soul_assassin 1750 Posted August 27, 2015 RHS versions of the vanilla boxes would be quite useful (basic weapons, launchers, explosives etc.) Anyway, I've been working on something relevant: https://twitter.com/JosefZemanek1/status/636204344048791552 Alright I will create the issue on out issue tracker. Share this post Link to post Share on other sites
Tarvis 0 Posted August 28, 2015 This mission pack is really cool! I have one suggestion though, could you add a parameter to spawn in via parachute drop when fast traveling to a contested zone? This would prevent you from spawning right in the middle of a firefight. Thanks in advance. Share this post Link to post Share on other sites
Jezuro 452 Posted September 3, 2015 UPDATE: Version 0.95 (Sep 3 2015) Changelog: Fixed: Scaling of map markers on unofficial islands Fixed: Plane landing on unofficial islands Added: Module icons Added: You can now configure fortifications in your custom asset lists (section Defences) Fixed: UAV behaviour when purchased (could be defined in custom asset lists) Added: Arsenal support (experimental; currently disabled by default, you can enable it in mission parameters when setting up a game) 1 Share this post Link to post Share on other sites
kecharles28 197 Posted September 3, 2015 New mod v0.10 available at withSIX. Download now by clicking: Hey jezuro , you can upload updates or new mods to withSIX yourself now! Make your own promo page, get the power to release your work at your own point of choosing. To learn more, follow this guide. Share this post Link to post Share on other sites
kremator 1065 Posted September 3, 2015 UPDATE: Version 0.95 (Sep 3 2015) Changelog: Fixed: Scaling of map markers on unofficial islands Fixed: Plane landing on unofficial islands Added: Module icons Added: You can now configure fortifications in your custom asset lists (section Defences) Fixed: UAV behaviour when purchased (could be defined in custom asset lists) Added: Arsenal support (experimental; currently disabled by default, you can enable it in mission parameters when setting up a game) NOICE ! Share this post Link to post Share on other sites
1nfr4r3d 10 Posted September 3, 2015 please can you fix the unadressed attack heli bug by adding these lines in the next version please. { if(_x isKindOf "O_Heli_Attack_02_black_F" || _x isKindOf "O_Heli_Attack_02_F") then { _x removeWeaponTurret ["rockets_Skyfire",[0]]; _x removeMagazinesTurret ["38Rnd_80mm_rockets",[0]]; _x addWeaponTurret ["rockets_Skyfire", [-1]]; _x addMagazineTurret ["38Rnd_80mm_rockets", [-1]]; }; } forEach vehicles; { if(_x isKindOf "B_Heli_Attack_01_F") then { _x removeWeaponTurret ["missiles_DAGR",[0]]; _x removeMagazinesTurret ["24Rnd_PG_missiles",[0]]; _x addweaponturret ["FakeHorn",[-1]]; _x addWeaponTurret ["missiles_DAGR", [-1]]; _x addMagazineTurret ["24Rnd_PG_missiles", [-1]]; }; } forEach vehicles; Share this post Link to post Share on other sites
Jezuro 452 Posted September 4, 2015 What bug is that? Any FT link available? Share this post Link to post Share on other sites
1nfr4r3d 10 Posted September 4, 2015 http://feedback.arma3.com/view.php?id=9758 its sad that we have to include this code in all missions to make attack heli flying a bit more interesting. when it could be integrated within the game jut like operation arrowhead. Share this post Link to post Share on other sites
sadfrog17 40 Posted September 5, 2015 Excellent work, played this gamemode yesterday. But is there any way to make ammo box with user-defined cargo? As i can see, Warlords uses predefined ammo boxes (such as A3 crates) and you can't use your own cargo. I want to do some sort of kits - for example, you can request Sniper Pack which contains 1 sniper rifle from HLC weapon pack and some ammo for it. Or RPG kit, or machine gunner kit... <_< If it is not possible right now except adding your own predefined gear in .pbo and using it as third-party addon, add this functionality (as Warlords Cargo Module, maybe), if it is not too difficult. Anyway, thanks for great mod! Share this post Link to post Share on other sites
aztec_ghost 17 Posted September 10, 2015 Hey Jezuro, I am new at mission making but wanted to ask if you would be ok with me porting this to the new Mogadishu map? Mod and Credits will all remain in tact for Mod and Map. Let me know Thanks Aztec Share this post Link to post Share on other sites
Jezuro 452 Posted September 12, 2015 @sadfrog17: Yes, custom ammoboxes will be available for configuration in loadout configs in the next update. @aztec_ghost: Sure thing! The guidelines are included in the original post. 1 Share this post Link to post Share on other sites
aztec_ghost 17 Posted September 12, 2015 @Jezuro Thanks brother! I started porting the Warlords Mod to the new Mogadish Map. (Mog) The port of Warlords to this map is currently in beta but the fire fights on this map are intense. It's a remake of the city in BlackHawk Down movie. The Port to Warlords is a work in progress but its playable and has some issues I need to work out but not bad for my first attempt at porting. Server IP 192.81.12.20 Port 2302 Requirements: Warlords Mod Mogadishu Map (Mog) I recommend getting map from steam workshop. The guys from the =7th= Calvary and CPL.Variable.A have been updates daily almost to the map. I will continue to work on it but thought I'd share my progress so far. Enjoy Aztec 1 Share this post Link to post Share on other sites
McLupo 118 Posted September 13, 2015 Hi Jezuro! Five-letter word: GREAT Thank you sir for this highly professional work. What an entertainment. And thanks for the ongoing improvement! Greetings McLupo 1 Share this post Link to post Share on other sites
Jezuro 452 Posted September 23, 2015 UPDATE: Version 0.96 (Sep 23 2015)Changelog:Added: RHS scenarios now use the newly introduced RHS ammoboxes (latest RHS mod version required)Added: You can now configure custom ammobox loadout (see Asset list definition in documentation on the forums)Fixed: Backpacks are now correctly listed in ammoboxes in Gear Request tab 1 Share this post Link to post Share on other sites
bohicafool 12 Posted September 27, 2015 Fantastic jezuro. Played it and love the CTI sector capture you've created! Love how you made the modules and keep up the great work, How do you make larger Ai forces to defend and retake sectors? And how to change Ai difficulty level? And how to spawn on our team mates? :) Share this post Link to post Share on other sites
Jezuro 452 Posted September 29, 2015 @bohicafool:- A friendly garrison is spawned at a sector when it's targetted by the enemy. The only way to have even bigger defending force is to order your squadmates to stay there. - AI skill levels can be changed in the game's difficulty settings on the server. - You can respawn only at your base. You can however use fast travel to get back to your teammates as long as they're near an owned sector or a sector you're currently attacking, as long as you have fast travel enabled in your Warlords scenario. Share this post Link to post Share on other sites
bohicafool 12 Posted September 29, 2015 Thankyou for the response and Your work is outstanding! Share this post Link to post Share on other sites
R0adki11 3949 Posted October 1, 2015 @jezuro - i understand this has been setup as a mp mission with addon file. But in the future any change of this been setup so that addon isnt been used? I only ask so that it can be used on public servers. Share this post Link to post Share on other sites
Jezuro 452 Posted October 1, 2015 @R0adki11: Since the structure of Warlords is module-based, I'm afraid people will always need to have the mod installed. Share this post Link to post Share on other sites
R0adki11 3949 Posted October 1, 2015 @R0adki11: Since the structure of Warlords is module-based, I'm afraid people will always need to have the mod installed. Thanks for the prompt answer :) Share this post Link to post Share on other sites
poweredbypot 7 Posted October 4, 2015 @Jezuro Hey Jez I'm having an issue with custom requests lists. I took your template off the first post and filled it out, made sure all the case and syntax is correct, but when I launch the server or a local hosted game I still get the default RHS lists. I've tried adding the change in description.ext as well as adding an include reference and a new file. I know its being read because if I insert a syntax error I get an error response, but with everything correct I get no info whatsoever, not in RPT's or anything. Share this post Link to post Share on other sites
Jezuro 452 Posted October 4, 2015 @poweredbypot: Hi, it's important to type in the asset list name (if you're using the template it would be MyWLAssetList) into Warlords Init module (field Asset List). Any chance you've left this empty or the names don't match? Share this post Link to post Share on other sites
poweredbypot 7 Posted October 4, 2015 oh ofcourse, I thought it might be something to do with that field. Thanks Jez! Share this post Link to post Share on other sites
Jezuro 452 Posted October 20, 2015 DEMO! Some of you have requested a standalone version of Warlords. I was a bit reluctant at first, knowing that copying all the required functions, their refactoring and bypassing classname-based architecture would require a lot of complicated work. But I realize that not everyone is keen to installing mods, and perhaps there are some people who will change their mind after giving the demo mission a go. The scenario is "Pyrgos Bay" and is included in the full mod package. Here you go: Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=538597512 Dropbox: https://www.dropbox.com/s/kmd9jbgtz2d5pxa/MP_Warlords_DEMO.Altis.pbo?dl=0 4 Share this post Link to post Share on other sites