- All the KP goodness plus whatever I can borrow from others and my own tweaks to make the experience that much more betterer.
- For the mission files I do find that are not mine I try to document who they came from since it's only fair to give them credit for their hard work.
- I have made many small tweaks over the years to these files and I was terrible at change management and documenting what and why I changed things. If you find something wrong or a way to make it better open a pull request.
- I am always looking for mission files to add of new maps that release, please open a pull request to help. In the future I would love to try and create one myself to give back.
This mission is only a continued project based on the original, but most likely abandoned, mission from GreuhZbug.
Original Liberation mission v0.924
If you like the work and think it's worth a small donation, feel free to use the following link:
The area has fallen to the enemy, and it is up to you to take it back. Embark on a persistent campaign with your teammates to liberate all the major cities of the area that will most likely span several weeks of real time.
- Experience a massive “Capture the Island” campaign involving a large range of different settlements across the entire area.
- Cooperate with up to 34 players, including a Commanding role, two fire-team squads, a medevac and a logistical support squad as well as AI recruits to fill the gaps.
- Purchase both infantry and both ground and air vehicles using three different types of physical resources; supplies, ammunition and fuel.
- Build the FOB of your dreams with an in-game "what you see is what you get" system.
- Play within an immersive engine that not only punishes you for civilian casualty but diversely reacts in turn.
- Combat aggressive and cunning hostile forces who react and adapt to your actions.
- Monitor and work alongside, or against, independent guerrilla forces.
- 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.
- Link to the mods I use as a base for all Base Mods
These mods are needed if you want to use the prepackaged missionfiles from the release tab or Steam Workshop.
You can play every map without any mods (only the maps themself) if you set the preset to custom in the file kp_liberation_config
.
- You will need to have RHS US Forces as I set Potatoe1 to be a CH-47 instead of the Huron
- Al Rayak (pja310)
- Altis
- None
- Chernarus
- Chernarus Winter
- Livonia
- Contact DLC
- Lythium
- Malden
- None
- Panthera
- Sahrani
- Song Bin Tanh
- Takistan
- Tanoa
- Apex DLC
- Taunus (very resource-intensive map)
- Weferlingen
- Global Mobilization CDLC
- Weferlingen Winter
- Global Mobilization CDLC
- Virolahti
- Lingor
- Australia
- Deniland
- Rosche
- Ruha
- Isla Duala
- Khe Sanh
- Malden Islands
- Yulakia
- Saint Kapaulio
- Gulfcoast
- Stubbhult
- ChernarusRedux
- Laghisola
- Podagorsk
- UMBColombia
I recommend using the following difficulty settings for this mission (User profile of your server):
difficulty="Custom";
class DifficultyPresets
{
class CustomDifficulty
{
class Options
{
/* Simulation */
reducedDamage = 0; // Reduced damage
/* Situational awareness */
groupIndicators = 2; // Group indicators (0 = never, 1 = limited distance, 2 = always)
friendlyTags = 0; // Friendly name tags (0 = never, 1 = limited distance, 2 = always)
enemyTags = 0; // Enemy name tags (0 = never, 1 = limited distance, 2 = always)
detectedMines = 1; // Detected mines (0 = never, 1 = limited distance, 2 = always)
commands = 1; // Commands (0 = never, 1 = fade out, 2 = always)
waypoints = 1; // Waypoints (0 = never, 1 = fade out, 2 = always)
tacticalPing = 1; // Tactical ping (0 = disable, 1 = enable)
/* Personal awareness */
weaponInfo = 2; // Weapon info (0 = never, 1 = fade out, 2 = always)
stanceIndicator = 2; // Stance indicator (0 = never, 1 = fade out, 2 = always)
staminaBar = 1; // Stamina bar
weaponCrosshair = 0; // Weapon crosshair
visionAid = 0; // Vision aid
/* View */
thirdPersonView = 1; // 3rd person view
cameraShake = 1; // Camera shake
/* Multiplayer */
scoreTable = 1; // Score table
deathMessages = 0; // Killed by
vonID = 1; // VoN ID
/* Misc */
mapContentFriendly = 1; // Map friendlies (0 = disabled, 1 = enabled) // since Arma 3 v1.68
mapContentEnemy = 1; // Map Enemies (0 = disabled, 1 = enabled) // since Arma 3 v1.68
mapContentMines = 1; // Map Mines (0 = disabled, 1 = enabled) // since Arma 3 v1.68
autoReport = 0; // (former autoSpot) Automatic reporting of spotted enemied by players only. This doesn't have any effect on AIs.
multipleSaves = 0; // Multiple saves
};
// aiLevelPreset defines AI skill level and is counted from 0 and can have following values: 0 (Low), 1 (Normal), 2 (High), 3 (Custom).
// when 3 (Custom) is chosen, values of skill and precision are taken from the class CustomAILevel.
aiLevelPreset = 3;
};
class CustomAILevel
{
skillAI = 0.2;
precisionAI = 0.2;
};
};
In the server config file:
forcedDifficulty = "custom";
class Missions
{
class kp_liberation
{
template = "kp_liberation.Altis";
difficulty = "custom";
};
};