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thanks @pierremgi, I'll definitely give that a try later tonight ^^ :icon_biggrin:

 

 

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Hey Jezuro,

 

Is there a way to set the spawned ai relations.

Say for example the INDE garrisoned.

e.g INDEPENDENT setFriend [civilian,0].

 

Cheers!

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There is a way to add a piece of code that running on the AI Teamate and also manage all the vehicle asset with dynamic simulation ?

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Guys, what a mess with Warlords official servers for a last one day? Some servers down, some settings with no fast travel, no scoretable (custom difficulty level), etc...

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Yea, all the US servers are dead and no more fast travel. What a mess 😕

 

Hope this will change soon. Had a ton of fun in Warlorlds.

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@JezuroThere is a bug on EU3 Warlord server, when you in arsenal, you can't get UAV, Static MG's, etc. Only backpacks. Could you fix it, pls?

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@pierremgi

@Jezuro

 

I've searched around but couldn't find much. 

 

"WLAIRequisitonBlacklist" only seems to work for soldiers. Is there a way to stop the AI from purchasing certain vehicles?

 

Example:

 

WLAIRequisitonBlacklist[] = {
    "CFP_B_USRANGERS_Quad_Bike_WDL_01",
    "CUP_I_Van_Transport_ION",
    "CUP_I_LSV_02_Minigun_ION",
    "CUP_I_SUV_Armored_ION",
    "CUP_I_BTR80A_ION",
    "CUP_O_T72_SLA",
    "CUP_B_RM70_CZ",
    "CUP_B_T810_Reammo_CZ_DES",
    "CUP_B_T810_Refuel_CZ_DES",
    "CUP_B_T810_Repair_CZ_DES",
    "CUP_O_TT650_CHDKZ",
    "CFP_O_SSREBELS_Hilux_01",
    "CFP_O_SSREBELS_Hilux_DShKM_01",
    "CFP_O_SSREBELS_Hilux_AGS_30_01",
    "CFP_O_SSREBELS_Hilux_SPG_01",
    "CFP_O_SSREBELS_Hilux_Podnos_01",
    "CFP_O_SSREBELS_Hilux_ZU_23_01",
    "CFP_O_SSREBELS_Hilux_MLRS_01",
    "CFP_O_SSREBELS_BM_21_01",
    "CFP_O_WAGNER_BTR_80_DESERT_01",
    "CFP_O_WAGNER_BMP_2_DESERT_01",
    "CFP_O_SSREBELS_T55_01",
    "CFP_O_WAGNER_Van_Transport_DESERT_01",
    "CFP_O_WAGNER_Ural_DESERT_01",
    "CFP_O_WAGNER_Ural_Ammo_DESERT_01",
    "CFP_O_WAGNER_Ural_Refuel_DESERT_01",
    "CFP_O_WAGNER_Ural_Repair_DESERT_01"
};

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Hey all

 

Quick query about modding this mission.
managed to get everything working - just a small query about the respawn.


For some reason, when the respawn 'countdown' normally appears, it does not show on the screen. Repawn works fine otherwise (after the 'hidden' countdown timer is complete).

Any idea how to fix this please?

 

#H

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Hello everyone

would it be possible to have the full script of a warlords with RHS mods (GREF for independent, USAF for BLUFOR and AFRF for OPFOR) please. I've been trying to create a multiplayer game for myself and my colleagues for about 3 months, but I really can't do it. Sorry to ask it like that. thank you in advance for your help

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Hello,

 

I have followed the instructions in this wiki: https://community.bistudio.com/wiki/Arma_3:_MP_Warlords

 

I also de-pbo-ed the regular vanilla warlords scenario on Altis.

 

I would like to setup the AAF (IND_F) as the blufor faction, CSAT (OPF_F) as the opfor faction and the GM extras mod (gmx_fc_tak) https://steamcommunity.com/sharedfiles/filedetails/?id=1737435871 as independent faction config.

 

I have done so in the 'Warlords init' module (as shown in the screenshot-link below), and setup 'warlords base' module as blufor, but the mission keeps spawning BLUFOR NATO units instead of AAF, which when they land start fighting with the AAF vehicles I have placed there.

 

What am I doing wrong or missing here?

 

https://ibb.co/WPdp7dm"><img src="https://i.ibb.co/WPdp7dm/2022-01-24-15-38-32-Window-kanniet-betalen.png

 

When using NATO and blufor, everything works fine, but would like to have the AAF on my side this time.

 

Can someone help?

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Also, AFAIK, only BLUfor and Opfor can be chosen in the drop down menu of the warlords base module.... don't fathom why IND_F was not implemented as an option.... This means that even if you set up IND as blufor in the Warlords INIT module, NATO blufor still parachutes in, instead of AAF.

 

 

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Not sure Warlords is still maintained...

 

Anyway, there is a bug in Bis_fnc_WLInit:


 

....

    [] spawn {
        while {TRUE} do {
            sleep 30;
            _vehiclesBelowGround = vehicles select {_pos = getPosATL _x; _depth = _pos # 2; _depth < -0.7 || (_depth < -0.55 && surfaceIsWater _pos)};
            _vehiclesBelowGroundCnt = count _vehiclesBelowGround;
            {
                _x spawn {
                    _veh = _this;
                    sleep 2;
                    if (!isNull _veh) then {
                        _pos = getPosATL _veh;
                        _depth = _pos # 2;
                        if (_depth < -0.7 || (_depth < -0.55 && surfaceIsWater _pos)) then {
                            {
                                if (!isNull _x) then {
                                    _x setPos position _veh;
                                    _grp = group _x;
                                    if (isPlayer _x) then {_x setDamage 1} else {deleteVehicle _x};
                                    if (count units _grp == 0) then {deleteGroup _grp};
                                }
                            } forEach crew _x;  /////////////////////////////////  should be _veh instead of _x HERE,  because _x is not defined in this scope.
                            deleteVehicle _veh;
                        }
                    }
                }
            } forEach _vehiclesBelowGround;
        };
    };

....

Message error :

Error in expression <en {deleteGroup _grp};
}
} forEach crew _x;
deleteVehicle _veh;
}
}
}
} forEach >
 8:53:56   Error position: <_x;
deleteVehicle _veh;
}
}
}
} forEach >
 8:53:56   Error Undefined variable in expression: _x
 8:53:56 File A3\Functions_F_Warlords\Warlords\fn_WLInit.sqf..., line 397

 

Thanks

 

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Hello guyz!

I need your help plz.

HOW I can make my bots (soldiers) when i choose red team speak English in the radio? I need to listen them and understand what they say. 

I hope for your replie. 

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18 minutes ago, Nasi0s said:

Hello guyz!

I need your help plz.

HOW I can make my bots (soldiers) when i choose red team speak English in the radio? I need to listen them and understand what they say. 

I hope for your replie. 

 

You need to tweak the "speaker" of the units:

- for edited units, just choose the voice attribute in object identity menu (attributes of the unit).

 

- for spawned units (WL sector or bought AIs), you need to write a little loop like this (depending on faction):
   in init.sqf (must run everywhere):

[] spawn {
  while {true} do {
    private "_spk";
    sleep 2;
    {
      call {
        if (faction _x isEqualTo "OPF_SFIA_lxWS") exitWith {
          _spk = selectRandom ["Male01RUS","Male02RUS","Male03RUS"];
          _x setSpeaker _spk;
        };
        if (faction _x in ["OPF_TURA_lxWS","IND_C_F"]) exitWith {
          _spk =  selectRandom ["Male01PER","Male02PER","Male03PER"];
          _x setSpeaker _spk;
        };
      };
      _x setVariable ["passedVoice",TRUE]
    } forEach (allUnits select {isNil {_x getVariable "passedVoice"}});
  };
};

 

- Now, if your units are respawnable, you need an extra code (in init.sqf also):

addMissionEventHandler ["EntityRespawned", {
  params ["_unit","_corpse"];
  _unit setSpeaker speaker _unit;
}];

 

 

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