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Hi everyone,

 

Based on recent successful proof of concept with the first version of my campaign system in the Korosten/Zhitomir campaign, I am moving ahead with v2 of the system for IF (enhancing terrain generation, individual soldier tracking, supply/morale etc).

 

This is all in the context of historical/realistic MP coop action, dead is dead, no respawns/replays, no force balancing etc (i.e. completely different to the most common MP styles these days). This context provides an opportunity where I think the Arma MP system could be improved. Ideally, for my purposes, I need to have an MP Player Lobby that hides the opposition force strength from the player's view. That is, each connecting player would need to be authenticated into a particular side BEFORE they enter the lobby. When they enter the lobby after authentication they would only be able to see friendly units/slots/dispositions. Slot selection then takes place and the mission is run as usual. The benefit here is secrecy and fog of war - players should not automatically get perfect intel on the enemy OOB at the start of each mission.

 

My question is this: does anyone know of such a mod for A2 or A3? Alternatively, is anyone aware of a way to script the game (A2 or A3) that may allow such a mod to be developed?

 

Cheers,

Madbilly

 

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in A3 you can run the server with -skipLobby

https://community.bistudio.com/wiki/Description.ext#skipLobby

 

Or you can script behavior to some extent in the lobby like

http://killzonekid.com/arma-scripting-tutorials-how-to-skip-briefing-screen-in-mp/

 

Finally you could modify the dialog to have undesired information not shown.

 

However you would need to script you own slot selection to happen ingame, if you need that

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Finally you could modify the dialog to have undesired information not shown.

 

Thanks .kju. How would that be done? Is there a particular diag resource for the MP lobby that could be edited?

 

 

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RscDisplayMultiplayerSetup

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Thanks again. I have poked around a little and found this  as an example of RscDisplayMultiplayerSetup scripting. But I can't see where in the game files the RscDisplayMultiplayerSetup function would be called/used. I must be missing something obvious!

 

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