IvosH_cz 134 Posted January 26, 2018 You can play WARMACHINE at this server: Name: [CZ/SK] LAMA ARMA 3 server Address: 176.74.217.237:2402 Location: Czech Republic Share this post Link to post Share on other sites
IvosH_cz 134 Posted January 26, 2018 GAME EVENT Date: Monday 29.1.2018 Start at 19:00 UTC (London) SERVER: Name: [CZ/SK] LAMA ARMA 3 server Address: 176.74.217.237:2402 Location: Czech Republic Tell your friends to join as well. More people, more fun. 1 Share this post Link to post Share on other sites
IvosH_cz 134 Posted January 31, 2018 WATCH NEW TRAILER Share this post Link to post Share on other sites
IvosH_cz 134 Posted February 21, 2018 Update 22.02.2018 (100% completed) Mission generator: Automatic selection of parameters based on the number of players and groups (squads). Affects Mission type, Number of sectors Hint with the number of players, squads and recommended parameters. Number of sectors. Added option for 1 sector. You can select from 1 to 3 sectors. Added control for Area of operation selection. Prevent FOBs and BASEs to be created in the water. Prevent mismatch between mission type and generated AO AI system: After player respawn, checks if squad is lead by some of the players. Share this post Link to post Share on other sites
IvosH_cz 134 Posted February 23, 2018 Dear Arma 3 fans I can proudly announce that WarMachine PvP game mode is finally done. If you dream about PvP mission, which you can play anywhere on the map. If you dream about Battlefield in Arma 3. Stop dreaming, play WARMACHINE. Endless mission layout variants Customizable mission parameters: - Mission type - Number of sectors - Combat support - Respawn type and tickets - Respawn time for players and vehicles - Weather, fog and time - 3 layout selection methods From 1 vs. 1, to 24 vs. 24 players 1 year of development 6226 lines of code Thanks to: Bohemia Interactive, for Arma 3 and community support Feuerex, Killzone Kid, Larrow, for their tutorials and knowledge sharing. My Wife, for her patience and understanding. 1 Share this post Link to post Share on other sites
IvosH_cz 134 Posted February 25, 2018 Hallo Today You can join WARMACHINE game session at 19:00 UTC. Server: [CZ/SK] LAMA ARMA 3 server Address: 176.74.217.237 Port: 2402 You are welcome. Share this post Link to post Share on other sites
IvosH_cz 134 Posted March 1, 2018 Update 1.01 - 1.3.2018 Virtual arsenal restrictions fixed (Thank you UD1E) Hint “Become squad leader” fixed Added automatic assignment of newly joined players Share this post Link to post Share on other sites
IvosH_cz 134 Posted March 3, 2018 Showcase and gameplay video Share this post Link to post Share on other sites
IvosH_cz 134 Posted April 13, 2018 Update 1.02 - 13.4.2018 Added Tanks DLC support All DLCs ON by default (Can be disabled in the game lobby parameters) Share this post Link to post Share on other sites
IvosH_cz 134 Posted May 20, 2018 New gameplay video. Share this post Link to post Share on other sites
john111 76 Posted May 24, 2018 Can this come with native Headless Client support,please? Would be really useful.tnx Share this post Link to post Share on other sites
IvosH_cz 134 Posted May 28, 2018 On 24. 5. 2018 at 11:28 AM, john1 said: Can this come with native Headless Client support,please? Would be really useful.tnx Hello I think, that HC isn't necessary. HC is used to calculate AI, local to the server, on the separate PC and unload the server. WarMachine forces player to be a squad leader. Then if you are a squad leder, AI units in your squad join the combat and they are calculated on your PC (client). Squads without human leader, local to the server, stay at the base and doesn't fight. This means, that every PC (server/client) has to handle maximum of seven active AI soldiers. Also WarMachine code is well optimized. Most of the code uses event handlers and is written as function (much faster than script). But if you encounter problem, let me know. And Include description of the problem of course :-) Thanks IvosH Share this post Link to post Share on other sites
IvosH_cz 134 Posted May 29, 2018 Update 1.03 - 28.5.2018 KNOW BUG - If you get stuck in the map press 0-0-0 Some times, when you join the game, you get stuck in the map and can't close it. In that case pres 0-0-0 on your keyboard. Fixed script for creating area of operation AO manually Share this post Link to post Share on other sites
Leopard20 813 Posted June 12, 2018 Hi. Can this be played in SP only with AI? Share this post Link to post Share on other sites
IvosH_cz 134 Posted June 12, 2018 4 hours ago, Leopard20 said: Hi. Can this be played in SP only with AI? Hi Yes, it is possible. Start (host) LAN server. Create mission as usual. Then use Zeus to place enemy units at the objectives and you are ready to go. My recommended setup is 2 sectors, infantry mission or combined ground forces and short respawn time. Enjoy Share this post Link to post Share on other sites
Leopard20 813 Posted June 12, 2018 So the AI do not react to the situation or try to take our sectors right? It would be very nice if you could add some AI enemies too (with some mission parameter to adjust their numbers). It's also useful in servers with a low player count. Nonetheless, thank you for this mission. Keep up the good work! Share this post Link to post Share on other sites
IvosH_cz 134 Posted June 13, 2018 10 hours ago, Leopard20 said: So the AI do not react to the situation or try to take our sectors right? It would be very nice if you could add some AI enemies too (with some mission parameter to adjust their numbers). It's also useful in servers with a low player count. Nonetheless, thank you for this mission. Keep up the good work! Game mode is primary designed for multiplayer. It counts, that there is at least 1 player on each side and they are squad leaders. In that case it’s game 8vs8 (1 player + 7 AI units vs. 1player + 7 AI units). Ideal number of players is 3 vs. 3. It makes battlefield populated even with low player count. Mission parameters are automatically adjusted according to number of players and AI. If you like to play coop/sp, then setting up 3 enemy squads in ZEUS takes you just 6 clicks. I already started to script autonomous AI, but it’s hard task. Most of the mission parameters are randomized and there are thousands of variants. And be honest, human brain will be always better in making decision than scripted AI. 1 Share this post Link to post Share on other sites
R0adki11 3949 Posted June 13, 2018 @IvosH_czis the mission easy to convert to use with Mods? As i would like to make an Unsung Version. Share this post Link to post Share on other sites
IvosH_cz 134 Posted June 13, 2018 11 minutes ago, R0adki11 said: @IvosH_czis the mission easy to convert to use with Mods? As i would like to make an Unsung Version. Yes. All you need to do is to change asset, loadouts class names and replace units in the editor according to mod what you want to use. Every PBO includes the README.txt with description what to change. All SQF files include detailed description as well. 1 Share this post Link to post Share on other sites
IvosH_cz 134 Posted June 13, 2018 Here is readme.txt (basic setup NATO vs CSAT) Spoiler /* MISSION ATTRIBUTES: mission name: WARMACHINE_"Mapname"_-_"FACTION"_vs_"FACTION"_-_PvP date: 2.7.2017 TURN ON weather manual override (intel, all parameters) Time of Changes (forecast): set at max, 8h PLACE IN EDITOR: 24 units for each side. (3 groups of 8 units) Rifle squad (Squad leader, Team leader, Rifleman AT, Autorifleman, Engineer, Combat life saver, Marksman, Rifleman) Weapon squad (Squad leader, Grenadier, Missile spec. AT, Missile spec. AA, Autorifleman, Engineer, Combat life saver, Marksman) Recon team (Recon team leader, Recon paramedic, Recon marksman, Recon JTAC, scout, Recon scout AT, Recon demo specialist, Sniper) RESPAWN MARKERS: respawn_west_start, respawn_east_start, (respawn_guerrila_start) text= BASE, shape=ICON, type=EMPTY AMMOBOXES: (arsenal): wAmmo, eAmmo, (iAmmo), set available items for the Virtual arsenal by factions. (all weapons, ammo, equipment, backpacks and accessories. Basic headgear and uniforms) SUPPORT MODULES: support requester modules: wSupReq, eSupReq, (iSupReq) support West = wSupDrop, wSupHeli, wSupArty, wSupCasH, wSupCasB support East = eSupDrop, eSupHeli, eSupArty, eSupCasH, eSupCasB (support independent = iSupDrop, iSupHeli, iSupArty, iSupCasH, iSupCasB) wSupDrop: ["B_Heli_Transport_01_camo_F"] 300 wSupHeli: ["B_Heli_Light_01_F", "B_Heli_Transport_01_camo_F"] 300 wSupArty: ["B_T_MBT_01_arty_F", "B_T_MBT_01_mlrs_F"] 1200 //AAF// ["B_Mortar_01_F"] wSupCasH: ["B_Heli_Attack_01_F"] 1200 //AAF// ["B_Heli_Light_01_armed_F"] wSupCasB: [] 1200 eSupDrop: ["O_Heli_Light_02_unarmed_F"] 300 eSupHeli: ["O_Heli_Light_02_F", "O_Heli_Light_02_unarmed_F"] 300 eSupArty: ["O_T_MBT_02_arty_ghex_F"] 1200 //AAF// ["O_Mortar_01_F"] eSupCasH: ["O_Heli_Attack_02_F"] 1200 //AAF// ["O_Heli_Light_02_F"] eSupCasB: [] 1200 iSupDrop: [] 300 iSupHeli: ["I_Heli_light_03_F", "I_Heli_light_03_unarmed_F", "I_Heli_Transport_02_F"] 300 iSupArty: ["I_Mortar_01_F"] 1200 //only mortar iSupCasH: [] 1200 iSupCasB: [] 1200 INVISIBLE HELIPORT: plane: plH1, plH2, plH3, plH4, plH5 (place on the start of the runway, set direction, Support will be replaced 20m to right, flag and respawn marker 25m to left) SCRIPTS EDIT: init.sqf: VARIABLES, SIDES, OBJECT POOLS, VEHICLE POOLS (line 10-65) description.ext: change name of the map and factions (line 17, 18), endings Factions (line 116...), loadouts (line 156...) initServer.sqf: RESPAWN LOADOUTS number of loops = number of loadouts in description.ext (line 22,24) LOBBY PARAMETERS name of the ammo boxes (line 30,31), diary.sqf: change name of the map (line 109,) start.sqf: change combat support according to available assets for factions (line 767-780) change PICTURES acording to map and sides (lobby.jpg, logo.jpg, plot...jpg) */ part of the init.sqf (assets class names) Spoiler //VEHICLE POOLS------------------------------------------------------------------------------------------------EDITABLE// //NATO light vehicles BikeW = ["B_Quadbike_01_F"]; CarW = ["B_MRAP_01_F"]; CarDlcW = ["B_LSV_01_unarmed_F","B_LSV_01_AT_F"]; //apex CarArW = ["B_MRAP_01_gmg_F", "B_MRAP_01_hmg_F"]; CarArDlcW = ["B_LSV_01_armed_F"]; //apex TruckW = ["B_Truck_01_transport_F", "B_Truck_01_covered_F"]; //NATO armors ArmorW1 = ["B_APC_Wheeled_01_cannon_F", "B_APC_Tracked_01_rcws_F"]; ArmorW2 = ["B_APC_Tracked_01_AA_F", "B_MBT_01_TUSK_F"]; ArmorDlcW2 = ["B_AFV_Wheeled_01_cannon_F","B_AFV_Wheeled_01_up_cannon_F"]; //tanks //NATO air vehicles HeliTrW = ["B_Heli_Transport_01_camo_F", "B_Heli_Light_01_F"]; //DLC// "B_Heli_Transport_03_F" HeliArW = ["B_Heli_Attack_01_F"]; //AAF// "B_Heli_Light_01_armed_F" PlaneW = ["B_Plane_CAS_01_F"]; PlaneDlcW = ["B_Plane_Fighter_01_F"]; //jets //NATO boats boatTrW = ["B_Boat_Transport_01_F"]; boatArW = ["B_Boat_Armed_01_minigun_F"]; //CSAT light vehicles BikeE = ["O_Quadbike_01_F"]; CarE = ["O_MRAP_02_F"]; CarDlcE = ["O_LSV_02_unarmed_F"]; //apex CarArE = ["O_MRAP_02_gmg_F", "O_MRAP_02_hmg_F"]; CarArDlcE = ["O_LSV_02_armed_F","O_LSV_02_AT_F"]; //apex TruckE = ["O_Truck_03_transport_F", "O_Truck_03_covered_F"]; //CSAT armors ArmorE1 = ["O_APC_Wheeled_02_rcws_F", "O_APC_Tracked_02_cannon_F"]; ArmorE2 = ["O_APC_Tracked_02_AA_F", "O_MBT_02_cannon_F"]; ArmorDlcE2 = ["O_MBT_04_command_F","O_MBT_04_cannon_F"]; //tanks //CSAT air vehicles HeliTrE = ["O_Heli_Light_02_unarmed_F"]; HeliTrDlcE = ["O_Heli_Transport_04_bench_F","O_Heli_Transport_04_covered_F"]; //helicopters HeliArE = ["O_Heli_Attack_02_F"]; //AAF// "O_Heli_Light_02_F" PlaneE = ["O_Plane_CAS_02_F"]; PlaneDlcE = ["O_Plane_Fighter_02_F"]; //jets //CSAT boats boatTrE = ["O_Boat_Transport_01_F"]; boatArE = ["O_Boat_Armed_01_hmg_F"]; Share this post Link to post Share on other sites
IvosH_cz 134 Posted June 18, 2018 Update 1.03 - 18.6.2018 Fixed script for random creating area of operation AO Share this post Link to post Share on other sites
Varis 34 Posted August 25, 2018 On 3/3/2018 at 11:22 PM, IvosH_cz said: Showcase and gameplay video Respawn seems to be to squad members (does it work for AI as well?) instead of a dedicated respawn vehicle (transport). Is one of the main design goals intense infantry combat? It seems possibility for large maneuver is lost since a defender cannot focus on the respawn vehicle. Share this post Link to post Share on other sites
IvosH_cz 134 Posted August 27, 2018 On 26. 8. 2018 at 1:59 AM, Varis said: Respawn seems to be to squad members (does it work for AI as well?) instead of a dedicated respawn vehicle (transport). Is one of the main design goals intense infantry combat? It seems possibility for large maneuver is lost since a defender cannot focus on the respawn vehicle. Yes, respawn work for AI as well and can be set to: - Respawn on the squad (can be disabled) - At captured sectors (can be disabled) - At the BASE, FOB and airfield Yes, goal is to get quickly into the fight and stick with your squad. 1 Share this post Link to post Share on other sites
.kju 3245 Posted August 27, 2018 did you consider a port to RHS/Unsung/IFA3//WW2 and its custom terrains yet? 1 Share this post Link to post Share on other sites