celery 8 Posted August 15, 2012 Ok. It is up to BI to create the more elaborate game modes such as Warfare, and to provide us with the tools to create. It is up to US to use those tools to make the simpler ones, like elimination, where two teams try to eliminate all the members of the opposite team in each round, ie. no respawning. Wasn't it the community that came up with the elaborate ones in the first place? I see Domination and custom Warfares being played more than the now largely obsolete Warfare Arma 2 shipped with. Share this post Link to post Share on other sites
SASrecon 0 Posted August 15, 2012 Wasn't it the community that came up with the elaborate ones in the first place? I see Domination and custom Warfares being played more than the now largely obsolete Warfare Arma 2 shipped with.Let alone Arma1, yea warfare was great esp. on sahrani but benny's was simply outstanding.. Share this post Link to post Share on other sites
Iroquois Pliskin 0 Posted August 15, 2012 Wasn't it the community that came up with the elaborate ones in the first place? I see Domination and custom Warfares being played more than the now largely obsolete Warfare Arma 2 shipped with. Custom Warfare in ArmA II is a continuation of Armed Assault 1, but it was BIS who had figured out the mechanics and introduced unique assets like buildings, factories, helipads and other stuff. I suppose the PVP scene can become huge on its own, if people build upon the new physics engine and competitive animations by Smookie. Share this post Link to post Share on other sites
nodunit 397 Posted August 15, 2012 Minigames too, jet propelled shopping carts with suspension across an obstacle course of shapes and slopes! (I'm dead serious) Share this post Link to post Share on other sites
metalcraze 290 Posted August 15, 2012 Warfare wasn't created by BIS either It dates back as 2004 at least and was called MFCTI made by some community member Share this post Link to post Share on other sites
Iroquois Pliskin 0 Posted August 16, 2012 Minigames too, jet propelled shopping carts with suspension across an obstacle course of shapes and slopes! (I'm dead serious) Road Rage 2013 by Celery. :icon_twisted: ---------- Post added at 04:57 ---------- Previous post was at 04:55 ---------- Warfare wasn't created by BIS eitherIt dates back as 2004 at least and was called MFCTI made by some community member I haven't been there to witness it, although I do remember the introduction of current Warfare, in a patch I think it was, in Armed Assault 1. Share this post Link to post Share on other sites
.kju 3244 Posted August 16, 2012 (edited) Warfare was made by Mike Melvin based on his CTI mode he created for OFP (MFCTI). Edited August 16, 2012 by .kju [PvPscene] Share this post Link to post Share on other sites
Iroquois Pliskin 0 Posted August 16, 2012 (edited) I know that there are several CTI versions, though didn't think there's a direct link between modern WF and any of those prior to ArmA 1. I'll have to research that, thanks. wCkr6eBY5SYEveron - there's also an ACE BE Warfare version for ArmA 2. AWESOME. :cc: Edited August 16, 2012 by Iroquois Pliskin Share this post Link to post Share on other sites
.kju 3244 Posted August 16, 2012 One could say Mike Melvin invented CTI. He was the first to make such game mode (AFAIK). That said most experienced and clan players preferred Cleanrock's crCTI version. Apparently the code quality of Warfare (and MFCTI back in OFP) was not good, hence Benny made his version. Share this post Link to post Share on other sites
Iroquois Pliskin 0 Posted August 16, 2012 http://mfcti.sourceforge.net/MFCTIInstructions/Instructions.html#CommanderStructureOptions Pretty much all of the WF features are here, I guess BIS have refined the concept and brought it to a very high standard by introducing unique factory building models. Incidentally, this is exactly what I would love to see them do with other gamemodes, since every created mod is property of BIS. :) Share this post Link to post Share on other sites
Taylor422 1 Posted August 16, 2012 Haha, I knew someone was going to do this! :D Some people can't understand that CQB can be different from BF3 or call of duty. What you are saying is that if ArmA 3 would have like a CQB game mode, the WHOLE FRICKIN GAME would be turned in to this, because this is what you think CQB is! ArmA is a milsim like we all know, and in war there is CQB now and then, CQB would merely just be a small game mode or a scenario, and I would be happy to welcome another aspect of war to the game(It allready is in ArmA, it just needs to be perfected) Just pathetic... I hope people understand what I am saying... or else, future milsims are gonna be repetetive. I'm glad someone understands what I'm trying to say. Share this post Link to post Share on other sites
metalcraze 290 Posted August 16, 2012 One could say Mike Melvin invented CTI. He was the first to make such game mode (AFAIK).That said most experienced and clan players preferred Cleanrock's crCTI version. Apparently the code quality of Warfare (and MFCTI back in OFP) was not good, hence Benny made his version. Yeah I remember MFCTI had issues like AI commanders spamming infantry and forgetting about armor or air. I remember playing crCTI and some other version - DVD-something instead Share this post Link to post Share on other sites
Enricksolt 12 Posted August 21, 2012 I've no problem with the 2D Editor, but please, fix the f***ing objects' icon! The biggest problem as a mission maker in Arma 2 was the thing that almost all objects in the editor have a shitty icon, you lose hours try to figurate how to place a sandbag or a crate correctly, just because 80% of the icons in the editor has wrong scale, position and rotation. Share this post Link to post Share on other sites
kylania 568 Posted August 21, 2012 For placing objects use the 3D editor then convert and merge back into your mission. Share this post Link to post Share on other sites
chortles 263 Posted August 21, 2012 Road Rage 2013 by Celery. :icon_twisted:I'd rather that this instead of "immersion" drive ARMA 3 development. :icon_twisted: Share this post Link to post Share on other sites
rohan11221 1 Posted August 21, 2012 I cant wait for PhysX... The mods will be hilarious. Share this post Link to post Share on other sites
pathetic_berserker 4 Posted August 21, 2012 Road Rage 2013 by Celery. :icon_twisted: Ohh yeah. Share this post Link to post Share on other sites
Smurf 12 Posted August 21, 2012 For placing objects use the 3D editor then convert and merge back into your mission. If the "new old 3D" editor get a button to do that + (noit so necessary) simple placement of "alive" units = more than enough. BTW, how do you convert it? (think is opening the file generated in the 3D editor, then pasting it into the 2D one, but not sure) Share this post Link to post Share on other sites
Enricksolt 12 Posted August 21, 2012 For placing objects use the 3D editor then convert and merge back into your mission. The time you spend placing the objects in the 3D editor and try to figurate how to import them in the 2D editor, is the same you spend placing the objects in just the 2D editor. So i don't see any benefit. Share this post Link to post Share on other sites
Jezuro 452 Posted August 21, 2012 The time you spend placing the objects in the 3D editor and try to figurate how to import them in the 2D editor, is the same you spend placing the objects in just the 2D editor. So i don't see any benefit. It takes about 30 seconds to figure it out. Delete everything that isn't createVehicle/createUnit from the output sqf, execute the output sqf in the mission's init script. Share this post Link to post Share on other sites
NoRailgunner 0 Posted August 21, 2012 Well the fact is that community made editors like 3DE from mapfact, RTE from i0n0s and MBG Creationism from Mondkalb are tenfold userfriendly + usefull than this ancient 2D OFP editor from 2001. Sorry but BIS devs need to think out of their own homebuild castle and at least make editing/mission making more userfriendly. Just think about making a base or something that have more than just 3-4 objects properly connected to each other, just tryout some of those [?] objects and see how different they appear eg size/direction in the 2D editor and preview..... Share this post Link to post Share on other sites
metalcraze 290 Posted August 21, 2012 It takes about 30 seconds to figure it out. Delete everything that isn't createVehicle/createUnit from the output sqf, execute the output sqf in the mission's init script. But you won't see them in 2D editor. It's somewhat hard placing waypoints and stuff on an empty map for non-existent units. Share this post Link to post Share on other sites
Jezuro 452 Posted August 21, 2012 You can place waypoints in the current version of 3D editor too. But I think we went a little OT here. Share this post Link to post Share on other sites
kylania 568 Posted August 21, 2012 But you won't see them in 2D editor. It's somewhat hard placing waypoints and stuff on an empty map for non-existent units. The time you spend placing the objects in the 3D editor and try to figurate how to import them in the 2D editor, is the same you spend placing the objects in just the 2D editor. So i don't see any benefit. If the "new old 3D" editor get a button to do that + (noit so necessary) simple placement of "alive" units = more than enough. BTW, how do you convert it? (think is opening the file generated in the 3D editor, then pasting it into the 2D one, but not sure) Either as Jezuro said, simply grab the createVehicle lines from the mission.sqf and use those as seen in or use a convert tool to convert the mission from 3D to mergeable 2D. Now units/waypoints/whatever won't be copied over but that's fine you can do that stuff no problem in the 2D editor. But for laying out a base it's great. If you wanted to lay out units simply use the 3D editor to place objects where you want your units to be and change them once you have it in the 2D editor. Share this post Link to post Share on other sites
N0M4D1C 1 Posted August 21, 2012 Haha, I knew someone was going to do this! :D Some people can't understand that CQB can be different from BF3 or call of duty. What you are saying is that if ArmA 3 would have like a CQB game mode, the WHOLE FRICKIN GAME would be turned in to this, because this is what you think CQB is! ArmA is a milsim like we all know, and in war there is CQB now and then, CQB would merely just be a small game mode or a scenario, and I would be happy to welcome another aspect of war to the game(It allready is in ArmA, it just needs to be perfected) Just pathetic... I hope people understand what I am saying... or else, future milsims are gonna be repetetive. metalcraze does have a bit of a point there though, and I am not talking about the CQB crap. If BIS decided to make their game more "accessible", they would follow the BF3/MOH method by making it easy to get into and mainly about the action. If that is truly the case and they want to stray from what we all know as the ArmA milsim style of gameplay, then I won't be a BIS customer anymore and I don't think I would be alone. I think metalcraze was trying to point out that it seems as if they want to make it more "gamey" to suit the average gamers wants instead of what the already massive ArmA community already loves and enjoys. The same thing is happening to an extreme amount of developers that I used to promote and enjoy playing the games they produce. Look at the monstrosity that they claim is Battlefield 3, I puked when I played it because it was nothing like what I enjoyed in Battlefield 2 or 2142, and on top of that, they are falling to the COD template of releasing a Battlefield once a year. Bioware has made nothing but scum since Jade Empire, though I did thoroughly enjoy TOR, Bethesda is turning its best franchise into an MMO that no one wants, and all my favorite series are being milked because no one has originality anymore like Splinter Cell. I guess my point here is BIS is one of the last remaining devs that I like because they support the community and are always working on ArmA 2 even while they are going all out on ArmA 3 development right now, and if they were to spit in our faces and tone down the milsim to appeal to the COD kids, I don't think I would be the only one that wouldn't return. However, all anyone can do is speculate as to what ArmA 3 will be, looks like, and so on until the community alpha is released, if its released, and we all see for ourselves. Share this post Link to post Share on other sites