lhmngwy / KP-Liberation-APR-LH

The work on KP Liberation Mission for Arma 3 continues...

Geek Repo:Geek Repo

Github PK Tool:Github PK Tool

KP Liberation APR LH

This is my customised fork of Apricot_ale's fork of KP Liberation. It was originally created for my brother and I to play. The changes improve co-op for low player counts, as well as creating a more dynamic battlefield. I've generally improved, fixed or reworked most aspects of the mission.

The mission is configured to run on my 13th gen Intel i5 dedicated server. If you want to run the mission locally or on less powerful hardware, I recommend reducing the "Maximum amount of AI units" mission parameter.

license

Apricot_ale's fork is a uniquely modified version of KP Liberation, incorporating several pull requests (PRs) that have previously been submitted.

My changes include:

  • Updated vanilla presets, factions have access to all guns. Uniforms and vehicles are still faction restricted.
  • Enemies will be more spread out around a sector with less predictability.
  • The enemy utilises transport vehicles, trucks can drop off troops, helicopters can land to drop off troops, paratroopers work more reliably.
  • Enemy boats will spawn in coastal sectors.
  • Enemy attacks on player sectors have been improved:
    • The enemy has the ability to call in reinforcements when attacking your sectors.
    • The countdown timer will pause when players are at the point defending it.
    • If you end the mission while a sector is under attack, the sector will be lost.
  • Improved enemy and civilian patrols:
    • You will see fewer stuck vehicles and pile ups.
    • Patrols will despawn as the player moves further away and respawn near the player.
  • Added persistent player squads, disconnect and reconnect and you will still have your squad!
  • Blufor vehicles, captured vehicles and HC squads will be saved anywhere on the map.
  • Enemy and civilian vehicles must be taken to a FOB at least once to count as captured.
  • AI squad members will now redeploy with the player. Unconscious AI squad members will die on redeploy, heal them first!
  • All players on the commander actions whitelist will have access to Zeus (Missionframework/KPLIB_whitelists.sqf).
  • Zeus will be regained automatically on respawn.
  • Enemy units and structures are hidden from Zeus to prevent it from being used for scouting.
  • Resource penalty of up to 40 of each resource when you respawn:
    • The penalty reduces the more AI squad members you build, as taking them with you is already a risk.
    • Respawning while your squad is still alive cancels out the reduction, wait to be revived instead. This also prevents using respawns as fast travel for free.
    • If there's less than 4 enemies nearby you can respawn without penalty.
  • Added tents and landing craft as mobile respawn points (See recommended add-ons).
  • Civilians will spawn in player sectors.
  • Improved civilian in-location waypoints, they will move around the general area and between buildings. They will also go indoors at night or during rain.
  • Performance improvements when spawning sectors. Sectors will spawn one after the other, rather than all spawning simultaneously, to prevent the server getting bogged down. This also has the benefit of better spreading the load between headless clients.

Integrated from others:

Required Add-ons

Recommended Add-ons

About

The work on KP Liberation Mission for Arma 3 continues...

License:Other


Languages

Language:SQF 92.4%Language:C++ 7.2%Language:TypeScript 0.3%Language:PowerShell 0.1%Language:Batchfile 0.0%