Jump to content
Sign in to follow this  
everyone

Warfare - Map default city locations

Recommended Posts

Hi all, I've been messing around creating warfare missions lately, and have run into a couple problems: a couple of the maps I've played with (Zargabad and Lingor Island) have built-in city locations and in the case of Lingor, starting locations as well. In the case of Lingor though, the city locations don't work well: when the module autopopulates the map with capturable cities and camps, they tend to be in spots that don't work (blocking roads, halfway through buildings, built into hills, etc).

After some digging, I learned that I could disable the rogue starting locations using the line BIS_WF_Common SetVariable ["sidePlacement",[false,-1,-1]]; in InitMissions.sqf. This has worked fine, and now the mission only uses the starting locations that I manually create. But I can't figure out how to disable the built-in cities, so that the mission only uses those that I've placed manually. I have a feeling it has something to do with the line BIS_WF_Common SetVariable ["customTownsScript",""]; but I don't know how to do it!

To be fair, my knowledge of scripting is pretty terrible and I'm trying to learn. If this is something easily done through scripting, and there is a scripting tutorial/learning resource you know of that could teach me, feel free to point me towards it. :)

Share this post


Link to post
Share on other sites

If you need something changed in Lingor, I can update the config with the release of 1.2 version in upcoming week/s.

Share this post


Link to post
Share on other sites

Magicpanda: Yes, Db's site is where I've learned most of what I know about the warfare module (combined with a bit of digging through .pbos and playing with the example missions BI provide). Unfortunately, the map that Db uses for his examples does not seem to have the problem of built-in city markers, and thus the problem hasn't been addressed. I emailed him a few days ago but haven't heard back yet, I figure a response might be quicker here. :)

Icebreakr: I'm not really sure what needs to be changed, or if it's something I'm just doing wrong myself! I'm not sure if the Warfare module is smart enough to auto-detect good places to put City gamelogics (maybe it just looks for places with roads and houses?), or if the module is keying in on something you do during the map making process (perhaps some sort of marker placed in cities, to help AI pathing, that is invisible in the in-game editor? Same goes for starting locations). For now, believe me: Lingor is simply amazing, and you shouldn't change a thing.

I imagine this is a pretty simple script, so I'm hoping some scripting guru shows up and spits out a line. :D

Share this post


Link to post
Share on other sites

For future people using the search function: Db replied to me with a tip that worked. Put a marker somewhere on the map where it doesn't cover any cities (off in the water works fine), name it BIS_WF_InitRegion0, and voila.

That marker will cause the module to only auto-populate build-in cities within its boundaries. So if you put it somewhere where there are no cities at all, it will ignore everything except for those cities that you've entered manually.

Share this post


Link to post
Share on other sites

Everyone,

sorry for the tardy response, been feeling a bit under the weather. Glad that marker idea worked out for you.

Note if there are some default locations on those maps that are working for you, cover those locations with BIS_WF_InitRegion markers. ie BIS_WF_InitRegion0, BIS_WF_InitRegion1 etc.

The Warfare module should then use the map defaults you like, as well as your custom locations.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×