Fixed: Missing helicopter helemts on Cam Lao Nam
- Fixed: Missing rifle grenades on Cam Lao Nam
- Fixed: Reduced refresh time on Production menu
- Fixed: Removed AI support system not in use
- Added: Respawning UH-1D on 10 minute delay to Operation Base on Cam Lao Nam
- Added: Buildable lamp to Cam Lao Nam
- Added: Hostile fob templates to Cam Lao Nam
- Added: Buildable ammo and medical crates
- Fixed: Pilots not having engineer perms on Cam Lao Nam
- Fixed: Airport Refuel/Repair/Rearm vehicles being airliftable - These are just for the master arm functionality at base not to be moved to fobs
- Fixed: Vanilla FAKs not being converted to ACE bandages
- Fixed: Missing M-14 scopes in arsenal on Cam Lao Nam
- Fixed: Implemented potential fix for bugged AOs on Cam Lao Nam
- Fixed: 105MM Arty missing from build menu on Cam Lao Nam
- Fixed: Ignored buildings wasn't enabling properly on Chernarus
- Fixed: Incorrect variable name in manage_logistics.sqf
- Tweaked: Blufor/Opfor/Civilian/Resistance presets on Cam Lao Nam
- Tweaked: Increased supply crate value paramater
- Tweaked: Further performance optimizations
- Tweaked: Reenabled mobile arsenal buildable via build menu
- Tweaked: Convert all .HPP files into .INC
- Tweaked: Lowered duration and probability of cookoff
- Removed: Mousewheel earplugs option and CDLC gesture menu on Cam Lao Nam
- Added: CDLC Master Arm functionality to operation base
- Added: Additional start vehicles including PT boats and more Hueys on Cam Lao Nam
- Added: Server rules billboard to base on Cam Lao Nam
- Fixed: Further adjust slots to cav standards on Cam Lao Nam
- Fixed: Messages diplaying for teamkills/civilian kills/resistance kills/epw kills
- Fixed: 343s being given on respawn on Cam Lao Nam
- Fixed: Multiple performance enhancements to various systems
- Fixed: Changed models for pilots on Cam Lao Nam to prevent futuristic underwear display
- Fixed: Air vehicle build list to include all US Army air vehicles and Navy/Air Force variants of F4
- Fixed: No vehicles being locked behind military bases
- Added: Ace Rearm,Repair,Medical to applicable supply vehicles for SOGPF CDLC.
- Added: Arsenal Entries for M16, M1 Carbine, ..etc Scopes and Bayonets.
- Added: Function to remove ACRE radios for client_init
- Fixed: Slots for Cam_Lao_Nam Map to be more appropriated for 7cav use.
- Fixed: PRC343 Spawning on init.
- Removed: That stupid buildable bar with questionable name
- Tweaked: Moved startbase to inside the base
- Tweaked: Added more hueys to start to support buffalo slots
- Tweaked: Changed slot layout for 24 hour op
- Fixed: Changed Raider-1 from helipilot model to helicrew to prevent CAS locking out HALO jump
- Fixed: Made GUNSLINGER groups infantry, modified one group to VIKING for mechanized
- Fixed: Reordered mission.sqm after group changes
- Fixed: Moved flag at Takistan operation base to prevent grizzly losing rotors when using Advanced Flight Model
- Added: FRIES functionality to UH-60M Desert variant
- Added: F/A-181 Black Wasp II spawns to carriers to give early fixed wing CAS
- Added: Map support for Tanoa
- Added: Map support for Chernarus(Winter)
- Added: Ported mission to Everon
- Added: Teamkills, EPW kills, Civilian kills, and Civilian vehicle kills will now announce the killer's name in chat
- Added: UH-60M to operation base spawn
- Added: Cav Flag to operation base
- Added: Rules Splash Screen on Mission Start (thanks to Fox.S for the hard work on the graphic)
- Tweaked: Platoon Staff now have own groups for BFT Readability
- Tweaked: Changed Buffalo-2 to Raven-1 and Raven-2
- Tweaked: Made Infidel-1 its own group and added an observer
- Tweaked: Changed second SABER group to BANSHEE
- Tweaked: Changed names of groups for consistency with cav standards
- Removed: Removed one little bird spawn from operation base
- Tweaked: Changed Killah Potatoes flag to Cav Flag in build menu
- Tweaked: Blacklisted meme stuff from arsenal
- Tweaked: Broke abandoned blufor vehicle markers out of map marker parameter to allow visibility without enabling all map markers
- Added: Block for non-pilots entering buildable air vehicles (You must be in pilot spot to pilot a vehicle)
- Tweaked: CBA_Settings for ACE_Medical to be more forgiving due to infrequent support assets (Less fractures, Less instant bleedouts).
- Tweaked: ACRE Radios to ARCADE Mode, So I maintain sanity when someone tells me that ACRE is broken cause they can't comprehend 20km range LOS.
- Tweaked: ACE_Settings so ballistics is disabled. Mainly so people stop telling me its the reason the server runs slow.
- Fixed: Issue with mission default parameters that caused CUP Maps to think a bullet hole is a destroyed building and thus tanking civ reputation.
- Fixed: Parameter setting that adjusts the AI count to Player Count, which sound great until you have 350 units and 10 SFPS.
- Fixed: Unit Cap settings to allow for less overhead until Tact 2 is configured properly.
- Removed: Errant Kill_Report -> Will be added in future update.
- Added: Cleanup Script to clear ruins and dropped weapons/ammo/items.
- Added: Blufor Preset for Desert Missions
- Added: Opfor Preset for Desert Missions
- Added: Arsenal Preset for Blacklist
- Added: Map - Diary features with clickable link to Website/Enlist/Discord and Teamspeak.
- Added: Server Rules on Map Screen Diary entry.
- Added: ACRE2 Radio Channels Guide --Addition by: Sypolt.R
- Added: Map Support for Chernarus
- Added: Map Support for Sahrani
- Added: Map Support for Takistan
- Added: ACE FRIES (Fast Roping) to RHS_MH60 Variants, CH53 Variants, CH47 Variants, MH6 Variants.
- Added: Custom Graphic with 7th Cavalry Logo to Menu / Intro on mission load.
- Added: Mission Controller Slot.
- Added: Military Police Slot.
- Added: Zeus Module for both MP and Mission controller slots.
- Added: Missile Trolly as Fixed Wing Capcity modifier.
- Added: Special Thanks RSC_Text Field for Developers that have worked on the missions.
- Removed: Diesel Ground Power Unit as Fixed Wing Capcity modifier.
- Removed: Fog (I swear I did it this time).
- Removed: RHS Decals for Better frames.
- Tweaked: Preset configuration for Difficulty
- Tweaked: Fuel and Ammo Supply on Containers and Vehicles to be more realistic on size vs amount (Huron containers are double the amount, Trucks are kept the same, Vehicle ammo box and Flexible Fuel Container is reduced by half)
- Tweaked: Fuel Rate to "Full Fuel" is doubled for faster refueling.
- Tweaked: Ordinance to Pylon / Vehicle time is reduced for faster rearming.
- Fixed: FOB not deployed automatically on mission wipe/start.
- Fixed: AA Capabilites when at low Enemy Alert Level was too high.
- Fixed: Ctab / Android items being removed from inventory if pulled from arsenal.
- Fixed: Unable to spawn empty ammo/supply crates from build menu.
- Fixed: Ammo Values based on Caliber causing A10 Rearming to be 1 box per GAU-8 Round.
- Fixed: Intro/Menu buttons hard to see.
- Fixed: ACE Radio Channel Name Presets not configured *(Altis Only Right Now - Wait for 0.3 Update)
- Fixed: No Default Permissions for mission wipe/starts.
- Fixed: Errors from Zen Mod causing scripts to not function.
- Fixed: No Zeus Camera for MP's
- Fixed: AI will hit spawn cap when players are in area that has 3 or more objectives within 2km.
- Fixed: Helicopter/Fixed Wing Capacity -1/-1E8 or showing excessive counts.
- Fixed: RHS_AFRF too heavily armored to kill with RHS Weapons.
- Added: Additional Vehicles to Blufor preset.
- Added: Heal Script addaction when near FOB, Mobile FOB or Arsenal Box.
- Added: Advanced Towing Script (Scroll Wheel option)
- Added: FIRAWS A10C as a optional purchase with unlock.
- Added: CWIS AA Static Emplacement as a optional purchase.
- Added: Whitelist + Whitelist by default on mission parameters
- Added: Pilot detection script, This disables Halo Jumping if player is in the Heli-Pilot Slot.
- Added: Whitelist for 7cav MP Staff to allow spectating as a scrollwheel option.
- Added: More variety in FOB building assets.
- Removed: AH64D Requirement of being unlocked to purchase.
- Removed: Check for Recycle on Fuel, Ammo and Repair Huron containers (Still Inprogress)
- Tweaked: Cost of standard HMMWV are adjusted to allow less burden on supplies when spawned for large player counts.
- Tweaked: Civilian Behaviour was modified to force animations to run to nearest building to hide if in danger of being shot.
- Tweaked: Reputation cost for killing non-combatants or friends was modified for more consequences.
- Tweaked: Reputation rewards for completing objectives or helping civilians is increased.
- Tweaked: Changed intro music to cause slightly less hearing loss.
- Tweaked: CBA settings - Logistics are now implemented to have finite ammunition for all vehicles.
- Tweaked: CBA settings - ACRE2 is changed to LOS Multipath with interference at long range.
- Tweaked: CBA settings - Ballistics was enabled.
- Tweaked: CBA settings - Map was changed to enabled to show locations on map.
- Fixed: Adjusted how groups are assigned to player when joining the mission. which should sove the issue of players being in individual groups regardless of selection in lobby.
- Fixed: Replacement of '==' and '!=' statements with 'EqualTo' in pre-existing files for faster performance on prep()
- Fixed: Added Event Handlers to some various 'while wait (loop)' to "Hopefully" give better performance.
- Fixed: Changed Civilian AI to remove unneeded functionality to improve frames.
- Fixed: Changed Event Handler on Detach Object for Towing to remove the helper object before releasing ropes.
- Fixed: Updated Classname for Helicopter pilots for the HaloJump check actually works.
- Fixed: Updated Classname for Jet/CAS Pilots so that it does not trigger HaloJump feature if a player is in those slots.
- Fixed: Changed Tent Hanger object (Was for Air Asset capacity) to Disel Ground Power unit since FIRAWS sees a vanilla Tent Hanger as a unlimited resupply point.
- Fixed: Added Stringtable values for Helojump and localizations that were erroring out on RPT.
- Added: Contact DLC static weapon backpacks to default blacklist.
- Added: Czech translation. Thanks to MJVEVERUSKA
- Added: NATO MTP arsenal preset. Thanks to lkvk
- Added: NATO Pacific arsenal preset. Thanks to lkvk
- Added: NATO Woodland arsenal preset. Thanks to lkvk
- Added: CSAT Hex arsenal preset. Thanks to lkvk
- Added: CSAT Ghex arsenal preset. Thanks to lkvk
- Added: AAF arsenal preset. Thanks to lkvk
- Added: LDF arsenal preset. Thanks to lkvk
- Added: Mission parameter for direct arsenal access without KPLIB Loadout Dialog.
- Added: Helicopters from GM Update to GM faction presets.
- Added: ACE, TFAR and ACRE items to GM West and East arsenal presets.
- Added: Config value for radio tower classnames.
- Added: Parameter to disable Zeus for commander.
- Added: Disable respawn on attacked FOBs (adjustable via parameter)
- Added: Zeus initialization via BIS scripted events. This makes the Eden placed zeus module (zm1) obsolete.
- Removed: T-14 from RHS AFRF preset.
- Tweaked: "FOB " removed from resource overlay, so it's just e.g. "ALPHA" again.
- Fixed: Sector monitor got stuck after sector cap was reached until restarting the server.
- Fixed: Civilian Informant side mission didn't worked due to script error.
- Fixed: AI didn't surrender correctly when ACE is loaded.
- Fixed: The commander couldn't build squads via the build menu.
- Fixed: Possible "Error: no unit" appearing in permission dialog.
- Fixed: POWs could get saved when near FOB and still in player group.
- Fixed: Civilian Reputation penalty got added to ambush chance, even if ambush chance was set to 0 in config.
- Fixed: When starting with a FOB already built, the FOB actions appeared only after a server restart.
- Fixed: Zeus available mods initialization (when not limited) wasn't reliable enough.
- Added: CfgFunctions library created from
shared/functions
and all of these functions optimized. - Added: Mines and explosives will be saved around FOBs.
- Added: Inheritance support to object inits. (3rd array element, bool)
- Added: USAF mod support for all US based preset. Thanks to Eogos
- Added: Save interval setting in config file.
- Added: Steam UID whitelist in config to grant access to commander actions even if not in that slot.
- Added: Applied mission parameters are logged in server rpt.
- Added: Chernarus 2020 basefile. Thanks to Eogos
- Added: Chernarus 2020 building ignore list. Thanks to Eogos
- Added: Steam Workshop upload to build tools
- Added: KP Player Menu as optional (default enabled) replacement for the old GREUH extended options. GREUH still available via parameters or if no CBA loaded.
- Added: Locality change of slingloaded cargo to heli pilot to avoid breaking ropes while e.g. slingloading the FOB box.
- Added: Support and utilization of the Discord Rich Presence Mod from ConnorAU.
- Added: Confirmation dialog for the "Create Clearance" action at the FOB.
- Added: Parameter (default deactivated) to enable editing of enemy units and vehicles in Zeus.
- Added: Zeus placed objects are now recognized for kill manager, object init and placed resource crates are also filled with 100 resources.
- Added: Auto save of the game state on last player disconnect or local hosted host exit.
- Added: A kind of playerNamespace which sets some widely used variables to the player instead of running same checks in several scripts.
- Added:
KPLIB_fnc_log
function to replace the usage ofdiag_log
and apply prefix etc. at one place. - Added: Arma 3 High Command for commander, toggleable via parameters.
- Added: Arma 3 support module (artillery) functionality with parameter settings and vehicle/player whitelist.
- Added: Visual indicators of the FOB range while in build mode.
- Added: Parameter to disable weapon sway.
- Added: Crates which are spawned upon sector activation are now saved near their sector, if the sector is taken by blufor. (Factories/Cities)
- Added: BWMod arsenal preset.
- Added: Interactive tutorial for the mission start. Deploying first FOB and conquering a factory with starting production.
- Added: Vehicle in Vehicle transport actions to Arsenal crate.
- Removed:
action_manager.sqf
file was removed, due to new action handling. - Updated: Updated CUP presets to be inline with October 2019 stable build of CUP mods. Thanks to Eogos
- Updated: Turkish translation. Thanks to 654wak654
- Updated: Russian localization. Thanks to Dj_Haski
- Updated: Spanish localization. Thanks to amunoz20
- Updated: Existing arsenal presets updated.
- Tweaked: Default blacklist now only holds the static and tent backpacks.
- Tweaked: Scripted server restart now automatically recognizes the OS of the server. More info in the Wiki article
- Tweaked: Infantry for battlegroup transport vehicles are now spawned closer to the objective.
- Tweaked: Transport helicopters in battlegroups are now correctly dropping paratroopers.
- Tweaked: Start vehicle/Potato 01/start resources spawn at mission start optimized.
- Tweaked: Explanation and formatting of
kp_objectInits.sqf
. - Tweaked: Integer to bool conversion in fetch param macro.
- Tweaked: ObjectInit is now also called on spawned start vehicles.
- Tweaked: Usage of structured text for
diag_log
, so there are no quotes around the messages in the rpt. - Tweaked: Collection arrays fetching in
init_presets.sqf
. - Tweaked: Unit/vehicle collecting for adding to editable units in
zeus_synchro.sqf
. - Tweaked: The save data is now stored as string which can result in ten times less space taken in vars file.
- Tweaked: Actions to deploy/repack a FOB are now bound to the box/truck/building.
- Tweaked: FOB container/truck/building specific commands are now in objectInits instead of having the same in several scripts.
- Tweaked: Arsenal initialization on mission start improved.
- Tweaked:
sector_manager.sqf
reworked as FSM. - Tweaked: Improved handling of captured/seized vehicles. Should also fix the rare issue with vanishing of captured enemy vehicles.
- Tweaked: Set factory sectors range concerning storage areas to fix 100m instead of scaling with FOB build range.
- Tweaked: Civilians can now be treated with the elastic, basic, packing or QuickClot bandage instead of just the basic one.
- Tweaked: Enabled HALO function by default with 5 minutes cooldown and lowered default mobile respawn cooldown from 15 to 10 minutes.
- Tweaked: Array names for classname collections etc. from
init_presets.sqf
. - Tweaked:
kp_objectInits.sqf
is now also applied to enemy vehicles. - Tweaked: Added a chance that battlegroups are now just contain infantry units which spawn closer to target.
- Tweaked: Arrays for enemy rotary- or fixed-wings doesn't need to be filled anymore and can be set as empty
[]
. - Tweaked: Victory condition parameter by default set to "Capitals and military bases" instead of just capitals.
- Tweaked: ui_manager script optimizations.
- Tweaked: HUD Overlay will auto hide in zeus.
- Tweaked: HUD Overlay with global resources will show on map.
- Tweaked: Shoot surrendering enemies now cause civilian reputation penalty like killing a civilian.
- Tweaked: Description.ext got much more comments and settings.
- Tweaked: Object inits will fire on units not only vehicles.
- Fixed: Some CUP presets had free buildable arsenals. Thanks to Eogos
- Fixed: Wrong boat in CUP USMC Woodland preset. Thanks to Eogos
- Fixed: Objects will be recyclable after being towed with Advanced Towing.
- Fixed: Flickering/disappearing of mobile respawn.
- Fixed: Error message when trying to build a sector storage on water didn't vanished.
- Fixed: RHS CH53 and RHS C130J transport configs after RHS 0.5.0 update. Thanks to FatRefrigerator
- Fixed: Support for CBA disposable launchers. Thanks to Dahlgren
- Fixed: ACE medical vehicle variable adjusted in
kp_objectInits
due to the recent ACE updates. Reference - Fixed: Weapons could be shown as blacklisted, if a whitelisted weapon was combined with e.g. a whitelisted grip or other attachments.
- Fixed: Rare error message in
recycle_manager.sqf
, if last FOB was repacked to a truck/box. - Fixed:
Bad conversion: bool
rpt messages in client logs at the beginning of the mission. - Fixed: Boats weren't recognized for sector activation.
- Added: Swedish Forces Pack transport configs. Thanks to Dahlgren
- Added: Parameter to enable/disable the vanilla A3 dynamic fog behavior. Default enabled, so
fucking_set_fog.sqf
isn't running by default. - Added: Parameter to enable/disable limitations on Zeus functionalities. Default enabled to keep old behaviour.
- Added: Parameter to decide to start the campaign with a FOB container (default, like before) or a FOB truck.
- Added: Parameter to allow enemies stay in immobile vehicles (default 50% chance).
- Added: Sector despawn scaling. The longer sector is activated the longer it de-activates. Configurable as parameter, 5min additional delay max by default.
- Added: Korean localization. Thanks to PanzerKoLee
- Updated: Russian localization. Thanks to DjHaski
- Tweaked: Initial FOB box doesn't have equipment in the inventory anymore.
- Tweaked: Height check for mobile respawn now relies on
isTouchingGround
instead of z value of position. - Tweaked: Transport config heights on M977 vehicles. Thanks to FishAI
- Tweaked: AI in building now has a dynamic radius to look for enemies until they start moving again depending on blufor/opfor ratio in sector.
- Fixed: Potato 01 was created after server restart, even if there was one saved.
- Fixed: Missing variable
stats_blufor_teamkills_by_players
. Also no separation between by players or not by players for teamkills anymore. - Fixed: Factory storages could disappear randomly on save load.
- Fixed: Some Presets had CUP Towing Tractor in the wrong place or duplicated. Thanks to Eogos
- Fixed: CUP Presets still had the Nemmera in the support vehicle section. Thanks to Eogos
- Fixed: FOB resources weren't updated in build dialog, when building infantry units.
- Fixed: Some missing parameter information in the map screens parameter overview.
- Fixed: After creating a clearance at a FOB some light sources could remain.
- Added: Contact DLC LDF preset.
- Added: Contact DLC transport configs.
- Added: The Unsung Vietnam War Mod blufor preset.
- Added: The Unsung Vietnam War Mod opfor preset.
- Added: The Unsung Vietnam War Mod resistance preset. Thanks to Bunnyhopps
- Added: The Unsung Vietnam War Mod civilian preset.
- Added: The Unsung Vietnam War Mod arsenal preset. Thanks to Bunnyhopps
- Added: The Unsung Vietnam War Mod transport configs.
- Added: Swedish Forces Pack arsenal preset. Thanks to Dahlgren
- Added: Swedish Forces Pack Desert blufor preset. Thanks to Dahlgren
- Added: Swedish Forces Pack Woodland blufor preset. Thanks to Dahlgren
- Added: Several CUP blufor presets. Thanks to Eogos
- Added: Several CUP opfor presets. Thanks to Eogos
- Added: Several CUP resistance presets. Thanks to Eogos
- Added: Several CUP civilian presets. Thanks to Eogos
- Added: Several CUP transport configs. Thanks to Eogos
- Added: Statistic values for destroyed civilian buildings and vehicles.
- Added: Statistic values for total and friendly resistance kills.
- Added: Statistic values for spent/produced resources.
- Added: Statistics will be posted additionally in the server log after winning the campaign.
- Added: Encore Anti Air static to sensible presets.
- Added: Additional victory conditions, selectable in the mission parameters.
- Added: BI garbage collection via description.ext file.
- Added: Transport configs for the civil transporters (which came with Laws of War).
- Added: Livonia basefile.
- Added: Livonia building ignore list.
- Added: Island Panthera basefile. Thanks to Eogos
- Added: Island Panthera building ignore list. Thanks to Eogos
- Added: Song Bin Tanh basefile.
- Added: Song Bin Tanh building ignore list.
- Added: "Create Clearance" Action at FOB for Commander or logged in Admin. Clears all terrain objects (no built objects) in FOB radius.
- Added: FOB templates (FOB hunting) are now choosen in accordance with the selected opfor preset. Currently Unsung, Apex and "everything else" are separated. Thanks to Bunnyhopps
- Added: 15 new FOB templates for the FOB hunting side mission. Thanks to Bunnyhopps
- Removed: Vanilla player score saving.
- Removed: Old garbage collection script, as there are now engine solutions available.
- Tweaked: Changed default recycle building from carservice building to tanks repair depot building.
- Tweaked: Changed default air building from small radar dome to encore static radar.
- Tweaked: Vehicle in Vehicle action on FOB box is not displaying directly anymore when approaching the box.
- Tweaked: Added elite vehicles to CSAT presets.
- Tweaked: Formatting/Comments in the preset files.
- Tweaked: objectInit function and added comments to the array.
- Tweaked: Some smaller code optimizations in the whole framework.
- Tweaked: Changes in elite vehicles in presets are now also applied during a running campaign.
- Tweaked: Player lead squads are now also saved near FOBs. (but still needs to be reassigned via zeus after load, of course)
- Tweaked: Weather is now only handled by the server.
- Tweaked: Gear check after leaving the arsenal or load a loadout improved to not strip you completely. Thanks to Zharf
- Tweaked: Build tool now also adds the correct map name to the mission name, like in the release files.
- Tweaked: Sector defenders waypoint creation.
- Tweaked: Daytime parameter values.
- Tweaked: Shorter nights now multiplies the selected daytime time multiplier by 4 between 20:00 and 04:00. (3x between 21:00 and 03:00 before)
- Fixed: Intel value could get corrupted if leaving the secondary dialog directly after starting a mission.
- Fixed: "All is red" for first player after a server restart. (just a visual bug, doesn't affect gameplay)
- Added: East Germany arsenal preset.
- Added: West Germany arsenal preset. Thanks to Dahlgren
- Added: East Germany blufor and opfor preset.
- Added: East Germany Winter blufor and opfor preset.
- Added: West Germany blufor and opfor preset.
- Added: West Germany Winter blufor and opfor preset.
- Added: Germany (Global Mobilization) resistence preset.
- Added: Germany (Global Mobilization) civilian preset.
- Added: CSAT Vanilla blufor preset, CSAT Apex blufor preset and CSAT Arsenal preset. Thanks to zandru
- Added: AAF and NATO opfor presets. Thanks to zandru
- Added: Weferlingen Summer basefile.
- Added: Weferlingen Winter basefile.
- Added: Chernarus Winter basefile.
- Added: Weferlingen Summer and Winter building ignore list.
- Added: Rosche building ignore list. Thanks to madpat3
- Added: Support for ACE arsenal. Can be enabled via mission parameter.
- Added: Fog removal script readded, as some people had issues with too much fog after some time.
- Added: Vehicle in Vehicle transport actions for FOB Box.
- Added:
kp_objectInits.sqf
for custom code on a vehicle after it has been loaded or built. No more changes in save_manager.sqf and do_build.sqf needed. Explanation in the Wiki - Removed:
KP_liberation_guerilla_transports
array from resistance presets, as it isn't used in the legacy framework. - Updated: Italian localization. Thanks to k4s0
- Tweaked: Title of the mission to conform the Mission Name Standard from BI Forums
- Tweaked: Weather module is also loaded, even with ACE running. (ACE doesn't control weather completely anymore)
- Tweaked: Disabled script that switched locality of all blufor units to the commander machine. (should fix UAV issue)
- Tweaked:
allPlayers
replaced with(allPlayers - entities "HeadlessClient_F")
for scripts which should pause when no players are online. (logistic, resources, battlegroups) - Tweaked: Marker for civilian informant is an area now and not centered on the informants position anymore.
- Tweaked: Renamed Huron marker.
- Tweaked: If there isn't enough enemy territory left for a secondary mission to start, the player gets a small hint now.
- Tweaked: BWMod item classnames in KP_liberation_allowed_items_extension. Thanks to madpat3
- Tweaked: Equalized all Eden attributes of the mission.sqm files.
- Tweaked: Replaced deprecated
BIS_fnc_conditionalSelect
function calls with sensible select statements. - Tweaked: Versioning format from e.g. 0.964 to 0.96.4 for a better separation.
- Tweaked: Arsenal whitelist/blacklist classes are case insensitive.
- Tweaked: Vehicle permissions now via sensible event handlers instead of loop. Thanks to ColinM9991
- Tweaked: Objects placed in Eden Editor won't be saved anymore. Fixes possible duplications on save/load.
- Tweaked: Whole in game date and time is now persistent, not only the daytime.
- Fixed: Annoying popup since A3 1.90 concerning missing entry for
widthRailWay
. - Fixed: Blufor soldier losses weren't counted in statistics.
- Fixed: Missing
itemRadio
in some arsenal presets.
- Added: Action to raise/lower object while building. Thanks to darrell-aevum
- Added: Some classnames to arsenal allowed extension list. Thanks to madpat3
- Added: Functionality to save/load mission parameters. Thanks to veteran29
- Added: Presets for: RDS Civilians, Project OPFOR SLA and Project OPFOR RACS. Thanks to PSYKO-nz
- Added: Automatic mission pbo build tool (available on GitHub). Thanks to Dahlgren and veteran29
- Added: Tanks DLC classnames for presets.
- Added: Group diag output for serverlog.
- Added: Debug output for group count and amount of active scripts. Liberation starts with [13,70,0,1] and may rise to [70,70,0,1].
- Added: Notification for incoming guerilla forces when attacking a sector.
- Added: Vehicle chance for guerilla forces who approach a sector.
- Added: Traditional Chinese localization. Thanks to KOEI5113
- Added: IDE editorconfig file.
- Added: Overview of actual applied mission parameters on the map screen as diary record.
- Removed: Some old scripts which aren't needed anymore.
- Removed: Always no fog.
- Tweaked: All
spawn compileFinal preprocessFileLineNumbers
replaced withexecVM
. - Tweaked: All
createGroup
now with activateddeleteWhenEmpty
. - Tweaked: All
BIS_fnc_relPos
replaced withgetPos
. - Tweaked: Guerilla forces event chances, strength gain values and unit amounts.
- Tweaked: The Commander / Admin can now change the permissions of offline players.
- Tweaked: BI Revive is now automatically deactivated if ACE Medical is loaded.
- Tweaked: FPS map marker is now below the map and also shows count of local groups.
- Tweaked: Overview picture for loading and mission selection screen.
- Tweaked: Log output source name is now set at each run.
- Fixed: Placement of buildings after save/load. Thanks to Cre8or
- Fixed: Sometimes helicopters exploded when spawning on the deck of the USS Freedom.
- Fixed: Players couldn't ziptie the civilian informant, if playing with ACE.
- Fixed: File name instead of mission name in mission selection screen.
- Fixed: "Taking Command" spam from AI after players death.
- Fixed: Fixed range for recycling and start of building instead of using FOB range.
- Fixed: Some vehicles with dynamic loadout support lost their weapons when rearmed by Liberation rearm module.
- Added: Some missing RHS vehicles for the ACE medical system.
- Removed: Provided ACE settings, as they are not used anymore since the last ACE update.
- Tweaked: Arsenal blacklist for more compatibility with 3cbBAF. Thanks to Applejakerie
- Tweaked: Some small tweaks for the Lythium basefile.
- Tweaked: BWMod Classnames due to the last mod update. Thanks to madpat3
- Fixed: There was a string key twice in the stringtable.
- Fixed: Lythium basefile was missing mission name and description in the lobby.
- Fixed: Issue with building premade squads.
- Added: ACE carry interaction for resource crates. Thanks to veteran29
- Added: Some additional debug outputs.
- Added: RHS AFRF Preset for the player side. Thanks to veteran29
- Added: Lythium basefile. Thanks to Enigma
- Added: Portuguese localization. Thanks to NomadRomeo
- Added: BW Mod Tropentarn preset.
- Added: Project OPFOR Islamic State enemy preset and Project OPFOR resistance preset. Thanks to Applejakerie
- Updated: RHS transport configs.
- Updated: RHS vehicles in presets.
- Updated: Devkit mission.sqm.
- Tweaked: Wounded civilians event. Thanks to veteran29
- Tweaked: Extended allowed items extension list with some bwmod classnames. Thanks to madpat3
- Tweaked: Detection of UAVs. Thanks to veteran29
- Tweaked: Enemy vehicle crew spawning. Ensure that they'll be on the right side (important for red vs blue). Thanks to veteran29
- Tweaked: If you enter the arsenal with a packed weapon or UAV backpack, it won't be identified as blacklisted anymore.
- Tweaked: FOB container mass now scales with the selected spartan helicopter maximum load. Thanks to veteran29
- Tweaked: Removed clutter and AI from the USS Freedom on all maps.
- Tweaked: Cleaned all custom placed places on all maps some more and renamed the respawn marker from
respawn_west
torespawn
. - Tweaked: Increased the distance of the Little Bird spawnpoints on the USS Freedom and let them facing to the front.
- Tweaked: Some typos in the german stringtable. Thanks to gqgunhed
- Tweaked: The US Army woodland troops got the new OCP and were able to throw away their old UCP.
- Fixed: Wounded civilian animation in dedicated server environment. Thanks to veteran29
- Fixed: With ACE you could take unconscious AI as POW.
- Fixed: You couldn't handcuff surrendered AI with ACE zipties.
- Fixed: Guerilla could spawn as neutral combatants.
- Fixed: Unloading crates from vehicles could let them sink into the ground since the last ArmA Update.
- Added: ACE auto detection. (BI Revive still has to be disabled manually)
- Added: Parameter to decide if vehicles should have cleared cargo or not. Thanks to veteran29
- Removed: ACE compatibility parameter.
- Updated: ACE settings from our community due to the new pylons system in ACE.
- Updated: Italian localization. Thanks to k4s0
- Updated: Chinese Simplified localization. Thanks to nercon
- Updated: List of ignored buildings for the civil reputation.
- Tweaked: Logistic convoy ambush chance balancing.
- Fixed: SMAW optic placed in wrong array in RHS presets.
- Added: BI Support System functionality. (Currently deactivated, as there are still issues in MP)
- 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).
- Added: Players can request artillery support from players (generates task).
- Added: Civil Reputation.
- Added: Config variables in
kp_liberation_config.sqf
. - Added: Reputation penalty for killing civilians.
- Added: Reputation penalty for killing allied resistance fighters.
- Added: Reputation penalty for seizing civil vehicles.
- Added: Reputation penalty for destroyed/damaged civil buildings. (evaluated only on capture a sector event)
- Added: Mission parameter to choose building penalty for damaged or only destroyed buildings.
- Added: Reputation gain for liberated sectors.
- Added: After capturing a sector you might find wounded civilians. You can also gain reputation for offering medical support.
- Added: Config variables in
- Added: Civil informant.
- Added: If you've a good reputation, a civil informant can rarely spawn at blufor sectors.
- Added: Intel increase, if you capture the informant and bring him back to a FOB.
- Added: There is a chance that an informant will reveal a time critical task to kill a HVT.
- Added: Asymmetric Threats.
- Added: Possibility of IEDs in blufor sectors, if you have a bad civil reputation.
- Added: Own logistic convoys can be ambushed by guerilla forces.
- Added: Value for guerilla strength which will be affected by the events connected to guerilla forces.
- Added: Guerilla forces presets.
- Added: Dynamic guerilla forces equipment depending on their strength value.
- Added: Chance that guerilla forces will join the fight at a sector as friend or foe. (depends on reputation)
- Added: Possibility of a guerilla ambush in blufor sectors (additional to IEDs).
- Added: Chinese Simplified localization. Thanks to nercon
- Added: Automatic server restart script for dedicated servers. Thanks to k4s0
- Added: Settings in the mission parameters for particular debug messages.
- Added: Factory map markers now indicate which production facilities are available there.
- Added: LoW Civilians.
- Added: LoW UAV backpacks to the default blacklist.
- Added: LoW AL-6 Pelican UAV.
- Added: Some of the new RHS vehicles.
- Added: Turkish localization. Thanks to Carbneth
- Added: Parameter to set a cooldown for using mobile respawns.
- Updated: English ingame tutorial texts in stringtable. Thanks to FatRefrigerator
- Removed: Liberation skill handling of AI units, as BI do this good enough now concerning wounds, etc.
- Removed: Vehicle explosion chance script for convoy ambush.
- Removed: Old debug messages.
- Tweaked: Terrain alignment will be persistent during repeat building of objects (like walls). Thanks to veteran29
- Tweaked: Some reordering of UI elements.
- Tweaked: Localization support for the extended options menu. Thanks to nercon
- Tweaked: Highlight color in production list changed to blue instead of misleading green.
- Tweaked: Amounts of resources on each FOB and production site is now visible in logistic dropdown menu as
(Supplies/Ammo/Fuel)
. - Tweaked: Removed the logistic convoy cap of 26 (which was due to the alphabet).
- Tweaked: Captured enemy vehicles are now also listed in the commanders zeus interface.
- Tweaked: Cities won't be able to produce resources anymore.
- Tweaked: IED count in cities, capitals and factories is now dependend on the civil reputation.
- Tweaked: Corrected some strings in the stringtable.
- Tweaked: Factories don't have all facilities from the start anymore. The facility they start with is set at campaign start.
- Tweaked: Replaced all deprecated
BIS_fnc_selectRandom
with the engine solutionselectRandom
. - Tweaked: Server log will now contain the
[STATS]
message of all clients. (players and HCs) - Tweaked: Preset system split to select blufor, opfor, resistance and civilians independently. Thanks to Applejakerie
- Tweaked: Capitals, cities and factories are now basically guarded by "militia" forces. Switching to regular army if the enemy combat readiness is increased.
- Tweaked: Static weapons array missed some weapons.
- Tweaked: Civil vehicles are now saved at a FOB after they were seized by players.
- Tweaked: Some small code optimizations and format corrections.
- Fixed: Player got custom recoil and aiming coefficients on respawn.
- Fixed: Rare script error on closing respawn screen directly after joining the mission.
- 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.
- Fixed: Small issues due to the default "hold fire" combat mode for AI.
- Fixed: Single Infantry units weren't saved sometimes.
- Fixed: Paratroopers got sometimes an attack helicopter instead of a transport helicopter.
- Fixed: Rescue helipad blocked building in their near vicinity.
- Fixed: MPKill Eventhandler issue when using ACE.
- Fixed: Function to buy a logistic truck worked but caused an error in dedicated server environment.
- Fixed: Couldn't build under powerlines.
- Fixed: Items in backpack weren't checked by arsenal blacklist crawler.
- 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
- Updated: German tutorial texts. Thanks to 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
todistance2D
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
- Added: Some small aesthetic things for the buildlist
- Added: Transport configs for the unarmed Blackfish variants (can hold 5 crates). Thanks to 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
- Added: Action to stack and sort resources in storage areas
- Updated: Italian localization. Thanks to 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
- Added: Action to push resource crates
- Added: More transport configs for various vehicles. Thanks to ChiefOwens
- Added: Some more vehicles from RHS to the presets
- Added: More buildable lights for the FOB. Thanks to Reckulation
- Added: A devkit mission.sqm for people who want to port Liberation to other maps
- Added: GitHub 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
- 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
- Updated: Russian localization. Thanks to KOC
- 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
- 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 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
- Added: New resource system
- Added: Italian localization. Thanks to 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
- Added: Civilian transport configs. Thanks to 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 unit and arsenal preset. Thanks to ChiefOwens
- Added: DLC Jets to most presets
- Added: Sahrani missionfile. Thanks to 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 intokp_liberation_config.sqf
and added descriptions to the variables - Updated: Spanish localization. Thanks to regiregi22
- Updated: English InGame Tutorial text with the latest informations for resource, production and logistic system. Thanks to Applejakerie
- Replaced: Manpower icon with supplies icon. Thanks to jus61
- Replaced: Every deprecated
BIS_fnc_MP
withremoteExec
- Replaced: ATLAS LHD with USS Freedom. Thanks to Applejakerie for the immersive clutter on the carrier
- Tweaked: Arsenal blacklist filtering. Thanks to 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
- 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
- Tweaked: Vehicles with dead crew can now be recycled
- Tweaked: Altis mission.sqm. Thanks to Applejakerie
- Tweaked: Chimera bases on Takistan and Taunus. Thanks to 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
- Fixed: Missing batteries with Apex laser designators. Thanks to veteran29
- Fixed: Enemy weapon dance. Thanks to 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
- Added: Tanoa missionfile and vanilla apex preset
- Added: Custom made Chimera Base for Tanoa. Thanks to jus61 for building it
- Added: X-Cam-Taunus missionfile
- Added: Custom made Chimera Base for X-Cam-Taunus. Thanks to jus61 for building it
- Added: Custom made Chimera Base for Chernarus. Thanks to Enigma for building it
- Added: Arsenal whitelist preset system (change via
kp_liberation_config.sqf
)- Use blacklist from unit preset (default)
- custom whitelist file
- KP Community Selection
- RHS USAF
- RHS USAF with ACE3
- RHS USAF with ACE3 and ACRE2
- Removed: Dependencies on Takistan missionfile
- Removed: Apex dependencies on Chernarus missionfile (custom chimera base had two apex rocks)
- Removed: Apex dependencies on Taunus missionfile
- 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
- Fixed: Falling Little Birds on LHD
- Fixed: Custom flag texture not applied after savegame load
- Fixed: Mapmarker disable won't work
- 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
- Added:
kp_liberation_config.sqf
with some additional config values - Added: ACE support
- Added: Fuel consumption script
- Added: Preset system (will grow with more maps) to choose between different classnames_extension presets
- Added:
custom.sqf
in the preset system, where you can adjust everything to your liking (like editing the oldclassnames_extension.sqf
) - 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)