redeyex 11 Posted June 20, 2015 Jezuro, My vote too for being able to use other models than vanilla. Iron front is definetly on my wish list! Share this post Link to post Share on other sites
Jezuro 452 Posted June 20, 2015 Don't forget that apart from the AAF garrison, you can customize the assets already. Check the first post for documentation on that, it's not too hard ;) Share this post Link to post Share on other sites
quiet_man 8 Posted June 20, 2015 (edited) Sorry for another suggestions :) Can you split the Warlord modules into multiple parts? e.g. 1. Basic sector system Connect the "activate" and "capture" condition to the overall Arma trigger system so people can define own "sector activated" or "sector captured" conditions? 2. Voting system 3. Buy menus and Command-points 4. Fast travel 5. A module to activate civilians for active sectors? ... This way people could use elements to build their own missions around it. e.g. A traditional CTI with base building but using the sector system but have the commander activate sectors. A "hardcore" warlord mission without commandpoints & buying but only fixed placed resources on map (e.g. you need to capture a zone to get a tank or heli placed there) and so on I think it could be a very good general framework for multiplayer missions where you often have the problem how to keep the people together and AI environment at limits. Edited June 20, 2015 by quiet_man Little corrections Share this post Link to post Share on other sites
Jezuro 452 Posted June 20, 2015 I'm afraid this would require massive overwrites in the core system which I've never planned for. :( Share this post Link to post Share on other sites
R3vo 2654 Posted June 20, 2015 Great TvT missions. Would be nice if you could add 2 more start up parameters: 1. Disable thermals for all vehicles 2. Disable AI gobbledygook with enableSentences false ; Share this post Link to post Share on other sites
thefinn 3 Posted June 21, 2015 Not sure yet of these would be game breakers....1) Dynamic groups for COOP... nice to see where your squadies are. 2) Revive. Revive is kinda easy, I'd suggest Farook's Revive. It's player on player only (AI can't revive), but at least it works... Unless you want to use ACE3, none of the others work at this time afaik. I'll add one more to this list too ;) 3) Outlawled's Mag Repack Script for repacking magazines. I can install these myself, but thought I'd just put them there for ya as an idea. Share this post Link to post Share on other sites
lawndartleo 109 Posted June 21, 2015 (edited) ... i just use the game Revive these days. Already edited in. It was a suggestion for the official release. Did same with dynamic groups. BTW I am suggesting native game features. Keeping this one clean, as it were. Edited June 21, 2015 by lawndartleo Share this post Link to post Share on other sites
Salutesh 16 Posted June 21, 2015 I love this Gamemod!! Nice job! Whats about custom Missions for this Mod mixed up with user made scripts based on the mission file. I mean scripts like a revive system?! Is is ok to build this kind of missions based on this gamemode to release them? Share this post Link to post Share on other sites
Jezuro 452 Posted June 21, 2015 Is is ok to build this kind of missions based on this gamemode to release them? Sure! The reason the system is modular is specifically so you can use it as a framework for your own scenarios. Share this post Link to post Share on other sites
Salutesh 16 Posted June 22, 2015 I started a new Mission Project based on your Mod, its in early development stage like the Mod but i hope you enjoy it: http://steamcommunity.com/sharedfiles/filedetails/?id=466699180 Share this post Link to post Share on other sites
aced170 14 Posted June 22, 2015 I cannot for the life of me figure out how to get the custom asset list work, could you give more detailed instructions? Thanks. Share this post Link to post Share on other sites
Jezuro 452 Posted June 22, 2015 I'm going to update the relevant part of documentation tomorrow, the instructions are indeed a bit brief at the moment. Sorry about that. Share this post Link to post Share on other sites
Jezuro 452 Posted June 23, 2015 UPDATE: Version 0.91 (Jun 23 2015) Changelog: Added: RHS versions of all scenarios Added: RHS requisition preset (RHSDefaultAll, RHSDefaultInfantry, RHSDefaultVehicles, RHSDefaultAircraft, RHSDefaultDefences) Added: Airdrop sound FX Changed: Various cost balances Added: Fast travel availability is optional for both AI and players in module / scenario parameters Added: Airdrop refund policy ---------- Post added at 17:30 ---------- Previous post was at 17:23 ---------- I cannot for the life of me figure out how to get the custom asset list work, could you give more detailed instructions? Thanks. Documentation updated with more relevant information. Share this post Link to post Share on other sites
chal00 12 Posted June 23, 2015 (edited) Sorry Jezuro, but i have the same problem !! :( I extracted and put your mission on our dedicated server, to have it by default launch ! And we've got again 2 times "gear", "defence", "sector vote", and other request ! This is the mission i've compiled for : http://sendbox.fr/pro/aacsekz01u8t/MP_Warlords_01.Altis.pbo.html Try it on dedicated server, and tell me if you have same issue. Only "@warlords" is activated on our server ! Edited June 23, 2015 by chal00 Share this post Link to post Share on other sites
Jezuro 452 Posted June 24, 2015 Try it on dedicated server, and tell me if you have same issue. Only "@warlords" is activated on our server ! Tried it, got everything as it should be (only once). Can you tell me more about the game setup? How many players, do all of them see it twice, etc.? Thanks! Share this post Link to post Share on other sites
Steeps 10 Posted June 24, 2015 So I played for a bit last night. I have a question. How do these garrison squads work or how does one defend the flags you've captured? Not once did I see a friendly unit spawn to defend a flag I had captured. As soon as voting completed, all units instantly teleport to that new flag. Is there some possibility of implementing a request menu for squads that you can assign to go places? Share this post Link to post Share on other sites
Jezuro 452 Posted June 24, 2015 @Steeps: As mentioned in Core mechanics: If a sector is targeted and was previously seized by the other faction, garrison of that faction will be spawned and defend the sector. Which means that a garrison of your faction will spawn at the sector once the enemy faction votes for it, provided you've seized it for the first time. The Independent faction can attack your sector at any time, but your garrison will respond only to sector voting of the enemy (BLUFOR or OPFOR). Share this post Link to post Share on other sites
alexcroox 29 Posted June 24, 2015 Is this a mod rather than just a gamemode? E.g does it work with vanilla players or do people need to be running this "mod" to join? I ask as there are no .stratis.pbo files I can just drop into mpmissions on the server... Share this post Link to post Share on other sites
Jezuro 452 Posted June 24, 2015 All players need to own the addon in order to play. Share this post Link to post Share on other sites
alexcroox 29 Posted June 24, 2015 Ah shame, OK thank you for the info. Share this post Link to post Share on other sites
lawndartleo 109 Posted June 25, 2015 Does the update in any way affect the sample mission? Not sure why it would. It's module driven so I guessing the answer is no but there may be a game breaker that I don't want to discover 30 minutes in. Share this post Link to post Share on other sites
Jezuro 452 Posted June 25, 2015 No Sir, the sample scenario wasn't affected. Share this post Link to post Share on other sites
chal00 12 Posted June 25, 2015 Sorry :( I have got 2 times "gear" , "aircraft" , etc : http://imgur.com/mQJGwUR And : http://imgur.com/PcYUriM I extracted and put your mission on our dedicated server, to have it by default launch !This is the mission i've compiled for : http://sendbox.fr/pro/aacsekz01u8t/MP_Warlords_01.Altis.pbo.html Try it on dedicated server, and tell me if you have same issue. Only "@warlords" is activated on our server ! Is it only me with this issue ? :eek: Share this post Link to post Share on other sites
DarkDemise 12 Posted June 25, 2015 (edited) Great job on the mission, really fun to play! I only have a small complaint. I like to enjoy a more "hardcore" experience (markers and fast travel disable with a low CP start on elite difficulty), my only problem is this results in VERY long mission times with no way to save my progress. I would really like to see a save feature implemented as this mission is extremely fun but I just spent 2 hours just for it to be reset when I leave. :( Keep up the good work! -Dark Demise Edited June 25, 2015 by DarkDemise Share this post Link to post Share on other sites
Jezuro 452 Posted June 25, 2015 Yes, progress saving is something I'm working on. First iteration will be available in the next update. Share this post Link to post Share on other sites