Jump to content

Recommended Posts

Hello everyone! Does anyone knows - is Gear_custom class (custom ammo boxes) working? I'm trying to port one of my old Warlords mission but it looks like that you can't get ammo boxes with custom ammo boxes atm, they're a not appering in "Gear" submenu.

Share this post


Link to post
Share on other sites

Yeah that turned out to be a real problem in the code to pull out without issues so I scrapped that feature.

Share this post


Link to post
Share on other sites

@Jezuro

Well, that's sad. :(

At least i can do this through making my own little mod with custom ammoboxes and referencing them in the description.ext.

Thank you for quick anwser, anyway!

Share this post


Link to post
Share on other sites
2 hours ago, sadfrog17 said:

Hello everyone! Does anyone knows - is Gear_custom class (custom ammo boxes) working? I'm trying to port one of my old Warlords mission but it looks like that you can't get ammo boxes with custom ammo boxes atm, they're a not appering in "Gear" submenu.

 

You can do what you want, adding a modded gear (the mod must be on server and clients), or hacking the paradropped gear for special purpose.

Related behaviors: In my Warlord / CUP missions, I force uniform and helmet for each unit paradropped by players (all belong to different factions and I thought weird to choose too generic gear).

Share this post


Link to post
Share on other sites

Notes / Ideas / Suggestions;

  • CP Multiplier (setting on Warlords main module) does not effect awards for kills (10CP per kill regardless).
  • The ability to modify CP cost for Arsenal (An option in the Warlords main module?) would be a great addition.
  • The Y-32 (CSAT VTOL) has issues landing, possibly already fixed in the 1.90 update.
  • An option to manually delete (recycle CP?) owned vehicles / AI units would help abandoned things, and allow players to purchase units/vehicles if their group is too large.
  • An option to set the "attachTo offset" of defense objects would be useful for custom objects. Adding objects other than static turrets that are larger, you can end up inside them after being placed with no escape, death, etc. Not sure if per-object XYZ object offset can be implemented (An optional extra line in an asset's class list?) but could really help the custom warlords scene IMO.
  • Maybe consider adding some things to "Defenses" like Sandbags, Hbars, those metal military buildings? Maybe even the drones (since they can't land) & the Jets DLC drone AA emplacements (eg; Pretorian)? The last few being kinda OP, could be balanced with cost. Also kinda wondering how they'd get handled by garbage system.

 

Here's a video of using some other objects as Defenses while testing stuff.

 

 

*** Not looking for answers, or acceptance. If you like the ideas, cool! ..If you don't, COOL! :D ***

 Take it easy,
 -Farty7

  • Like 1

Share this post


Link to post
Share on other sites
44 minutes ago, Fourty7 said:

An option to manually delete (recycle CP?) owned vehicles / AI units would help abandoned things, and allow players to purchase units/vehicles if their group is too large.

 

This should already be possible via standard Action menu.

  • Like 1

Share this post


Link to post
Share on other sites
10 hours ago, Jezuro said:

 

This should already be possible via standard Action menu.

 

The option does exist for all items spawned via Vehicles & Units (AI) sub-menus, however the option is not available for anything spawned under Aircraft, Naval, or Defenses?

eg;

 

Maybe this was intentional for Defenses because they have the option to disassemble, however if anyone would like to put non static-weapons into the defense asset list the map clutter could get crazy fast.

Share this post


Link to post
Share on other sites

Question from a complete Warlords newb: how easy is it to pick up and play with a group of 4-8 players looking for a 2-3 hour coop session? Anything I’d need to know to run such a session?

Share this post


Link to post
Share on other sites

@thirith Pretty straightforward. Check Parameters in the lobby. Also, I would go for Stratis or Malden. Altis can take the whole day.

  • Thanks 1

Share this post


Link to post
Share on other sites

Is there any way to hide "Remove selected asset" context menu entry in action menu? It has not enough protection against accidental pressing.

 

P.S. I have not tested my mission in multiplayer environment with other players yet, but i hope that other players can't delete assets that they do not own.

 

Share this post


Link to post
Share on other sites

I've played warlords many times now and unfortunately I had to realize every time that team red always wins in the end. I don't know what exactly it is, but I have never expirienced when team blue wins. I prefer team blue because of the vehicles (I like black wasp:D) there but its every time in the end depresseing because it leads in a lose. Maybe its possible to balance that better ?

sorry for bad english :D

 

Share this post


Link to post
Share on other sites

Are you talking about the Altis scenario in particular? Have you had this experience with other maps as well?

Share this post


Link to post
Share on other sites

it is well known that in CTI missions, the opfor is superior in the mechanized infantry, IFV, MBT, Attack chopper and air superiority department. The back Wasp is no match for the Shikra in pure AA capability, its only chance is to fire AAM first. NATO assets are often better in range and sensors and vrsatility, but in raw firepower, combat endurance and survivability, CSAT is better. To win with NATO you need a strategy, just rolling up the map works best with CSAT. has always been that way. NATO in BECTI also rarely wins. NATO is particularly weak in the IFV department. the Kamish is simply superior to both the Panther and Marshall.

 

On the positive side NATO only has the Rhino and the Wipeout in Warlords, but both can be taken out easily by superior CSAT Units and need "specialist" to use them to full potential.

 

The introduction of the advanced SAMs in BECTI did wonders to reduce the lkate game "airpower rape" that always happened before. Might be an Idea for the "home base in Warlords too.

Share this post


Link to post
Share on other sites

Does anyone know if Mission Parameters set by the server.cfg take priority over equal parameters set in the Warlords Init Module or if it is the other way around?

 

For example the param 'BIS_WLArsenalEnabled' has the same effect as Arsenal Checkbox but which would take priority.

Share this post


Link to post
Share on other sites

Hey i spend few hour with Vcom and Warlord, and i find how to make it work, its simple and i don't know why I didn't think about this solution, so the playable AI will conquer sector.

 

First its important to edit the "VcomAI_DefaultSettings.sqf" and disable advanced movement :

line 34 = VCM_ADVANCEDMOVEMENT = false;

if not the AI defender will leave the sector.

 

Vcom must be disabled on the playable AI by adding this line in the init field of each unit :

(group this) setVariable ["Vcm_Disable",true];

 

On my mission i just leave one playable unit (for each side) with Vcom enabled, like this they are able to use mortar or MLRS...

 

Share this post


Link to post
Share on other sites

I am having problems creating a custom RHS units Asset list in the description.ext file, would anyone be able to help me?

(Pastebin: https://pastebin.com/jEsSKS6t)

The current problems that I face are:

[the file directory] line 2 { found instead of =, line 4 and line 6.

If I replace all { in these lines with = the next problem I get is that of 'line 6.: member already defined'
Finally if I remove the = in line 6, the final problem is that of 'input after EndOfFile'

Thanks for any help in advanced.

Share this post


Link to post
Share on other sites

@Shoppy if I’m reading above correctly, the server peramiters are adjustable at the start of each mission, I.e. hardcore settings, Venice rules etc. (explains why I have seen a server set to hardcore settings one day but full default on another.)

 

To all: That being said I think there needs to be a restart cycle placed on the official servers that forces a server restart if it has no players for say 10mins. Next player on gets to chose  parameters etc. One issue I have seen from it’s current setup, is that if the server goes for hours with little to now players, the AI seems to be able to spawn in seemingly unlimited  assets. Once myself and three other players were able to push opfor, with no players all the way back to its base, only for them to spawn tank after tank etc. we all had over 70 tank kills and over 1000 AI kills EACH!!! Of course every AI squad taken by a player looses its CP and started from scratch. (Makes me wonder if I had loaded into other team and then disconnected and loaded again a repeated, could I have fixed the issue and deplete their CP so we could finally win and start over. 

 

Also saw a server that a hat a hacker had gotten on and screwed everything up. Deleted all the territories etc. it sat unplayable for days. It was a hardcore style server, and the only one at the time, so I was real bummed over that one. 

 

I really think the ability to change attack order needs to be hardwired in. Seen to many games lost because somone made a bad attack order town choice. But it needs to be pricey to do it. Like 5000cp. I can see someone griefing and change the order just before a territory is captured just to mess with people. As it stands it’s free for them to just pick a bad town to attack. 

Share this post


Link to post
Share on other sites
9 hours ago, Matth1 said:

@Philosophical Goose You are missing a space between class and CfgWLRequisitionPresets. That's all I spot at a glance.

Holy Fucking shit man, I did not see that, you solved all of my problems. I am crying in happiness, this caused me such a pain. You are a damn true blue legend mate, @Matth1.

Share this post


Link to post
Share on other sites
On 25. 1. 2019 at 10:44 PM, Coolbreeze78 said:

I really think the ability to change attack order needs to be hardwired in. Seen to many games lost because somone made a bad attack order town choice. But it needs to be pricey to do it. Like 5000cp. I can see someone griefing and change the order just before a territory is captured just to mess with people. As it stands it’s free for them to just pick a bad town to attack. 

 

It's available in Parameters in the lobby, look for Sector voting reset. It's disabled by default though.

Share this post


Link to post
Share on other sites
On 03/01/2019 at 3:43 PM, damsous said:

No after a moment the playable AI respawn on their corpse, just got this today, i kill him more than 5 times (just respawn in front of me), and finally respawn at base.

 

Confirmed. Even with fast travel disabled AI squad leaders respawn on teammates. Need to score a full squad wipe to force one to appear at base.

Share this post


Link to post
Share on other sites

Yeah that will be fixed in the update too.

  • Thanks 1

Share this post


Link to post
Share on other sites

I'm fond of multiplayer solo. I just remarked that Ais can have some difficulties to reach the sector they choose. They are stuck in last captured sectors, making short patterns as they loiter. This disappears when the sectors are linked by roads.

 

Note: That's probably not totally on warlord side but more generally on arma's engine. It seems to me, one of the Arma's updates has changed some group behaviors. The command/control of Ais is just horrible. For some reason, it's a pain in the butt to give an order, especially with AIs in vehicles.

 

Here, it's simple as: An infantry can reach a sector even if no road, a vehicle can't. So, as Ai leaders will spawn vehicles each time they can, the dynamic of the sectors is quickly broken on many maps. The only way to make it workable is to reduce the distance between sectors and verify some roads can help the vehicle paths. Dedicated servers seem more impacted than hosted ones...

Share this post


Link to post
Share on other sites

@Jezuro it possible to add the Independent factions to the Warlords Base Module SIDE so you can choose from three factions. Trying to do this on Unsung Vietnam so sectors are manned by NVA and VC. So far I cant set Blufor and Independent to head to head, so we can fight NVA and VC in the sectors.

  • Like 1

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×