dvdbrewster 12 Posted March 7, 2016 This is second game mode I've played.. recently The Virtual Arsenal causes my player avatar to become crippled If I change load out uniform. ( happens greuh liberation) Happens Warlords . 😈 Most missions do this since Eden update. Share this post Link to post Share on other sites
Jezuro 452 Posted March 14, 2016 Thanks for the feedback, I'll run some tests. Share this post Link to post Share on other sites
dvdbrewster 12 Posted March 14, 2016 Thanks for the feedback, I'll run some tests. Man thanks for checking into tis.. I guess Ive found it, I was able to load an extra missile in my backpack, Never indicated fully loaded, somehow default or Base configured spaces.. So just leaving a missile out fixes it. Same other missions.. Share this post Link to post Share on other sites
dvdbrewster 12 Posted March 16, 2016 Say BTW, Do you know if building a WarLords scenario is possible in EDEN editor? I could be doing something else wrong but I cant get ANYTHING to work, Share this post Link to post Share on other sites
target_practice 163 Posted March 16, 2016 Perfectly possible, I've already made two since the Eden update. Apart from the bug I reported in my previous post, it works fine. Share this post Link to post Share on other sites
dvdbrewster 12 Posted March 16, 2016 Say BTW, Do you know if building a WarLords scenario is possible in EDEN editor? I could be doing something else wrong but I cant get ANYTHING to work, Perfectly possible, I've already made two since the Eden update. Apart from the bug I reported in my previous post, it works fine. Oh OK Share this post Link to post Share on other sites
poweredbypot 7 Posted March 21, 2016 @Jezurofell asleep at the keyboard last night working on my mission, and the game crashed early this morning. I know this had nothing to do with the crash, but I did find this in the error log and thought you may find it interesting. Error in expression <ction && ((getGroupIconParams _iconGrp) select 3))) then { _iconGrp setGroupIcon> 20:48:49 Error position: <select 3))) then { _iconGrp setGroupIcon> 20:48:49 Error Zero divisor 20:48:49 File A3\JEZ_Warlords\functions\fn_WLSectorIconUpdate.sqf, line 92 Share this post Link to post Share on other sites
thecoolsideofthepillow 22 Posted March 25, 2016 I can't seem to get custom independent factions to spawn. It only works with the default faction on that side. Custom factions work for BLU and OPF, but not IND. Share this post Link to post Share on other sites
target_practice 163 Posted March 25, 2016 The bug where AIs wouldn't follow orders to move while in aircraft appears to still be present with fixed-wing aircraft. I've been ordering several AI piloted jets to move and they all refuse to taxi. Share this post Link to post Share on other sites
Wyqer 305 Posted April 22, 2016 Hey there, a great and interesting mission. Many thanks for your work :) I'm trying to add an own asset list in the cfgWLRequisitionPresets.hpp at the moment. I used the format you provided on the first page and changed the value of the init module in your mission.sqm from the A3DefaultAll to the new asset name. But if i start the mission the whole recruiting tab is empty. Is there something I missed? Do i have to also provide classes like A3DefaultInfantry: A3DefaultAll and let it match my asset name like [assetname]Infantry: [assetname]? Or do I have to add it at the description.ext? Assets available in the Request menu can be customized by creating new class in CfgWLRequisitionPresets. You can have the config entry in an addon or put it directly into your missions's description.ext file This let me think that I can also add it in the cfgWLRequisitionPresets.hpp Some snippets maybe help: asset class in cfgWLRequisitionPresets.hpp class BWAsset { class WEST { class Infantry { class BWA3_Rifleman_Fleck { cost = 100; requirements[]={}; }; class BWA3_Grenadier_Fleck { cost = 125; requirements[]={}; }; class BWA3_CombatLifeSaver_Fleck { cost = 125; requirements[]={}; }; class BWA3_Autorifleman_Fleck { cost = 150; requirements[]={}; }; class BWA3_AutoriflemanMG5_Fleck { cost = 150; requirements[]={}; }; class BWA3_Marksman_Fleck { cost = 150; requirements[]={}; }; class BWA3_Engineer_Fleck { cost = 200; requirements[]={}; }; class BWA3_RiflemanAT_Pzf3_Fleck { cost = 200; requirements[]={}; }; class BWA3_RiflemanAA_Fliegerfaust_Fleck { cost = 300; requirements[]={}; }; class BWA3_SniperG82_Fleck { cost = 300; requirements[]={}; }; }; class Vehicles { class B_Quadbike_01_F { cost = 50; requirements[]={}; }; class B_MRAP_01_F { cost = 200; requirements[]={}; }; class B_MRAP_01_hmg_F { cost = 1400; requirements[]={}; }; class B_MRAP_01_gmg_F { cost = 1600; requirements[]={}; }; class B_APC_Wheeled_01_cannon_F { cost = 3000; requirements[]={}; }; class B_APC_Tracked_01_rcws_F { cost = 3500; requirements[]={}; }; class BWA3_Puma_Fleck { cost = 4000; requirements[]={}; }; class B_MBT_01_cannon_F { cost = 5000; requirements[]={}; }; class BWA3_Leopard2A6M_Fleck { cost = 6000; requirements[]={}; }; class B_Truck_01_transport_F { cost = 400; requirements[]={}; }; class B_Truck_01_ammo_F { cost = 750; requirements[]={}; }; class B_Truck_01_fuel_F { cost = 750; requirements[]={}; }; class B_Truck_01_medical_F { cost = 750; requirements[]={}; }; class B_Truck_01_Repair_F { cost = 750; requirements[]={}; }; }; class Aircraft { class B_Heli_Light_01_F { cost = 1000; requirements[]={"H"}; }; class B_Heli_Attack_01_F { cost = 6000; requirements[]={"H"}; }; class BWA3_Tiger_RMK_Universal { cost = 7000; requirements[]={"H"}; }; class B_Plane_CAS_01_F { cost = 8000; requirements[]={"A"}; }; }; class Naval { class B_Boat_Transport_01_F { cost = 100; requirements[]={"W"}; }; class O_Boat_Armed_01_hmg_F { cost = 750; requirements[]={"W"}; }; }; class Gear { class Box_NATO_Ammo_F { cost = 200; requirements[]={}; }; class Box_NATO_Grenades_F { cost = 200; requirements[]={}; }; class Box_NATO_Wps_F { cost = 250; requirements[]={}; }; class Box_NATO_AmmoOrd_F { cost = 250; requirements[]={}; }; class Box_NATO_WpsLaunch_F { cost = 300; requirements[]={}; }; class Box_NATO_WpsSpecial_F { cost = 500; requirements[]={}; }; class B_supplyCrate_F { cost = 500; requirements[]={}; }; class Box_NATO_AmmoVeh_F { cost = 500; requirements[]={}; }; }; class Defences { class B_HMG_01_F { cost = 250; requirements[]={}; }; class B_HMG_01_high_F { cost = 250; requirements[]={}; }; class B_HMG_01_A_F { cost = 500; requirements[]={}; }; class B_GMG_01_F { cost = 250; requirements[]={}; }; class B_GMG_01_high_F { cost = 250; requirements[]={}; }; class B_GMG_01_A_F { cost = 500; requirements[]={}; }; class B_static_AA_F { cost = 500; requirements[]={}; }; class B_static_AT_F { cost = 500; requirements[]={}; }; }; }; class EAST { class Infantry { class O_Soldier_F { cost = 100; requirements[]={}; }; class O_Soldier_GL_F { cost = 125; requirements[]={}; }; class O_medic_F { cost = 125; requirements[]={}; }; class O_soldier_AR_F { cost = 150; requirements[]={}; }; class O_Soldier_A_F { cost = 150; requirements[]={}; }; class O_soldier_M_F { cost = 150; requirements[]={}; }; class O_soldier_repair_F { cost = 200; requirements[]={}; }; class O_soldier_LAT_F { cost = 200; requirements[]={}; }; class O_Soldier_AA_F { cost = 300; requirements[]={}; }; class O_sniper_F { cost = 300; requirements[]={}; }; }; class Vehicles { class O_Quadbike_01_F { cost = 50; requirements[]={}; }; class O_MRAP_02_F { cost = 200; requirements[]={}; }; class O_MRAP_02_hmg_F { cost = 1400; requirements[]={}; }; class O_MRAP_02_gmg_F { cost = 1600; requirements[]={}; }; class O_APC_Wheeled_02_rcws_F { cost = 3000; requirements[]={}; }; class O_APC_Tracked_02_cannon_F { cost = 3500; requirements[]={}; }; class O_MBT_02_cannon_F { cost = 5000; requirements[]={}; }; class O_Truck_03_transport_F { cost = 400; requirements[]={}; }; class O_Truck_03_ammo_F { cost = 750; requirements[]={}; }; class O_Truck_03_fuel_F { cost = 750; requirements[]={}; }; class O_Truck_03_medical_F { cost = 750; requirements[]={}; }; class O_Truck_03_Repair_F { cost = 750; requirements[]={}; }; }; class Aircraft { class O_Heli_Light_02_F { cost = 2500; requirements[]={"H"}; }; class O_Heli_Attack_02_F { cost = 6000; requirements[]={"H"}; }; class O_Plane_CAS_02_F { cost = 8000; requirements[]={"A"}; }; }; class Naval { class O_Boat_Transport_01_F { cost = 100; requirements[]={"W"}; }; class O_Boat_Armed_01_hmg_F { cost = 750; requirements[]={"W"}; }; }; class Gear { class Box_East_Ammo_F { cost = 200; requirements[]={}; }; class Box_East_Grenades_F { cost = 200; requirements[]={}; }; class Box_East_Wps_F { cost = 250; requirements[]={}; }; class Box_East_AmmoOrd_F { cost = 250; requirements[]={}; }; class Box_East_WpsLaunch_F { cost = 300; requirements[]={}; }; class Box_East_WpsSpecial_F { cost = 500; requirements[]={}; }; class O_supplyCrate_F { cost = 500; requirements[]={}; }; class Box_East_AmmoVeh_F { cost = 500; requirements[]={}; }; }; class Defences { class O_HMG_01_F { cost = 250; requirements[]={}; }; class O_HMG_01_high_F { cost = 250; requirements[]={}; }; class O_HMG_01_A_F { cost = 500; requirements[]={}; }; class O_GMG_01_F { cost = 250; requirements[]={}; }; class O_GMG_01_high_F { cost = 250; requirements[]={}; }; class O_GMG_01_A_F { cost = 500; requirements[]={}; }; class O_static_AA_F { cost = 500; requirements[]={}; }; class O_static_AT_F { cost = 500; requirements[]={}; }; }; }; }; Edited area of mission.sqm in ...\JEZ_Warlords\MPScenarios\MP_Warlords_01.Altis (I'm wondering about the "[""Assetname""]" there, but that's how it worked and was written with the default asset) class Item15 { value="IND_F"; parentCls="JEZ_ModuleWLInit_F"; typeName="FactionIndep"; }; class Item16 { value="[""BWAsset""]"; parentCls="JEZ_ModuleWLInit_F"; typeName="AssetList"; }; class Item17 { value="1"; parentCls="JEZ_ModuleWLInit_F"; typeName="MissionEnd"; }; Share this post Link to post Share on other sites
Wyqer 305 Posted April 22, 2016 description.ext does the work as it should. Sorry to bothering without testing all possibilities :( Share this post Link to post Share on other sites
Jezuro 452 Posted April 25, 2016 No problem, glad you were able to sort it out :) Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted April 26, 2016 Hey Jezuro, I´ve noticed that if I load Arma3 without -nologs option and (of course) without Warlods mod on, the Warlords missions I´ve downloaded on my MPMission (and Mission) folder causes Arma3 to CTD whenever I jump on scenarios and Multiplayer tab... is there a way to prevent this bug (except of course deleting all Warlords mission I have or always keeping warlords mod on in every modded set I have?) On a sidenote, a praise: I love this playmode you´ve created, and it is great to see official developers (whose were previously modders) keeping the mod passion alive, keep up the great work =) Cheers! Share this post Link to post Share on other sites
Dwarden 1125 Posted April 26, 2016 corporal_lib can you try it with the performance binary from profiling branch if Arma 3 still CTD? https://forums.bistudio.com/topic/160288-arma-3-stable-server-158-performance-binary-feedback/page-69?p=3012976#entry3012976 also can you upload to dropbox or googledrive your crash files ? (RPT, MDMP, BIDMP from moment when game crashed) Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted April 26, 2016 corporal_lib can you try it with the performance binary from profiling branch if Arma 3 still CTD? https://forums.bistudio.com/topic/160288-arma-3-stable-server-158-performance-binary-feedback/page-69?p=3012976#entry3012976 also can you upload to dropbox or googledrive your crash files ? (RPT, MDMP, BIDMP from moment when game crashed) I can try the performance binary tomorrow, but the rpt and mini dump files I can provide you guys right now: (I´ve tried loading Arma3 with just CBA3 and the ADR-97 mod... without Warlord mod is an assured CTD while trying to load SP or MPMissions) link -> https://dl.dropboxusercontent.com/u/6382845/Arma%203_Warlords_RPT_Corporal_Lib.rar cheers! Share this post Link to post Share on other sites
Jezuro 452 Posted April 26, 2016 Apparently it crashes on missing #include in description.ext. It can't find the included file as it's packed in the Warlords addon. The quick solution would be (I suppose) to move your Warlords scenarios to MPMissions folder inside the Warlords mod folder itself - you'll need to create it manually. The game will not list the missions unless the mod is used. 1 Share this post Link to post Share on other sites
dvdbrewster 12 Posted April 26, 2016 Mission Needs a Headless Client Feature. :ph34r: 1 Share this post Link to post Share on other sites
randy andy tw1 12 Posted May 1, 2016 sorry to bother you but i have an error with CfgWLRequisitionPresets/MyWLAssetList here is the RPT Error 12:17:30 Warning Message: File C:\Users\Andy\Documents\Arma 3 - Other Profiles\[RIP]%20randyandy\mpmissions\warlords.Takistan\warlordunits.hpp, line 10: '/CfgWLRequisitionPresets/MyWLAssetList/WEST/Infantry.rhsusf_usmc_marpat_d_stinger': '{' encountered instead of '=' here is a snippet of the infantry section the error is pointing to class CfgWLRequisitionPresets { class MyWLAssetList // --- class name used in the Init module { class WEST // --- assets available for BLUFOR { class Infantry { rhsusf_usmc_marpat_d_stinger // --- must be asset class name { cost = 250; // --- Command Points required requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour)) }; rhsusf_usmc_marpat_d_javelin // --- must be asset class name { cost = 250; // --- Command Points required requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour)) }; rhsusf_usmc_marpat_d_autorifleman_m249 // --- must be asset class name { cost = 180; // --- Command Points required requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour)) }; rhsusf_usmc_marpat_d_machinegunner // --- must be asset class name { cost = 210; // --- Command Points required requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour)) }; rhsusf_usmc_marpat_d_marksman // --- must be asset class name { cost = 175; // --- Command Points required requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour)) }; rhsusf_usmc_marpat_d_grenadier // --- must be asset class name { cost = 175; // --- Command Points required requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour)) }; rhsusf_usmc_marpat_d_machinegunner_ass // --- must be asset class name { cost = 150; // --- Command Points required requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour)) }; rhsusf_usmc_marpat_d_rifleman // --- must be asset class name { cost = 110; // --- Command Points required requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour)) }; rhsusf_navy_marpat_d_medic // --- must be asset class name { cost = 120; // --- Command Points required requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour)) }; }; solved... forgot to add class infront of class name was rhsusf_navy_marpat_d_medic should be class rhsusf_navy_marpat_d_medic doh! 1 Share this post Link to post Share on other sites
target_practice 163 Posted May 3, 2016 We really need to create some kind of group for this gamemode; while the playerbase is small, it definitely exists. A group would probably be the best way to organise games with decent playercounts. Share this post Link to post Share on other sites
mobilemick 13 Posted May 6, 2016 Just put this on my Gamiingdeluxe server, I can see it in the multiplayer screen, But... it only says one player can join, ? FIXED- didn`t put Jez.warlords.pbo into addons folder :) Another thing, When WARLORDS in on server, Admin cannot type #missions ? Also game doesn't save ? Great stuff btw :) :) Share this post Link to post Share on other sites
target_practice 163 Posted May 8, 2016 Jezuro, is there any chance you could add the ability for the AI to buy aircraft? Surely all they would need to do is first move to a sector with the correct disposition, buy the vehicle, then mount any passengers and proceed as they would with a ground vehicle. Share this post Link to post Share on other sites
dvdbrewster 12 Posted May 9, 2016 Just put this on my Gamiingdeluxe server, I can see it in the multiplayer screen, But... it only says one player can join, ? FIXED- didn`t put Jez.warlords.pbo into addons folder :) Another thing, When WARLORDS in on server, Admin cannot type #missions ? Also game doesn't save ? Great stuff btw :) :) I loaded mine like a mod.. @warlords with the bisigns and keys. NP. Did U do that ? Share this post Link to post Share on other sites
Jezuro 452 Posted May 9, 2016 Jezuro, is there any chance you could add the ability for the AI to buy aircraft? Surely all they would need to do is first move to a sector with the correct disposition, buy the vehicle, then mount any passengers and proceed as they would with a ground vehicle. It's definitely something I'd like to add, hopefully with the next update. 1 Share this post Link to post Share on other sites
target_practice 163 Posted May 10, 2016 Just put this on my Gamiingdeluxe server, I can see it in the multiplayer screen, But... it only says one player can join, ? FIXED- didn`t put Jez.warlords.pbo into addons folder :) Another thing, When WARLORDS in on server, Admin cannot type #missions ? Also game doesn't save ? Great stuff btw :) :) So you're hosting a server? Can you post the IP? Share this post Link to post Share on other sites
poweredbypot 7 Posted May 18, 2016 @dvdbrewster There is a steam workshop mod called "Werthless Headless Module" that can distribute WL AI to headless clients. Last I tested it there were no performance/functionality issues.@target_practiceI have tried unsuccessfully on a few occasions to get a server going, but never a steam group and you're probably right that would help a lot. The real issue though is that I cannot afford to pay for a hosted server, and neither can most people as they average $20-$40 a month for a decent player limit. Hosting off my own box I can only support about 6 players before things become unbearable. Share this post Link to post Share on other sites