Arma 3
KP Liberation Gulfcoast Islands
19 Comments
FatRefrigerator  [author] 8 Jul, 2023 @ 11:45am 
@waystin2 Just a heads up you may want to activate the enhanced Zeus in the Liberation parameters.
This map has one or two buildings with AI navmeshes being inside un-enterable structures and being unkillable. This isn't really fixable on the mission side as its more of a map-making error. You may encounter the same issue and need to use Zeus to kill them.
waystin2 8 Jul, 2023 @ 6:58am 
Thank you! This map was just coming up in our squad server map rotation.
FatRefrigerator  [author] 5 Jul, 2023 @ 3:36pm 
Apologies to anyone who's tried to play this mission recently! I've updated it to the latest version of KP Liberation and adjusted the capture zones since quite a few were messed up with recent changes to the Gulfcoast terrain.

If you find any bugs or map issues please let me know!
Pat 17 Sep, 2021 @ 5:10pm 
Hey, we are having a strange problem with the mobile respawn on liberation. The Chinook only lets someone spawn on it if they have last piloted it, if someone else then gets in the pilot seat the mobile respawn switches to them, and then I or anyone else cant use it. Any help?
waystin2 15 May, 2021 @ 5:35am 
Just finished this setup on our squad dedicated server. 10 days of great fighting and fun!
FatRefrigerator  [author] 19 Jan, 2020 @ 8:13pm 
I'm glad you like it! I loved the map and felt I had to add my favorite mission to it.
TenbearZZ 18 Jan, 2020 @ 4:14pm 
This KP Lib* mission is right up there on top of the list of one of the best KP scenarios we have played. I am surprised too, I'm not finding much in the way of other missions using this map, it is SO well done. Congrats to the mission creators, and thk to FatRefrigerator for your work.
TenbearZZ 11 Dec, 2019 @ 1:03pm 
No worry at all, many thanks... was good for me to know as well, I was afraid at 75, I was losin' it... but I am OK, now :)
FatRefrigerator  [author] 11 Dec, 2019 @ 11:01am 
@TenbearZZ I found the issue, I had ACE on when I built the map so the dependency had snuck into the actual mission file. It's fixed now so go ahead and try again, sorry for the issue!
TenbearZZ 11 Dec, 2019 @ 9:29am 
I see as well, even on a Local Host attempt, I continue to get the same message. Thinking I might have an older Gulf Coast Mod on the dedicated sever, so that eliminated that possibility. There is no rush at all, just would like to get this one running on that second server we hold. Thanks again/ Ten
TenbearZZ 11 Dec, 2019 @ 9:25am 
I have eliminated the ACE mod from the commandline and set a clean, new copy of the mission file in the dedicated mpmission folder. I am getting the following error message, which does not allow the mission to load/ "You cannot play/edit this mission, it is dependent on downloadable content that has been deleted ace_explosives, ace_logitics_wirecutter, ace_concert." Is there another ACE mod that may be required to access the mission? When I add ACE to the commandline the mission fires up with no issue at all. My only concern is with my small group of ppl, the ACE medical could easily be overwhelming for this guys. Average age, well over 60 :)
FatRefrigerator  [author] 10 Dec, 2019 @ 11:07am 
@TenbearZZ It is ACE compatible, but you are not required to use ACE.
TenbearZZ 10 Dec, 2019 @ 10:57am 
Is there any possibility you can post / mod / the mission to not require the ACE mod? With less than ten of us on our dedicated server and not having used the ACE mod, I am asking this question. Thanks for any reply/ Ten

500 Magnum 9 Dec, 2019 @ 5:53pm 
@FatRefrigerator That mission doesn't let you use zues and I use zues alot to do things like build a default tank and then go in zues to delete it and replace with a modded tank. ): thanks for the suggestion tho
Darkhound 1 Dec, 2019 @ 12:30pm 
I could make it without faa but would have to change huron spawn etc. As it sits it wouldnt work witthout faa since the container spawns on the BAM.
Darkhound 1 Dec, 2019 @ 12:27pm 
Thats one of mine. Been out of the loop for a bit. Ill load it up and bring it current here this week.
FatRefrigerator  [author] 21 Nov, 2019 @ 6:26pm 
@xxsogramboxx There's an MSKE liberation mission on the workshop already, its a versions out of date and not made by anyone on the team, but it still works and if you don't want to use FFAA I think it'll still function fine, it'll just be missing some setpieces.
The link for it is:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1191482083

If it doesn't work or is too out-of-date or something let me know and I can see to remaking it.
500 Magnum 21 Nov, 2019 @ 11:00am 
Hey, you should think about making a KP Liberation for MSKE_2017. (: That would make my friend and I happier than normal.
Trygon 18 Nov, 2019 @ 11:01pm 
cool beans :lunar2019coolpig: