Plexyshard1490 3 Posted March 8, 2019 2 minutes ago, Jezuro said: BTW how would you guys feel about a limit for maximum Command Points? As an optional scenario parameter with default being unlimited of course. Servers could then experiment with different presets, let's say 15.000, 20.000, 30.000, 50.000, 100.000, until a reasonably balanced value is found. I had a friend think of that he ended up going and setting assets to real world prices and that....was a long drawn out battle because we all had to capa nd push hard to get whatever edge we could over AI. Share this post Link to post Share on other sites
EDcase 87 Posted March 8, 2019 2 hours ago, Jezuro said: I think it's time to introduce something to prevent the asset destruction by teammates. I must admit that the behavior of some players has taken me by surprise. I should have expected the worst. Yes, unfortunately anything to do with the internet has to follow the rule: "Hope for the best but plan for the worst" 1 Share this post Link to post Share on other sites
Plexyshard1490 3 Posted March 8, 2019 I host my own private server for chill people and friends. cant stand people that just always screw around and ruin the fun for everyone else trying to work as teams. Share this post Link to post Share on other sites
Hostilian 11 Posted March 8, 2019 3 hours ago, Jezuro said: I think it's time to introduce something to prevent the asset destruction by teammates. I must admit that the behavior of some players has taken me by surprise. I should have expected the worst. Unfortunately, some people have little else to do but troll - and get a kick out of it. Can Players/PlayerIDs be reported - for lengthy bans from the offical servers? edit.. Oh, and I was previously able to leave kit (ammo) in base and it stayed there until I (or someone else) used it. Now it gets cleared up.. If there's such an agressive ground cleanup, can we please have some sort of private 'locker' or box, where we can store stuff in the main base? Or make us able to place ammo boxes where we want them.. Defo a nice-to-have.. Share this post Link to post Share on other sites
HellhoundF 6 Posted March 8, 2019 42 minutes ago, EDcase said: Yes, unfortunately anything to do with the internet has to follow the rule: "Hope for the best but plan for the worst" This sums it up. Share this post Link to post Share on other sites
Jezuro 452 Posted March 8, 2019 1 hour ago, Hostilian said: If there's such an agressive ground cleanup, can we please have some sort of private 'locker' or box, where we can store stuff in the main base? Or make us able to place ammo boxes where we want them.. Defo a nice-to-have.. You can always request an ammobox and fill it with additional equipment. Share this post Link to post Share on other sites
Hostilian 11 Posted March 8, 2019 2 minutes ago, Jezuro said: You can always request an ammobox and fill it with additional equipment. Yeah, that's what I do currently - but it would be nice to have a private locker.. I've seen it on other CTI style missions.. Or just give OpFor some 7.62x20 round ammo in their ammo crates - like in the earlier version of warlords - and I won't need to! 😄 I'm sure you've got bigger fish to fry - with griefers etc - so it's more of a 'nice to have'.. #H 1 Share this post Link to post Share on other sites
jandrews 116 Posted March 8, 2019 2 hours ago, Jezuro said: @jandrews The former is for assets that players and AI can request for Command Points. The latter is used for spawning AI garrisons and patrols. class CfgWLFactionAssets{ class WEST // --- BLUFOR { class InfantryUnits { class B_Story_SF_Captain_F {}; }; }; class EAST // --- OPFOR { class InfantryUnits { class O_V_Soldier_hex_F {}; class O_V_Soldier_M_ghex_F {}; }; How do these units garrison and patrol? I did not include the independent side b/c I get that. It seems these units are joined with the player. Is that correct? is this another filter? 1 Share this post Link to post Share on other sites
jandrews 116 Posted March 8, 2019 2 hours ago, Plexyshard1490 said: hey I just got done writing my own Warlords Des.ext with full params and asset lists and class lists. if anyone wants some help setting up your own system msg me I have spent the last 42 hours learning how this bastard function with the new 1.90 update and the modules with custom cup factions and a . ext I can run ful dynamic war with just me and a coop buddy online with full custom. my taki map has well over 30 zones to cap and fight for. I'd like to see the description.exe of you could post here as spoiler as to not take up a whole page. Thanks. 1 Share this post Link to post Share on other sites
Jezuro 452 Posted March 8, 2019 2 hours ago, jandrews said: How do these units garrison and patrol? They are spawned in a sector controlled by BLUFOR or OPFOR when the enemy faction targets it for the first time. 1 Share this post Link to post Share on other sites
jandrews 116 Posted March 9, 2019 23 hours ago, Jezuro said: They are spawned in a sector controlled by BLUFOR or OPFOR when the enemy faction targets it for the first time. Hello, thanks for the explanations. I was wondering if its possible to run many external scripts with this mode. I have VCOMAI running on resistance only. However I wanted to add some other small things to the spawned AI. I do not see any lines to add code to spawning units like AI chat or gun flashlight scripts. I tried having a script just loop during game play but even that freezes the game at loading screen. Are there filters in place to hold loading if external scripts are detected? Perhaps you could add some additional lines to the warload init allowing code to pass on to the AI as they spawn. Share this post Link to post Share on other sites
HellhoundF 6 Posted March 10, 2019 New issue regarding the 64 player mission: Teamstacking. Just played on US east 6 as OPFOR. The enemy had 17 players, and we had 4, counting me. That ratio is murderous to the team with less players, because we don't have a compensation to our economy/team balance. In the 64 player version, more players means more income, since the extra slots are empty, the potential CP is thrown away. Even with the same amount of sectors, the side with more players will always have more money in total. Solutions: Compensation by ratio.: for example, 17/4 is 4.25. The side with the less players should have their CP multiplied by that as a compensation. Team Balance.: self-explanatory. if the TM/Tl (TM = Team More; Tl: Team Less) ratio is equal to or bigger than 1.5, the team with more players is locked and joining players are forced to join the team with less players until the ratio is less than 1.5. 1 Share this post Link to post Share on other sites
Plexyshard1490 3 Posted March 10, 2019 On 3/8/2019 at 1:58 PM, jandrews said: Spoiler class Params { class BIS_WLStartingDaytime { title = $STR_A3_combatpatrol_params_1; values[] = {100, -6, 0, 6, -12}; texts[] = {$STR_A3_WL_param37_value1, $STR_A3_combatpatrol_params_3, $STR_A3_MP_COOP_m03_noon, $STR_A3_MP_COOP_m03_evening, $STR_A3_combatpatrol_params_6}; default = 100; }; class BIS_WLTimeAcceleration { title = $STR_A3_WL_param2_title; values[] = {1, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24}; texts[] = {$STR_special_none, "x2", "x4", "x6", "x8", "x10", "x12", "x14", "x16", "x18", "x20", "x22", "x24"}; default = 1; }; class BIS_WLProgress { title = $STR_A3_WL_param1_title; values[] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13}; texts[] = {$STR_special_none,$STR_A3_WL_forcedProgress_perc_1,$STR_A3_WL_forcedProgress_perc_2,$STR_A3_WL_forcedProgress_perc_3,$STR_A3_WL_forcedProgress_perc_4,$STR_A3_WL_forcedProgress_perc_5,$STR_A3_WL_forcedProgress_perc_6,$STR_A3_WL_forcedProgress_perc_7,$STR_A3_WL_forcedProgress_perc_8,$STR_A3_WL_forcedProgress_perc_9,$STR_A3_WL_forcedProgress_perc_10,$STR_A3_WL_forcedProgress_perc_11,$STR_A3_WL_forcedProgress_perc_12}; default = 1; }; class BIS_WLFTEnabled { title = $STR_A3_fastravel1; values[] = {1, 0, 2, 3, 4}; texts[] = {$STR_A3_WL_param3_value1, $STR_A3_WL_param3_value2, $STR_A3_WL_param3_value3, $STR_A3_WL_param3_value4, $STR_A3_WL_param3_value5}; default = 1; }; class BIS_WLScanEnabled { title = $STR_A3_WL_param4_title; values[] = {1, 0}; texts[] = {$STR_DISP_OPT_ENABLED, $STR_DISP_OPT_DISABLED}; default = 1; }; class BIS_WLVotingResetEnabled { title = $STR_A3_WL_menu_resetvoting; values[] = {1, 0}; texts[] = {$STR_DISP_OPT_ENABLED, $STR_DISP_OPT_DISABLED}; default = 1; }; class BIS_WLAIVoting { title = $STR_A3_WL_param5_title; values[] = {1, 0}; texts[] = {$STR_DISP_OPT_ENABLED, $STR_DISP_OPT_DISABLED}; default = 0; }; class BIS_WLArsenalEnabled { title = $STR_A3_Arsenal; values[] = {1, 0}; texts[] = {$STR_DISP_OPT_ENABLED, $STR_DISP_OPT_DISABLED}; default = 1; }; class BIS_WLMarkersTransparency { title = $STR_A3_WL_param7_title; values[] = {4, 3, 2, 1, 0}; texts[] = {$STR_A3_WL_param7_value1, $STR_A3_WL_markerAlpha_perc_1, $STR_A3_WL_markerAlpha_perc_2, $STR_A3_WL_markerAlpha_perc_3, $STR_A3_WL_param7_value2}; default = 2; }; class BIS_WLPlayersTransparency { title = $STR_A3_WL_param8_title; values[] = {4, 3, 2, 1, 0}; texts[] = {$STR_A3_WL_param7_value1, $STR_A3_WL_markerAlpha_perc_1, $STR_A3_WL_markerAlpha_perc_2, $STR_A3_WL_markerAlpha_perc_3, $STR_A3_WL_param7_value2}; default = 2; }; class BIS_WLFatigueEnabled { title = $STR_A3_fatigue1; values[] = {1, 0}; texts[] = {$STR_DISP_OPT_ENABLED, $STR_DISP_OPT_DISABLED}; default = 1; }; class BIS_WLMusic { title = $STR_A3_rscattributemusic_title; values[] = {1, 0}; texts[] = {$STR_DISP_OPT_ENABLED, $STR_DISP_OPT_DISABLED}; default = 1; }; class BIS_WLVoice { title = $STR_A3_orange_faction_idap_cfgidentities_expo_name; values[] = {1, 0}; texts[] = {$STR_DISP_OPT_ENABLED, $STR_DISP_OPT_DISABLED}; default = 1; }; class BIS_WLStartCP { title = $STR_A3_WL_param12_title; values[] = {0, 100, 250, 500, 1000, 2500, 5000}; texts[] = {"0", "100", "250", "500", "1000", "2500", "5000"}; default = 500; }; class BIS_WLCPMultiplier { title = $STR_A3_WL_param13_title; values[] = {1, 2, 3, 4, 5}; texts[] = {"1x", "2x", "3x", "4x", "5x"}; default = 1; }; class BIS_WLVotingTimeout { title = $STR_A3_WL_param14_title; values[] = {5, 10, 15, 20, 25, 30}; texts[] = {"5", "10", "15", "20", "25", "30"}; default = 15; }; class BIS_WLVehicleSpan { title = $STR_A3_WL_param15_title; values[] = {900, 1800, 3600, 5400, 7200, 1000000}; texts[] = {"15", "30", "60", "90", "120", $STR_A3_WL_param15_value1}; default = 3600; }; }; class CfgWLRequisitionPresets { class PlexWLAssestList { class WEST { class Infantry { class CUP_B_US_Soldier_TL { cost = 100; requirements[]={}; }; class CUP_B_US_Soldier_SL { cost = 100; requirements[]={}; }; class CUP_B_US_Soldier_UAV { cost = 100; requirements[]={}; }; class CUP_B_US_Spotter { cost = 100; requirements[]={}; }; class CUP_B_US_Sniper_M110_TWS { cost = 100; requirements[]={}; }; class CUP_B_US_Sniper_M107 { cost = 100; requirements[]={}; }; class CUP_B_US_Sniper { cost = 100; requirements[]={}; }; class CUP_B_US_Soldier_Engineer_Sapper { cost = 100; requirements[]={}; }; class CUP_B_US_Soldier_Backpack { cost = 100; requirements[]={}; }; class CUP_B_US_Soldier_Light { cost = 100; requirements[]={}; }; class CUP_B_US_Soldier_LAT { cost = 100; requirements[]={}; }; class CUP_B_US_Soldier_ACOG { cost = 100; requirements[]={}; }; class CUP_B_US_Soldier { cost = 100; requirements[]={}; }; class CUP_B_US_Pilot { cost = 100; requirements[]={}; }; class CUP_B_US_Medic { cost = 100; requirements[]={}; }; class CUP_B_US_Soldier_Marksman { cost = 100; requirements[]={}; }; class CUP_B_US_Soldier_MG { cost = 100; requirements[]={}; }; class CUP_B_US_Soldier_GL { cost = 100; requirements[]={}; }; class CUP_B_US_Soldier_Engineer_EOD { cost = 100; requirements[]={}; }; class CUP_B_US_Crew { cost = 100; requirements[]={}; }; class CUP_B_US_Soldier_AR { cost = 100; requirements[]={}; }; class CUP_B_US_Soldier_HAT { cost = 100; requirements[]={}; }; class CUP_B_US_Soldier_AT { cost = 100; requirements[]={}; }; class CUP_B_US_Soldier_AMG { cost = 100; requirements[]={}; }; class CUP_B_US_Soldier_AAR { cost = 100; requirements[]={}; }; class CUP_B_US_Soldier_AHAT { cost = 100; requirements[]={}; }; class CUP_B_US_Soldier_AAT { cost = 100; requirements[]={}; }; class CUP_B_US_Soldier_AA { cost = 100; requirements[]={}; }; class CUP_B_US_ARMY_Gunner_TOW_DES_01 { cost = 100; requirements[]={}; }; class CUP_B_US_ARMY_Asst_Gunner_TOW_DES_01 { cost = 100; requirements[]={}; }; class CUP_B_US_ARMY_Asst_Gunner_M2_DES_01 { cost = 100; requirements[]={}; }; class CUP_B_US_ARMY_Gunner_M2_High_DES_01 { cost = 100; requirements[]={}; }; class CUP_B_US_ARMY_Gunner_Mortar_DES_01 { cost = 100; requirements[]={}; }; class CUP_B_US_ARMY_Asst_Gunner_Mortar_DES_01 { cost = 100; requirements[]={}; }; class CUP_B_US_Officer { cost = 100; requirements[]={}; }; }; class Vehicles { class CUP_B_MTVR_USA { cost = 450; requirements[]={}; }; class CUP_B_MTVR_Ammo_USA { cost = 450; requirements[]={}; }; class CUP_B_MTVR_Refuel_USA { cost = 450; requirements[]={}; }; class CUP_B_MTVR_Repair_USA { cost = 450; requirements[]={}; }; class CUP_B_TowingTractor_USA { cost = 150; requirements[]={}; }; class CUP_B_M1151_M2_USA { cost = 250; requirements[]={}; }; class CUP_B_M1151_Deploy_USA { cost = 250; requirements[]={}; }; class CUP_B_M1151_Mk19_USA { cost = 250; requirements[]={}; }; class CUP_B_HMMWV_Ambulance_USA { cost = 250; requirements[]={}; }; class CUP_B_HMMWV_Unarmed_USA { cost = 250; requirements[]={}; }; class CUP_B_HMMWV_Crows_M2_USA { cost = 250; requirements[]={}; }; class CUP_B_HMMWV_Crows_MK19_USA { cost = 250; requirements[]={}; }; class CUP_B_HMMWV_Avenger_USA { cost = 250; requirements[]={}; }; class CUP_B_HMMWV_M2_GPK_USA { cost = 250; requirements[]={}; }; class CUP_B_HMMWV_M2_USA { cost = 250; requirements[]={}; }; class CUP_B_M1151_USA { cost = 250; requirements[]={}; }; class CUP_B_HMMWV_MK19_USA { cost = 250; requirements[]={}; }; class CUP_B_HMMWV_SOV_M2_USA { cost = 250; requirements[]={}; }; class CUP_B_M1152_USA { cost = 250; requirements[]={}; }; class CUP_B_M1165_GMV_USA { cost = 250; requirements[]={}; }; class CUP_B_M1167_USA { cost = 250; requirements[]={}; }; class CUP_B_HMMWV_TOW_USA { cost = 250; requirements[]={}; }; class CUP_B_HMMWV_Terminal_USA { cost = 250; requirements[]={}; }; class CUP_B_HMMWV_Transport_USA { cost = 250; requirements[]={}; }; class CUP_B_HMMWV_SOV_USA { cost = 250; requirements[]={}; }; class CFP_B_USARMY_M163_DES_01 { cost = 750; requirements[]={}; }; class CUP_B_M6LineBacker_USA_D { cost = 750; requirements[]={}; }; class CUP_B_M1133_MEV_Desert_Slat { cost = 750; requirements[]={}; }; class CUP_B_M1135_ATGMV_Desert_Slat { cost = 750; requirements[]={}; }; class CUP_B_M7Bradley_USA_D { cost = 550; requirements[]={}; }; class CUP_B_M2Bradley_USA_D { cost = 550; requirements[]={}; }; class CUP_B_M1126_ICV_M2_Desert_Slat { cost =750; requirements[]={}; }; class CUP_B_M1126_ICV_MK19_Desert_Slat { cost = 750; requirements[]={}; }; class CUP_B_M1128_MGS_Desert_Slat { cost = 750; requirements[]={}; }; class CUP_B_M113_desert_USA { cost = 550; requirements[]={}; }; class CUP_B_M2A3Bradley_USA_D { cost = 750; requirements[]={}; }; class CUP_B_M1129_MC_MK19_Desert_Slat { cost = 750; requirements[]={}; }; class CUP_B_M270_DPICM_USA { cost = 850; requirements[]={}; }; class CUP_B_M270_HE_USA { cost = 850; requirements[]={}; }; class CUP_B_M1A2_TUSK_MG_DES_US_Army { cost = 1050; requirements[]={}; }; class CUP_B_M1A1_DES_US_Army { cost = 1050; requirements[]={}; }; }; class Aircraft { class CUP_B_A10_DYN_USA_OCimport_01 { cost = 1500; requirements[]={"A"}; }; class CUP_B_A10_DYN_USA { cost = 1500; requirements[]={"A"}; }; class CUP_B_AC47_Spooky_USA { cost = 1500; requirements[]={"A"}; }; class CUP_B_C47_USA { cost = 1500; requirements[]={"A"}; }; class CUP_B_UH60M_Unarmed_FFV_MEV_US { cost = 1500; requirements[]={"H"}; }; class CUP_B_UH60M_Unarmed_FFV_US { cost = 1500; requirements[]={"H"}; }; class CUP_B_UH60M_Unarmed_US { cost = 1500; requirements[]={"H"}; }; class CUP_B_MH60L_DAP_4x_US { cost = 1500; requirements[]={"H"}; }; class CUP_B_MH60L_DAP_2x_US { cost = 1500; requirements[]={"H"}; }; class CUP_B_CH47F_USA { cost = 1500; requirements[]={"H"}; }; class CUP_B_CH47F_VIV_USA { cost = 1500; requirements[]={"H"}; }; class CUP_B_UH60M_FFV_US { cost = 1500; requirements[]={"H"}; }; class CUP_B_UH60M_US { cost = 1500; requirements[]={"H"}; }; class CUP_B_AH64D_DL_USA { cost = 1500; requirements[]={"H"}; }; class CUP_B_AH6J_USA { cost = 1500; requirements[]={"H"}; }; class CUP_B_AH6M_USA { cost = 1500; requirements[]={"H"}; }; class CUP_B_MH6J_USA { cost = 1500; requirements[]={"H"}; }; class CUP_B_MH6J_OBS_USA { cost = 1500; requirements[]={"H"}; }; class CUP_B_MH6M_USA { cost = 1500; requirements[]={"H"}; }; class CUP_B_MH6M_OBS_USA { cost = 1500; requirements[]={"H"}; }; }; class Naval { class CFP_B_USMC_RHIB_DES_01 { cost = 500; requirements[]={"W"}; }; class CFP_B_USMC_RHIB_Mk19_DES_01 { cost = 500; requirements[]={"W"}; }; class CFP_B_USMC_Zodiac_DES_01 { cost = 500; requirements[]={"W"}; }; }; class Gear { class CUP_USSpecialWeapons_EP1 { cost = 200; requirements[]={}; }; class CUP_USLaunchers_EP1 { cost = 200; requirements[]={}; }; class CUP_USOrdnanceBox_EP1 { cost = 200; requirements[]={}; }; class CUP_USBasicWeapons_EP1 { cost = 200; requirements[]={}; }; class CUP_USBasicAmmunitionBox_EP1 { cost = 200; requirements[]={}; }; class CUP_USVehicleBox_EP1 { cost = 200; requirements[]={}; }; class RH_m4m16ammobox { cost = 200; requirements[]={}; }; class RHpistammobox { cost = 200; requirements[]={}; }; class RH_m4m16camobox { cost = 200; requirements[]={}; }; class RH_accbox { cost = 200; requirements[]={}; }; }; class Defences { class CUP_B_M2StaticMG_US { cost = 250; requirements[]={}; }; class CUP_B_TOW_TriPod_US { cost = 250; requirements[]={}; }; class CUP_B_M252_US { cost = 250; requirements[]={}; }; class CUP_B_M119_US { cost = 250; requirements[]={} ; }; }; }; class EAST { class Infantry { class CUP_O_TK_INS_Commander { cost = 100; requirements[]={}; }; class CUP_O_TK_INS_Soldier_TL { cost = 100; requirements[]={}; }; class CUP_O_TK_INS_Sniper { cost = 100; requirements[]={}; }; class CUP_O_TK_INS_Soldier_AT { cost = 100; requirements[]={}; }; class CUP_O_TK_INS_Soldier_AAT { cost = 100; requirements[]={}; }; class CUP_O_TK_INS_Soldier_Enfield { cost = 100; requirements[]={}; }; class CUP_O_TK_INS_Soldier_FNFAL { cost = 100; requirements[]={}; }; class CUP_O_TK_INS_Soldier { cost = 100; requirements[]={}; }; class CUP_O_TK_INS_Soldier_GL { cost = 100; requirements[]={}; }; class CUP_O_TK_INS_Mechanic { cost = 100; requirements[]={}; }; class CUP_O_TK_INS_Bomber { cost = 100; requirements[]={}; }; class CUP_O_TK_INS_Soldier_MG { cost = 100; requirements[]={}; }; class CUP_O_TK_INS_Guerilla_Medic { cost = 100; requirements[]={}; }; class CUP_O_TK_INS_Soldier_AR { cost = 100; requirements[]={}; }; class CUP_O_TK_INS_Soldier_AA { cost = 100; requirements[]={}; }; }; class Vehicles { class CUP_O_Ural_ZU23_TKM { cost = 450; requirements[]={}; }; class CUP_O_BTR40_MG_TKM { cost = 450; requirements[]={}; }; class CUP_O_MTLB_pk_TK_MILITIA { cost = 450; requirements[]={}; }; class CUP_O_LR_MG_TKM { cost = 450; requirements[]={}; }; class CUP_O_BTR40_TKM { cost = 450; requirements[]={}; }; class CUP_O_LR_SPG9_TKM { cost = 450; requirements[]={}; }; class CUP_O_LR_Transport_TKM { cost = 450; requirements[]={}; }; class CUP_O_V3S_Open_TKM { cost = 450; requirements[]={}; }; class CUP_O_V3S_Repair_TKM { cost = 450; requirements[]={}; }; class CUP_O_V3S_Refuel_TKM { cost = 450; requirements[]={}; }; class CUP_O_V3S_Rearm_TKM { cost = 450; requirements[]={}; }; class CUP_O_V3S_Covered_TKM { cost = 450; requirements[]={}; }; }; class Gear { class CUP_TKBasicAmmunitionBox_EP1 { cost = 50; requirements[]={}; }; class CUP_TKBasicWeapons_EP1 { cost = 50; requirements[]={}; }; class CUP_TKOrdnanceBox_EP1 { cost = 50; requirements[]={}; }; class CUP_GuerillaCacheBox_EP1 { cost = 50; requirements[]={}; }; class CUP_TKSpecialWeapons_EP1 { cost = 50; requirements[]={}; }; class CUP_BAF_IEDBox { cost = 50; requirements[]={}; }; class CUP_TKLaunchers_EP1 { cost = 50; requirements[]={}; }; class CUP_TKVehicleBox_EP1 { cost = 50; requirements[]={}; }; }; class Defences { class CUP_O_D30_TK_INS { cost = 250; requirements[]={}; }; class CUP_O_AGS_TK_INS { cost = 250; requirements[]={}; }; class CUP_O_D30_AT_TK_INS { cost = 250; requirements[]={}; }; class CUP_O_DSHKM_TK_INS { cost = 250; requirements[]={}; }; class CUP_O_SPG9_TK_INS { cost = 250; requirements[]={}; }; class CUP_O_DSHkM_MiniTriPod_TK_INS { cost = 250; requirements[]={}; }; class CUP_O_2b14_82mm_TK_INSCUP_O_2b14_82mm_TK_INS { cost = 250; requirements[]={}; }; class CUP_O_ZU23_TK_INS { cost = 250; requirements[]={}; }; }; }; }; }; }; I'd like to see the description.exe of you could post here as spoiler as to not take up a whole page. Thanks. I am releasing my setup ive compiled from everything I read up on how this system reads and works. Mod List as follows for you to be able to load up and try the list in any mission you create all you need to do is copy it into your mission folder and change the Asset List to the New one Located in Desc.ext. copy that and make sure you put it like this or it wont read. ["list name"] use quotes not apostrophes ' bad " this good. Mod List needed. @CBA_A3 @CUP Weapons @CUP Units @Cup Vehicles @Community Factions Project(CFP) @3den Enhanced @Achilles @Advanced Urban Rappelling @Advanced Weapon Mounting @Align @DynaSOund 2 @Ehnanced Movement @Enhanced Soundscape @Project Injury Reaction(PiR) @Unit Voiceovers @RKSL Studios: Attachments v3.00 @RH_Pistol_pack @rh m4/m16 @RH Accessories v1.06 @Vcom AI V3.1 @QS Mag Repack @CUP Terrains-Core @CUP Terrains-Maps 23 in total if you want to boot up any warlords map you choose just set them to this Faction Class Set Blufor in warlords init module. to. CUP_B_US_Army Set Redor to. CUP_O_Men_TK And Set Indep To CUP_I_Men_TK_GUERRILLA then set up and link your secotors as you like and save and play in multiplayer lan to play by yourself. Also a note about my .ext the syntax format got jumbled on upload. the proper format for entire file look to the first set of unit entries class Infantry { class Unit Classname Here { cost = 100; requirements[]={}; }; class Unit Classname Here { cost = 100; requirements[]={}; }; class Unit Classname Here { cost = 100; requirements[]={}; }; Share this post Link to post Share on other sites
pierremgi 4857 Posted March 10, 2019 Please use spoiler for such long post. Share this post Link to post Share on other sites
Plexyshard1490 3 Posted March 11, 2019 (edited) Sorry im new to using this forum I will do that for any future posts. thanks I will add in the spoiler now I know what I forgot to click on Edited March 11, 2019 by Plexyshard1490 because i did a bad thing lol Share this post Link to post Share on other sites
pierremgi 4857 Posted March 11, 2019 39 minutes ago, Plexyshard1490 said: Sorry im new to using this forum I will do that for any future posts. thanks I will add in the spoiler now I know what I forgot to click on nvm Share this post Link to post Share on other sites
AlexRUS 4 Posted March 11, 2019 Hi. Is it possible to make option to switch off my location marker on the map for friendly units? Share this post Link to post Share on other sites
Beagle 684 Posted March 11, 2019 On 3/11/2019 at 1:08 PM, AlexRUS said: Hi. Is it possible to make option to switch off my location marker on the map for friendly units? I watched you getting teamkilled at spawn by the same guy 20 times or more in a row and was wondering how that is actually possible without the guy getting kicked or "Blackscreened". well, now that at least the hacks are at bay in 1.90 we still have enough problems now in Warlords, now the main gripe is teamstacking and the following air rape on the smaller team. The LGB and Laser Designator is taking its toll onto the few short range Air Defense Systems we can use in the mission. Now i can see why Anti-Radiation missiles would ne a horror, when To-199 and buddy lasing is already enough. Air defense AI (both as ADV and Infanrty) is utterly ineffective aginst player Airplanes, als also player controlled ADV has a hard time since Contermeasures are so damned effective. Hardy every 4th missile is a close enough hit that will eventually force the pilot to at least retreat Again, the low AI team membver count makes Warlords now fail for the dedicated light or mechanized infantry player. Warlords has finally turned into airquake with some thrown in hard and soft targets. Keep in mind that CSAT will always be first in the air, since they can get Molos Airfield fast as 3rd capture zone. NATO is very often just busy with Therisa when the first CSAT aircraft show up. Once over AAC even a Neophron can force an no fly zone over AAC for quite a while wreaking havoc among the defenseless AI delivereded aircraft there. in BECTI the problem was solved with the advancec Air Defense Systems the ArmA already features. They could come at a price as high as a To-201 1 Share this post Link to post Share on other sites
jandrews 116 Posted March 12, 2019 @Beagle I have a solution. Make your own warlords mission and raise the cost of those planes to very high. Plus you can add AI AAA batteries in editor and do special things so they keep the skies less cheese. I have vcomai running on warlords. Its using a specific loop. My question is does anyone have an scripts running on the ai when they spawn? I dont want to use a mod either. I have tried some other loops and I believe warlords is not having it. So any ideas on how to push 3rd party scripts on ai when they spawn? Thanks in advance. Share this post Link to post Share on other sites
Jezuro 452 Posted March 13, 2019 I've started experimenting with some more features: Autonomous radar & SAM sites under Defences (10.000CP for radar, 7.500CP for SAM) Introducing limit to max autonomous turrets per player to 3, this also affects autonomous MGs Planes cost increase (12.000CP for CAS planes, 17.500CP for fighters) Vehicles are locked by default when requested Can be unlocked/locked directly via Action menu or you can lock/unlock all your vehicles globally via Request menu Requested assets are immune to FRIENDLY fire for 3 minutes Limit for maximum CP The value can be modified under Parameters so flexible testing can be done on retail Please keep in mind that this is not final and might not eventually make it to live. 4 2 Share this post Link to post Share on other sites
HellhoundF 6 Posted March 13, 2019 1 hour ago, Jezuro said: I've started experimenting with some more features: Autonomous radar & SAM sites under Defences (10.000CP for radar, 7.500CP for SAM) Comment: Are they place-able by players, or spawned in pre-defined positions? Another idea is a base-exclusive variant of these, which spawn on game start and are immune to friendly fire, making base-bombing harder. Introducing limit to max autonomous turrets per player to 3, this also affects autonomous MGs Planes cost increase (12.000CP for CAS planes, 17.500CP for fighters) Comment: I would say 10.000 for CAS and 15000 for fighters, as with the implementation of better air defenses increases their chances of being shot down. Vehicles are locked by default when requested Can be unlocked/locked directly via Action menu or you can lock/unlock all your vehicles globally via Request menu Requested assets are immune to FRIENDLY fire for 3 minutes Comment: Excellent. But for example, are they immune to ramming? Yesterday a player requested a jet and as it landed it got rammed by a friendly truck driven by a player. Would this count as an immunity? Limit for maximum CP The value can be modified under Parameters so flexible testing can be done on retail Please keep in mind that this is not final and might not eventually make it to live. It is an improvement. I've made respective comments on certain points. Share this post Link to post Share on other sites
Jezuro 452 Posted March 13, 2019 @HellhoundF SAM sites are placeablw like other static defenses. Custom offsets have also been introduced for this. The costs are of course not necessarily final. Ramming will have to be tested yet. Share this post Link to post Share on other sites
AlexRUS 4 Posted March 13, 2019 Hack right now, on server #03 (Veteran). Share this post Link to post Share on other sites
darrenin 19 Posted March 14, 2019 Hey just curious, if I start a lan server with my own user created warlords mission to play solo, will it save if I log off? really hoping for a single player experience where I could save my progress Share this post Link to post Share on other sites
Jezuro 452 Posted March 14, 2019 @darrenin You can play the mission in singleplayer and save normally. Share this post Link to post Share on other sites