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Another issue I noticed on redux is that the blackfoot's laser guided dagrs tend to be off target.  Not sure what conditions create this as I've seen them accurate before:

 

 

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More redux testing:

 

Issues: 

1. The opposing opfor team of 14 or so, could not reset sector voting

2. Blackwasp and CAS do not reload at all

3.  Blackfoots countermeasures do not reload still

4. Tank countermeasures show no smoke when deployed.  Makes the sound, number of cm decrement but no smoke deployed.  Works in regular warlords so dont think its a graphics card issue.

5.  AT and AA static defenses fall over much easier than the previous version.  And if they do, cannot set them back up.

 

Not sure if these are bugs:

1. My single slammer with a crew of four could capture sectors even though there were 10 AI in them

2. Sometimes you can't capture a sector unless you have another player or own AI with you

3.  Was able to recapture a sector from opfor even though they had more players in it and all I had to do was to fast travel back to the sector in order to stop it from being captured.

4.  With large numbers, the sector scan rate make capturing a large sector extremely difficult if not impossible especially if you have no vehicles

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Hi,

 

Sorry to get in the way of all the redux stuff. I have two questions inregards to setting up a warlords mission using the official modules.

1) Is there a way add a custom playlist to the music used by warlords?

2) Is there a way to make response teams work for Blu/OpFor?

 

Thanks in advance.

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1. Warlords reads the whole CfgMusic config and plays random tracks. You'd have to override the config with a mod.

2. Nope 😞

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Ok I have to set them up manually.

Another question.

Is it possible Define a texture in the asset list? E.g The Gorgon in one of the FIA schemes.

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Is it possible to create Naval Zones where the Independent side spawns modded navy vessels to defend it?

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The US West server was attacked by a hacker 2 a.m. pacific standard time and apparently crashed.  Everyone just kept dying.  FYI.

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Hey I just need a little help if that's alright i'm trying to get this to work and it works fine in SP but whenever I start it up in multiplayer I get this error.

 

'...rsArrayx1", sidegroup_this];

_owned = |#|_sectorsListed # 0;

_available = _sector...'

Error undefined variable in expression: _sectorslisted

 

please send help I have no idea what I'm doing wrong.

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Still loving the mission though I prefer the smaller 16 player maps - mainly as there are fewer Jets flying around...

Would love  a slightly bigger mission than Malden2035 - maybe 24 player - but not on the scale of the entire Altis map. I can't spend an entire day playing!!  🙂

 

Q.. Would it be possible to give late joiners at least 300 starting CP; as if you join and your team is pinned down at the first flag by armor - and noone has AT - you're screwed.

 

Would also like a magazine repack feature - as seen on other missions..

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Can anything be done to stop a group of 2 or 3 players taking over Bohemia Interactive public servers by kicking anyone that joins?
 

Just tried to join a Warlords server. Had barely connected - and kicked..

Now, cant get back in - "Due to how the server is set up, you can not rejoin until mission restart" or something..

Are they testing hacks? Who knows..

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4 minutes ago, Hostilian said:

Can anything be done to stop a group of 2 or 3 players taking over Bohemia Interactive public servers by kicking anyone that joins?
 

Just tried to join a Warlords server. Had barely connected - and kicked..

Now, cant get back in - "Due to how the server is set up, you can not rejoin until mission restart" or something..

Are they testing hacks? Who knows..

it's an old story!

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I love this mission, created a couple of edits on Malden and Altis with a few additional scripts. Thanks Jezuro, i credited you in my mission edits similar to the page crediting Phronk in the screenshot below.

 

 

Arma-3-D-Steam-Library-steamapps-common-

Edited by law-giver
My screenshot has magically appeared.
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Been dipping my toes into some Warlords Redux.

One great thing is that with Redux it's now possible to create Indep vs West/East missions out of the box. Regarding this though I've noticed while I've been testing Indep vs West/East setup it seems that Indep is unable to capture sectors from the side that happens to be defending the sector that is being attacked by Indep. No matter how I kill everyone from the sector (and make sure with Sector scan that no one should be alive) the capturing process never seems to start for Indep. Can anyone confirm such behaviour? Isn't it so that you just set the desired combatantsPreset setting to one that includes "Resistance" as playable side and the mission should be good to go? Or am I missing something in the parameters which is why the capturing doesn't work for playable Indep?

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Hi guys/gals,

 

Here's my Warlords edits i've had sitting around with some cool scripts added that were made by George Floros for example and a few others. Enjoy!

 

http://www.filedropper.com/warlordsmpmissions <<< link updated 05/10/2020

 

Thanks to BI and Jezuro for turning me into a Warlords addict! 😉

 

I should like to give credits to George Floros as he made some cool scripts that i've used and he fixed an issue really quick, top man. 😉

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On 12/17/2019 at 12:46 PM, law-giver said:

Errr someone removed my screenshot! ???????

nope. According to logs noone besides you touched your message.

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2 hours ago, Dedmen said:

nope. According to logs noone besides you touched your message.

 

Man that's weird, i popped on and read your post scrolled up and my pic is there. Now i'm confused! Errrr.... :-)

 

I think i'd better re-edit the post......doh! Apologies Dedmen. ;-)

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@Jezuro

Nice to hear development is still happening on Warlords! I've put down some issues I've noticed over the past year or so, hope its helpful.

 

Glitches/Exploits:

-          DAGR glitch: enables footsoldiers to load a DAGR through arsenal and fire it handheld automatically

-          Auto-turret glitch: placing auto turrets under hills/rocks, and blocking zones indefinetly. Would recommend that auto-turrets don’t factor into a zone’s capture, since its impossible to prevent people from glitching into the ground.

-          Troll alts: Trolls disconnecting and switching to different soldiers before being vote-kicked. Would recommend that votes become additive to a player on the same account if they log on the server with a different solider than previous (to slowly build up kick-votes and get them out). Realise this is a bit complicated, but I noticed that if you mute someone it carries across to their alts, so they’re definitely tracked somehow by the server.

 

Overall balance issues:

-          Players initially placed on bluefor, so that team accumulates more noobs/trolls and usually looses. Would recommend randomizing initial team selection, and have team locking after 10 min.

-          DIY artillery: Rhino has no radar signature when hidden in warehouses & tall bushes and can accurately fire an ATGM from 8 km. Kajman can do a similar effect and fire Skyfire rockets full-auto across the map when hovering on a hilltop over an ammo truck.

-          Arsenal glitch: can drag items from arsenal straight onto the ground (make infinite UAVs & auto-turrets, & place Apers mine dispensers)

-          More strict TK rules: TK in spawn should immediately ban someone until restart. TKing a friendly vehicle inside a friendly (and uncontested) zone should also be an immediate ban until restart. This would help a lot with cracking down on trolls.

 

Wishlist:

-          Game start time at 4:00 am (sunrise) with faster timespeed and even faster nighttime speed

-          Weather effects

-          Random initial base spawns (we currently have the map plan memorised)

-          Implementation of aircraft carrier & destroyer (perhaps initial base?)

-          Randomise both player teams (able to play as independent)

-          Soft implementation of attack drones (2 per team)

 

2GIoUeA.jpg

BxAzzqV.jpg

9M90N7X.jpg

 

 

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Glad there is stuff being developed - but I haven't seen any Warlords updates recently (and not many more official map types - which are sorely needed).

 

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Some of the major issues I found so far:

 

1. Most servers are on regular. The veteran server has very few players (is there only 1?). Please make the first server veteran/elite/custom, so that people who just choose the 1st server will get that... If someone really wants to play regular he can manually pick a different one.

 

2. For small player counts (and probably even high counts) it takes forever to get the PvP game started. There are way too many zones that it takes hours to capture enough to actually reach the point of fighting the enemy. This basically makes the game only somewhat fun when joining late, and everyone quit when a new game starts.

 

3. Early you get almost no CP at all, while late game you get a very generous amount. There should be reasonable basic CP generation even with 0 zones.

 

There should be significantly less zones and each zone should count for more (for both #2 and #3).

 

4. The whole rearming process is annoying and encourages abuse. You have to either pay for full arsenal or try to figure out which ammo crates contain what you need and start chasing them around the base. Considering that you didn't loot anything temporary before you died and can actually acquire last loadout (which is absurdly cheap as someone can loot your titans and you can duplicate your loadout that way). One possible solution is go to arsenal on every respawn but have to pay for anything you take (and of course can store some presets for cheap/expensive/specialist loadouts to get done with it more quickly). The cost will have to be added to the arsenal though. This will make every weapon and ammo spawned cost something. Some very basic alternatives (crewman, rifleman, pilot) should be free. Basic AT should be cheap if neutrals keep spawning armor. Spawning ammo crates should be left for field rearming (and ammo shouldn't cost much, while weapons should cost more). If you keep spawning ammo crates at base as a cheap way to rearm multiple times, at least don't spawn them 100m away...

The above issue also results in very little weapon variety, as it's too much trouble (and early also costly) to keep grabbing a different weapon than the default, not to mention getting more ammo for it. Best way is to just drop your mags/nads/fak, reload last loadout and pick up fresh mags back, which is annoying and limits to your the default weapon. Also, some basic vanilla weapons are missing and only a DLC alternative is available. Mostly bluefor have the DLC EBR but are missing the vanilla one...

 

5. Respawn system is very problematic. I couldn't figure out the rules 100% yet, but it seems you can spawn straight into the enemy line of sight both when attacking and even more so when defending. This makes spawn camping a necessity at some point. Fast travel to a zone an enemy is attacking should spawn you outside just like when attacking. Spawning should be further away and you should have some freedom in selecting the exact spot. Maybe even make it much further but spawning transport vehicles to your position much cheaper.

 

6. Zones are very large, which results in lots of hide and seek. Making them much smaller will make it more obvious where you need to go to defend/attack. It doesn't force all fighting to be inside the zone... But it'll make everyone more focused on reaching a more specific area.

 

7. Weird stuff happen when both teams focus on just attacking. If there are enemies in the zone you are supposed to defend, capturing should be disabled until you also clear the defended zone from enemies. Smaller zones will also help with that.

 

8. Neutral zones have a ton of AI but they're very bad. This makes for some very strange firefights... Not sure if it's due to server being veteran (as opposed to elite) or if the mission specifically lowers their skill further. Haven't noticed yet if friendly AI is as problematic, if they are then they're pretty worthless except for some guided AT/AA which can't miss anyway.

 

There's probably much more but those are the biggest game breakers I could think of right now.

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12 hours ago, galzohar said:

 

1.. I'm fine with Veteran servers as they are - but would love if they were custom Veteran; so you could see your own AI on the map.. It's a pain in the backside otherwise..

3.. I think each force's main base needs the CP rewards upping a bit.. It's very easy to get pinned at the first sector, if you join late and lose out on the 500CP bonus...

5.. You can already choose where you spawn.. A lot of people don't know that where you spawn (when attacking a zone) depends on the sector you come from.. If you want to spawn to the East of a sector, you'll need to fast travel From a sector to the East.. You want spawn to the North of a sector you're attacking, well then you need to head to a sector to the North of where you want to go, first! It's basically a straight line from where you're coming from..

 

The other points aren't a problem for me...

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You don't think that taking hours to find any enemy player is a problem? And that players quitting as soon as a new game starts just because of this is also a problem? The first 2 times I tried this I joined a game in progress which was more reasonable, with cp being generated at a good (even too good) rate. Then I had a game that just started and with just a few players and it took over 2 hours just to capture a few zones, during this time the entire enemy quit and some new players re-joined and eventually it was late at night and I had to go, being nowhere near the middle of the map yet. Basically a team that had more players playing longer and fighting boring AI for more hours will have a serious advantage, that is if the server doesn't become empty in the process.

 

In the end I think the game duration should be something that an average player can afford to spend, and not that 1 match would have the entire team get replaced by new players several times before it's finished, if it ever gets finished without requiring one of the teams to go to bed first.

 

 

As for spawning, I noticed it depends on where you come from, but it's still a very specific position, which could be completely exposed and spawn camped. I don't think anyone likes having spawn camping in a game. If we get some reasonable radius around the current spawn point to choose a more concealed position to spawn in it would be better. Also, if you can come from multiple directions, we could be saved the trouble of deploying twice by having those options available in advance (although that's just an annoyance, not a major issue).

 

Regarding difficulty, seeing AI on map can be fixed by mission scripting if it's important for this mission's gameplay. Friendly players are already appearing by script. I also don't like kill messages and score board (as it lets you easily confirm your kills which hurts realism without a real gameplay benefit), that's why I'd prefer elite/custom (where custom is basically just elite with VonID, stamina bar and stance indicator enabled).

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