Benny. 15 Posted March 28, 2013 Hi,first of all a big thx for this great mod, and sec, sry for my bad english. I play this since a few Weeks and there are a few Problems which destroy the Game. Of Course Hackers but thats not ur Problem, Teamkiller, it would be nice if u can integrated a Anti Teamkill Option (enable/disable function) to get Server clean, a Auto Team Balance Function which balanced Teams before the Game starts, and the commander vote. The Commander vote is most Time useless because the Players dont want vote or they dont know and cant even learn that because they dont know any word of english maybe, whatever it is. So my Idea is, if the Team want to Vote commander it have to reactivate his own voice and this by every vote, until they got a commander. As example: u have 25 Players on Team A, and only 5 of them care about who is commander, so first they have to click on a button to reactivate their voice for vote, and now the game only counts the 5 voice for commander vote, so u need only 3 vocie to get a new commander. I hope my explaining is good enough, i mean u did just great with that mod, but these Options would be very nice to make this Game more beautiful as it is. Thank you! Regards EDIT: Why is it possible for BLUEFOR to buy Repairtrucks with LF1 and OPFOR only by LF2. If they do Basehunting, has BLUEFORE a better Option, this should be balanced. Both LF1 or LF2 to get Repair Truck (CO Version) Hey, Anti Teamkill is planned :), i was thinking of a prison system where a song (anoying one ofc) would play in loop. Regarding commander vote, I think i'll make a slot which will always be the default commander (if the parameter is enabled). Vote will remain in case of mutinery :) http://www.abload.de/img/adnci9.png (602 kB) http://www.abload.de/img/luvimn.png (833 kB) ~80 Vehicles availible in the Light factory, ~50 in the Aircraft Factory and ~40 in the Heavy Vehicles Factory on Blufor side alone. I am SLOWLY getting there :D Im having a bit of a problem with bounty/salvaging/triggering towns with some vehicles though. Japanese vehicles dont want to trigger towns at all, getting bounty from the added vehicles seems to be random at best and most do not work with salvaging. Do i need to add them to different config files than core_x and units_x to make everything work, or is that a config problem within the mods? I think that the problem is the config inheritance. Some mods do not inherit from the BIS default config tree (http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles) So you have to add them in the detection scripts (grep for nearEntities). This the the default detection array. So if a mod do not inherit from "Car" (Land >> LandVehicle >> Car) but inherits from a custom class (Land >> LandVehicle >> PimpCar) then you have to add it to the scope _detected = (_location nearEntities [["Man","Car","Motorcycle","Tank","Air","Ship"]... _detected = (_location nearEntities [["Man","Car","PimpCar","Motorcycle","Tank","Air","Ship"]... Or you can do it the lazy way and use AllVehicles (hopefully the mod inherit from it!): _detected = (_location nearEntities [["Man","Car","Motorcycle","Tank","Air","Ship"], ... _detected = (_location nearEntities ["AllVehicles", ... I will change those detection script to AllVehicles soon. Share this post Link to post Share on other sites
kyfohatl 10 Posted March 29, 2013 Hi Benny I'm back with more AI issues! By the way sorry if me constantly reporting AI issues is getting annoying. I play a lot of coop with my friends (and sp sometimes also) so I really notice the AI. Anyway onto the bugs; these bugs are mostly regarding general weirdness of the AI that comes up after 1-2 hours of play: Game info: (v0.73, INFANTRY ONLY) 1. Most importantly, getting stuck: This is different from the "all AI freezes after a while" issue that I reported before. This issue can even happen on a small 6v6 game on zargabad. Basically, after about 2 hours in AI squads will get stuck in place, mostly at base. Not all at once though. 2 hours in maybe one squad gets stuck, then another 30 min another two get stuck. They basically just stand in one spot and don't move, and even when you kill them to get them moving again, most of the time they will get stuck again shortly. I'm guessing it's due to an accumulation of errors that after 2 hours or so prevents the AI squads from functioning properly? 2. Heading in some random direction away from battle: Sometimes happens to 1 or 2 squad after 2 hours of play. They just suddenly decides to move towards the edge of the map (where they gets stuck). 3. AI ALWAYS in combat mode: yeah, even if the AI squad just respawned at base, and base is at least 2k away from any action, the still move in combat mode, which means they take forever to reach their objective. Again this only happens after about 2 hours into the game. 4. General glitchiness: Not sure if it's due to ArmA or warfare BE; but at around about two hours in the AI gets glitchy in general. You can no longer rely on them to capture towns, they take AGES to complete objectives, become unresponsive (if I am playing as commander) and in some cases jump on ATVs and start riding around aimlessly in circles until they are killed! Share this post Link to post Share on other sites
syphonix 10 Posted March 29, 2013 http://www.abload.de/img/adnci9.png (602 kB) http://www.abload.de/img/luvimn.png (833 kB) ~80 Vehicles availible in the Light factory, ~50 in the Aircraft Factory and ~40 in the Heavy Vehicles Factory on Blufor side alone. I am SLOWLY getting there :D Im having a bit of a problem with bounty/salvaging/triggering towns with some vehicles though. Japanese vehicles dont want to trigger towns at all, getting bounty from the added vehicles seems to be random at best and most do not work with salvaging. Do i need to add them to different config files than core_x and units_x to make everything work, or is that a config problem within the mods? You should share that custom mission later on. Share this post Link to post Share on other sites
kuunmies 1 Posted March 31, 2013 Where did you guys find 073-3 version? What are the biggest differences compared to 073-2? Share this post Link to post Share on other sites
^Th0mas^ 10 Posted April 1, 2013 Is AI commander suppose to work, or am I doing something wrong? When I choose AI as commander, they build some buildings, then do nothing. Share this post Link to post Share on other sites
bristow 1 Posted April 1, 2013 The AI commander in version 73 is bugged. You can try version 71 which runs fine. Share this post Link to post Share on other sites
^Th0mas^ 10 Posted April 2, 2013 The AI commander in version 73 is bugged. You can try version 71 which runs fine. Nope, just tried this. When I start, every AI unit is rushing into a truck, everyone then drives at the same location. After a few minutes the AI commander builds a few building. After that the AI commander just keeps spawning men that rushes in the same direction. No cars, nothing. Share this post Link to post Share on other sites
kavoriken 1 Posted April 2, 2013 The AI commander is definately bugged right now but ive never heard of that particular bug before. For me the ai commander builds everything but stops buying upgrades after 2barracks,2gear,2light and 1 supply. Must have something to do with the beta patches, although it doesnt work for me on non-beta anymore either. We will all have to wait for Benny to rewrite the AI. You should share that custom mission later on. I will definately release it when im done but im far from being finished. I havent even started working on OPFOR yet... At least my rewrite of all BLUFOR AI Squads is now pretty much finished with some randomness to ensure they buy different stuff each time you play the mission, including mod content. I think that the problem is the config inheritance. Some mods do not inherit from the BIS default config tree (http://community.bistudio.com/wiki/ArmA_2:_CfgVehicles) So you have to add them in the detection scripts (grep for nearEntities).This the the default detection array. So if a mod do not inherit from "Car" (Land >> LandVehicle >> Car) but inherits from a custom class (Land >> LandVehicle >> PimpCar) then you have to add it to the scope _detected = (_location nearEntities [["Man","Car","Motorcycle","Tank","Air","Ship"]... _detected = (_location nearEntities [["Man","Car","PimpCar","Motorcycle","Tank","Air","Ship"]... Or you can do it the lazy way and use AllVehicles (hopefully the mod inherit from it!): _detected = (_location nearEntities [["Man","Car","Motorcycle","Tank","Air","Ship"], ... _detected = (_location nearEntities ["AllVehicles", ... I will change those detection script to AllVehicles soon. Didnt help with the japanese vehicles unfortunately. Probably has something to do with the mod itself, ill investigate it further when ive got more time, thanks anyways. Share this post Link to post Share on other sites
minicus 1 Posted April 3, 2013 Oooo! Nice! I like it. Share this post Link to post Share on other sites
mach2infinity 12 Posted April 3, 2013 Is there any way I can run this in SP just to test a few units? Share this post Link to post Share on other sites
kavoriken 1 Posted April 3, 2013 Well it is not an SP Mission, so you need to host it to make it work, but every slot plus commander can also be filled/done by AI. So yes, it can be played in SP, i do it all the time. The AI is a little bugged though and is being rewritten for the next version, so keep that in mind if the AI gets stuck on the map, or the AI commander stops building stuff. Id suggest you use a dedicated server+client on your PC, as hosting it using just the client has way worse performance. If you just want to test some units set the money and supply parameters of the side you wanna play to the maximum value and set Upgrades to all. Share this post Link to post Share on other sites
J0K3R 5 93 Posted April 3, 2013 (edited) If anyone wants to test out the 071 version. Ive fired up a server for people to try out. Cherno / Taki / Zarg maps have been loaded on to it. Edited April 4, 2013 by kaysio Share this post Link to post Share on other sites
mach2infinity 12 Posted April 5, 2013 Well it is not an SP Mission, so you need to host it to make it work, but every slot plus commander can also be filled/done by AI. So yes, it can be played in SP, i do it all the time. The AI is a little bugged though and is being rewritten for the next version, so keep that in mind if the AI gets stuck on the map, or the AI commander stops building stuff.Id suggest you use a dedicated server+client on your PC, as hosting it using just the client has way worse performance. If you just want to test some units set the money and supply parameters of the side you wanna play to the maximum value and set Upgrades to all. Thanks mate. I've used both the arma2oaserver.exe (with mod parameters) and Tophe's excellent TA2DST tool with success. The only thing is when I tried loading the CBA, BWMODS and RKSL addons I always get the message KPFS_BW requires addon CAWheeled2_VWGolf. Even though when I run the same mods in single player I don't get the same message. I've made sure the CBA mods go first but the problem remains. I'm not sure whether the server doesn't run in Combined Ops for some reason? Seeing as I'm using a OA dedicated server. I put every mod folder in my OA directory. Share this post Link to post Share on other sites
kavoriken 1 Posted April 5, 2013 Weird. WFBE doesnt require any mods at all, so maybe youre better off deactivating the ones bugging out for you. On the other hand i have something around 60 mods activated on both my dedicated (beta version, started using TA2DST) and my client (beta version, started using Arma II launcher) and it works perfectly. What do you use to launch your Arma 2 Client? I did encounter weird problems with mods not being loaded in the past before i started using Arma II launcher. Apart from that id try redownloading and reinstalling the BWMODS as CAWheeled2_VWGolf is clearly a part of one of those. Share this post Link to post Share on other sites
mach2infinity 12 Posted April 5, 2013 (edited) Weird. WFBE doesnt require any mods at all, so maybe youre better off deactivating the ones bugging out for you. On the other hand i have something around 60 mods activated on both my dedicated (beta version, started using TA2DST) and my client (beta version, started using Arma II launcher) and it works perfectly. What do you use to launch your Arma 2 Client? I did encounter weird problems with mods not being loaded in the past before i started using Arma II launcher. Apart from that id try redownloading and reinstalling the BWMODS as CAWheeled2_VWGolf is clearly a part of one of those. I actually use SpiritedMachine's ArmA II Launcher for solo and online play. The BWMods work absolutely fine when I run them from it. It's only when I try to run them on the dedicated server that I experience problems. Do I need to include an additional path to the dedicated server exe/TA2DST for Combine Ops or something? Saying that I can't find CAWheeled2_VWGolf in ArmA 2 nor OA. Thing is I've installed the BWMod and BW Compilation addons from the threads here and then again from Six Updater (after it said my version didn't match theirs). The problem still remains. Update - I've found this: ARMA 2: Combined Operations (v1.52.71816, v1.07.71750) CfgPatches entries CAData HALO_Test CAAnimals CA_Anims CA_Anims_Sdr CA_Anims_Wmn CA_Anims_E CA_Anims_E_Sdr CA_Anims_E_Wmn CABuildings CA_E CA_Heads CAData_ParticleEffects CA_Dubbing CA_Dubbing_Counterattack CA_Dubbing_E CA_Editor CALanguage CALanguage_e CALanguage_missions CALanguage_missions_e CA_HC_Sounds CA_Modules CA_Missions_AlternativeInjurySimulation CA_Modules_Alice CA_Missions_AmbientCombat CA_Modules_Animals CA_Missions_BattlefieldClearance CA_Modules_clouds CA_Modules_Coin CA_Modules_DynO CA_Missions_FirstAidSystem CA_Modules_Functions CA_Missions_GarbageCollector CA_HighCommand CA_Modules_Marta CA_Modules_Silvie BI_SRRS CA_Modules_UAV CA_Modules_ZoRA CA_Modules_E CA_Modules_Alice2 CA_Modules_E_DynO CA_Modules_E_Functions CA_Modules_E_Gita CA_Modules_E_Jukebox CA_Modules_E_OO CA_Support CA_Modules_E_UAV CA_Modules_E_UAV_Heli CA_Modules_E_Weather CAMusic CARoads2 CARoads2Bridge CARoads2Dam CARoads_E CARocks2 CARocks_E CASigns2 CASounds_Missions CA_SoundsMissions_E CASounds CASounds_E CAStructures CAStructures_A_BuildingWIP CAStructures_A_CraneCon CAStructuresLand_A_MunicipalOffice CAStructuresBarn_W CAStructures_Castle CAStructuresHouse CAStructuresHouse_A_FuelStation CAStructuresHouse_A_Hospital CAStructuresHouse_A_Office01 CAStructuresHouse_A_Office02 CAStructuresHouse_a_stationhouse CAStructuresHouse_Church_02 CAStructuresHouse_Church_03 CAStructuresHouse_Church_05R CAStructuresHouse_HouseBT CAStructuresHouse_HouseV2 CAStructuresHouse_HouseV CAStructuresLand_Ind_Stack_Big CAStructures_IndPipe1 CAStructuresInd_Quarry Ind_SawMill CAStructures_Mil CAStructures_Misc_Powerlines CAStructures_Nav CAStructuresLand_Nav_Boathouse pond_test CAStructures_Proxy_BuildingParts CAStructures_Proxy_Ruins CAStructures_Rail CAStructuresHouse_rail_station_big CAStructures_Ruins CAStructuresShed_Small CAStructuresHouse_Shed_Ind CAStructures_Wall CAFonts Utes CA_Animals2 CA_Animals2_Anim_Config CA_Animals2_Chicken CA_Animals2_Cow CA_Animals2_Dogs CA_Animals2_Dogs_Fin CA_Animals2_Dogs_Pastor CA_Animals2_Goat CA_Animals2_Rabbit CA_Animals2_Sheep CA_Animals2_WildBoar CA_Animals_E CA_Anims_Char CABuildings2 A_Crane_02 A_GeneralStore_01 CABuildings2_A_Pub A_statue Barn_Metal Church_01 Farm_Cowshed Farm_WTower CAHouseBlock_A CAHouseBlock_B CAHouseBlock_C CAHouseBlock_D HouseRuins Ind_Dopravnik Ind_Expedice Ind_MalyKomin Ind_Mlyn Ind_Pec ind_silomale Ind_SiloVelke Ind_Vysypka Ind_Garage01 CAStructures_IndPipe1_todo_delete IndPipe2 Ind_Shed_01 Ind_Shed_02 Ind_Tank Ind_Workshop01 CABuildings2_Misc_Cargo Misc_PowerStation Misc_WaterStation Rail_House_01 Shed_small Shed_wooden CA_E_ParticleEffects CA_DubbingRadio_E CA_Missions CA_Missions_E CAMusic_E A_TVTower CAStructures_Nav_pier CAStructures_Railway CAStructures_E CAStructures_E_HouseA CAStructures_E_HouseA_A_BuildingWIP CAStructures_E_HouseA_A_CityGate1 CAStructures_E_HouseA_A_Minaret CAStructures_E_HouseA_A_Minaret_Porto CAStructures_E_HouseA_A_Mosque_big CAStructures_E_HouseA_A_Mosque_small CAStructures_E_HouseA_A_Office01 CAStructures_E_HouseA_a_stationhouse CAStructures_E_HouseA_A_Villa CAStructures_E_HouseC CAStructures_E_HouseK CAStructures_E_HouseL CAStructures_E_Ind CAStructures_E_Ind_Ind_Coltan_Mine CAStructures_E_Ind_Ind_FuelStation CAStructures_E_Ind_Ind_Garage01 CAStructures_E_Ind_Oil_Mine CAStructures_E_Ind_IndPipes CAStructures_E_Ind_Misc_PowerStation CAStructures_E_Ind_Ind_Shed CAStructures_E_Mil CAStructures_E_Misc CAStructures_E_Misc_Misc_cables CAStructures_E_Misc_Misc_Construction CAStructures_E_Misc_Misc_Garbage CAStructures_E_Misc_Misc_Lamp CAStructures_E_Misc_Misc_powerline CAStructures_E_Misc_Misc_Water CAStructures_E_Misc_Misc_Well CAStructures_E_Wall CAStructures_E_Wall_Wall_L CAUI CAWeapons CAWeapons_AK CAWeapons_AmmoBoxes CAWeapons_bizon CAWeapons_Colt1911 CAWeapons_DMR CAweapons_ksvk CAWeapons_M1014 CAweapons_m107 CAWeapons_M252_81mm_Mortar CAWeapons_Metis_AT_13 CAWeapons_2b14_82mm_Mortar CAWeapons_Saiga12K CAWeapons_SPG9 CAWeapons_VSS_vintorez CAWeapons_ZU23 CAWeapons_E_AmmoBoxes DFS_benchmark CACharacters CACharacters_E_Head CAMisc2 CAMisc CA_Missions_Armory2 CA_Missions_SecOps CA_Missions_Templates_SecOps CA_Missions_E_Armory2 CA_Missions_E_SecOps CA_Missions_E_Templates_SecOps CA_Modules_StratLayer Warfare2 Warfare2_E CAWater CAWeapons2 CAWeapons2_HuntingRifle CAWeapons2_RPG18 CAWeapons2_SMAW CAWeapons_Kord CABuildingParts CABuildingParts_Signs CATEC CACharacters2 CACharacters_E Chernarus missions_ew CATracked CAWater2 CAWater2_Destroyer CAWater2_fishing_boat CAWater2_Fregata CAWater2_LHD CAWater2_seafox CAWater2_smallboat_1 CAWeapons_Warfare_weapons CAWeapons_E CAWeapons_E_AGS CAWeapons_E_AK CAWeapons_E_Colt1911 CAWeapons_E_D30 CAWeapons_E_DSHKM CAWeapons_E_FIM92_static CAWeapons_E_fnfal CAWeapons_E_G36 CAWeapons_E_GrenadeLauncher CAWeapons_E_Igla CAWeapons_E_Javelin CAWeapons_E_KORD CAWeapons_E_ksvk CAWeapons_E_LeeEnfield CAweapons_E_m107 CAWeapons_E_M110 CAWeapons_E_M119_Howitzer CAWeapons_E_M136 CAWeapons_E_M14 CAWeapons_E_M16 CAWeapons_E_M240 CAWeapons_E_M252_81mm_Mortar CAWeapons_E_M2StaticMG CAWeapons_E_M47 CAWeapons_E_M9 CAWeapons_E_MAAWS CAWeapons_E_Makarov CAWeapons_E_Metis CAWeapons_E_Mk19_MiniTriPod CAWeapons_E_PK CAWeapons_E_Podnos_2b14_82mm CAWeapons_E_RPG18 CAWeapons_E_RPG7 CAWeapons_E_scar CAWeapons_E_Searchlight CAWeapons_E_SPG9 CAWeapons_E_STATIC CAWeapons_E_Stinger CAWeapons_E_Strela CAWeapons_E_TOW CAWeapons_E_ZU23 CAWheeled CAWheeled_Pickup CAWheeled_Offroad CAAir CAMisc3 CAWater2_seafox_EP1 CAStructures_E_Misc_Misc_Interier CAStructures_E_Misc_Misc_Market CATracked2 CATracked2_2S6M_Tunguska CATracked2_AAV CATracked2_BMP3 CATracked2_T34 CATracked2_T90 CATracked2_us_m270mlrs CATracked_E CATracked_E_BMP2 CATracked_E_M113 CATracked_E_M1_Abrams CATracked_E_M2A2_Bradley CATracked_E_T34 CATracked_E_T55 CATracked_E_T72 CATracked_E_us_m270mlrs CATracked_E_ZSU CAWheeled2 CAWheeled2_BTR90 CAWheeled2_GAZ39371 CAWheeled2_HMMWV_BASE CAWheeled2_M1114_Armored CAWheeled2_HMMWV_Ambulance CAWheeled2_M998A2_Avenger CAWheeled2_Ikarus CAWheeled2_Kamaz CAWheeled2_LADA CAWheeled2_LAV25 CAWheeled2_MMT CAWheeled2_MTVR CAWheeled2_TowingTractor CAWheeled2_V3S CAWheeled2_VWGolf CAWheeled3 CAWheeled3_M1030 CAWheeled3_TT650 CAWheeled_E CAWheeled_E_ATV CAWheeled_E_BRDM2 CAWheeled_E_BTR40 CAWheeled_E_BTR60 CAWheeled_E_Pickup CAWheeled_E_Offroad CAWheeled_E_HMMWV CAWheeled_E_Ikarus CAWheeled_E_LADA CAWheeled_E_LandRover CAWheeled_E_M1030 CAWheeled_E_MTVR CAWheeled_E_Old_bike CAWheeled_E_Old_moto CAWheeled_E_s1203 CAWheeled_E_SCUD CAWheeled_E_stryker CAWheeled_E_SUV CAWheeled_E_TT650 CAWheeled_E_UAZ CAWheeled_E_Ural CAWheeled_E_V3S CAWheeled_E_Volha CAA10 CA_AH64D CAAir2 CAAir2_C130J CAAir2_ChukarTarget CAAir2_F35B Arma2_Ka52 CAAir2_MQ9PredatorB CAAir2_MV22 CAAir2_Pchela1T CA_AIR2_Su25 CAAir2_UH1Y CAAir3 CAAir3_Su34 CAAir_E CAAir_E_A10 CAAir_E_AH64D CAAir_E_AH6J CAAir_E_An2 CAAir_E_C130J CAAir_E_CH_47F CAAir_E_Halo CAAir_E_MI8 CAAir_E_Mi24 CA_AIR_E_MQ9PredatorB CA_AIR_E_Su25 CAAir_E_UH1H_EP1 CAAir_E_UH60M CA_L39 WarfareBuildings CAMisc_E CAMisc_E_WF CA_Modules_ARTY CASigns_E Takistan Warfare2Vehicles zargabad CA_CruiseMissile Desert_E http://deadfast.armaholic.eu/cfgpatches/co.html It lists CAWheeled2_VWGolf there but I'm sure my version is patched correctly as I've played online. Edited April 5, 2013 by Mach2Infinity Share this post Link to post Share on other sites
kavoriken 1 Posted April 5, 2013 Well, im kinda lost then. All i can tell you is that you dont need an additional link to a CO server exe. All i do is select the arma2oaserver.exe from \Expansion\beta\ (While it is not required to run the beta version i do get better performance from it so thats what i use). Then i select the mods in the Mods tab and the mission in the Missions tab, switch reporting ip over to "private server" and save the profile. Did you try placing the BWMod Golf in the editor? I think the client is a lot more accepting when it comes to mods with missing bits than a server checking the connecting client's mods... im not sure though. You might want to check out the support section of the forum for this problem, my knowledge of hosting/mod problems is pretty limited, i bet people there can help you better than i can. All i can tell you is that it is definately not a WFBE problem. Share this post Link to post Share on other sites
mach2infinity 12 Posted April 5, 2013 Thanks, yeah it has to be something to do with the mods somewhere. I'll post in the troubleshooting thread. On a separate note I tried out Warefare BE on my machine last night and it ran like a charm. No slowdown until I got in the air but that's expected as it's Chernarus. The team A.I kicked arse and the enemy A.I commander built an impressive base. It even put walls around the buildings heh. Really enjoyed it so fair play Benny. :) Share this post Link to post Share on other sites
kyfohatl 10 Posted April 5, 2013 Hi Benny I'm back with more AI issues!By the way sorry if me constantly reporting AI issues is getting annoying. I play a lot of coop with my friends (and sp sometimes also) so I really notice the AI. Anyway onto the bugs; these bugs are mostly regarding general weirdness of the AI that comes up after 1-2 hours of play: Game info: (v0.73, INFANTRY ONLY) 1. Most importantly, getting stuck: This is different from the "all AI freezes after a while" issue that I reported before. This issue can even happen on a small 6v6 game on zargabad. Basically, after about 2 hours in AI squads will get stuck in place, mostly at base. Not all at once though. 2 hours in maybe one squad gets stuck, then another 30 min another two get stuck. They basically just stand in one spot and don't move, and even when you kill them to get them moving again, most of the time they will get stuck again shortly. I'm guessing it's due to an accumulation of errors that after 2 hours or so prevents the AI squads from functioning properly? 2. Heading in some random direction away from battle: Sometimes happens to 1 or 2 squad after 2 hours of play. They just suddenly decides to move towards the edge of the map (where they gets stuck). 3. AI ALWAYS in combat mode: yeah, even if the AI squad just respawned at base, and base is at least 2k away from any action, the still move in combat mode, which means they take forever to reach their objective. Again this only happens after about 2 hours into the game. 4. General glitchiness: Not sure if it's due to ArmA or warfare BE; but at around about two hours in the AI gets glitchy in general. You can no longer rely on them to capture towns, they take AGES to complete objectives, become unresponsive (if I am playing as commander) and in some cases jump on ATVs and start riding around aimlessly in circles until they are killed! UPDATE: ok I have playing/testing 0.71 a lot recently - and I have to say - most of the problems I mentioned in my last post do not apply. After a couple of 3 hour sessions, the AI did not slow down, or freeze, or go retarded. So it seems that most of these problems are only associated with 0.73 (except for the saving/loading problem). In general the AI in 0.71 seems a lot more reliable than the one in 0.73; they defend towns better, they capture objectives much more swiftly, etc. Does anyone know what change between 0.71 and 0.73 is causing these problems? p.s. Unfortunately my attempts at locating the issue on my own have been futile. Benny's scripts are just way too complicated for my tiny little brain to comprehend :( Share this post Link to post Share on other sites
mach2infinity 12 Posted April 7, 2013 Kavoriken - if I want to try mods with Warfare BE, say ones that belong to the independent faction, would I need to open the mission up in the editor and attach them to the module or something? Or do they need to be written into the mission? Share this post Link to post Share on other sites
liukang168 1 Posted April 8, 2013 Kavoriken - if I want to try mods with Warfare BE, say ones that belong to the independent faction, would I need to open the mission up in the editor and attach them to the module or something? Or do they need to be written into the mission? Its not so easy. You need to rewrite the hole units table, for each unit that is in the mod and each side. Share this post Link to post Share on other sites
kavoriken 1 Posted April 8, 2013 (edited) Kavoriken - if I want to try mods with Warfare BE, say ones that belong to the independent faction, would I need to open the mission up in the editor and attach them to the module or something? Or do they need to be written into the mission? Yes, as liukang168 said, its not that easy. That is why it has already taken me a couple of months to add just a handful of mods to WFBE. If you want to know more about the process of adding things to the mission, check out Bennys tutorial here: https://dev-heaven.net/projects/warfare-be/wiki/Editing It does not require that much knowledge about modding or editing, but it is a lot of work. Finding out all the classnames of the units, putting them into the mission, calculating values to make sure there is SOME sort of balance and adding them to the squads to make sure the AI buys them... thats the basic process. Ive said it before: A WFBE Editor with a classname database of all the mods out there would be so sweet. Just click whatever vehicle you want in your mission, add some values and let the editor compile the SQF for you. But unfortunately something like that does not exist... and i highly doubt that there is enough interest to justify the amount of work youd have with a project like that. Maybe if BIS ever adds auto-mod-download on server connect for Arma 3, adding mod content to WFBE will actually make sense for more people than just SP players... Edited April 8, 2013 by Kavoriken Share this post Link to post Share on other sites
liukang168 1 Posted April 8, 2013 Yeah, i ported bewf to iron front. Lots of copy pasting. Units, gear, groups, buildings...to much Share this post Link to post Share on other sites
Vipera 10 Posted April 9, 2013 Would be nice to remove reloading in bunkers feature completely. This feature destroys the gameplay. One human player in town can stay against town siege for the long time. Constantly reloading at the bunker he can destroy incoming enemy vehicles and helicopters. He can buy AI infantry in town main camp and reload them in town bunkers forever until he has money. I would like to see better use of ammo boxes and ammo trucks instead or limit bunker reload capacity. Share this post Link to post Share on other sites
Markuz 1 Posted April 9, 2013 (edited) hmm...i just can't understand how to setup upgrades... if i enable them,they will be ALL MAXED OUT from the start,if i disable them THEY CAN'T BE UPGRADED AT ALL wtf ? start a new MP with max $ and S and upgrades was available,but in the first game not. :\ Edited April 9, 2013 by Markuz Share this post Link to post Share on other sites
kavoriken 1 Posted April 9, 2013 What Version are you talking about here Markuz? Ive never seen upgrades not working... Im not sure what your knowledge is like about WFBE. You know that you need a command center to perform upgrades, yes? The Parameter name is indeed a little misleading though, it should be called something like "Upgrades maxed out for faction:". "Disabled" means everyone has to research everything, "All" means everyone has all upgrades availible from the beginning. Selecting a faction will make all upgrades availible to that faction ONLY and everyone else will have to research them. Share this post Link to post Share on other sites