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bombe

Warlord played as independant

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Hi,
I want to make a server with personnalised map and i try to make independant VS bluefor.

But i tried everything that writed on "https://community.bistudio.com/wiki/Arma_3_MP_Warlords" and it doesnt work at all.

The vehicle work well, but nothing more.

 

When i play as independant, i dont have warlord protocole.

Then , when i put OPFOR as indep, there are no enemies who spawned.

Help please. Does independant cannot be played at all ?

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Sides are just conventional. You can play as BLUE or RED with independent units? Just "join" side you want for any unit/player.

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so , is there something to put independent with OPFOR skins and OPFOR with Independents skin ?

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28 minutes ago, bombe said:

so , is there something to put independent with OPFOR skins and OPFOR with Independents skin ?

why skins?

 

For edited units (example):
units myINDEPgrp1 joinsilent createGroup EAST;

units myOPFORgrp1 joinSilent createGroup INDEP;

 

for Spawned units (example):

[ <positionHere>,EAST,["I_Soldier_F"],[],[],[],[],[],180] call BIS_fnc_spawnGroup;

 

For Warlord,  do what you want in your class CfgWLRequisitionPresets

Seems to be more difficult, any type of unit can be in your group but for some reason, the native side seems to apply during chute. Boring!

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So that mean that's more difficult than it seem.

I think we can modify enemy spawned in town directly with adding side, and that would work.

But i think that wont work well if the native side apply..

Maybe the creator of that mod can help us to modify this. I haven't all the mission script to understand how to modify this

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In fact you can do what you want in

class CfgWLRequisitionPresets
{
    class MGIAssetsList
    {
        class WEST
        {
          class Infantry
          {
            //class CUP_B_USMC_Soldier
            class O_Soldier_F   //  tested with OPFOR on BLU
            {
              cost = 100;
              requirements[]={};
            };

.....

}}}};

 

but you need to add this code in init.sqf (or initserver.sqf):

if (isServer) then {
[] spawn {
 while {true} do  {uisleep 2;
  {_x setVariable ["para",true]; [vehicle _x] joinSilent leader _x} forEach (allUnits select {vehicle _x isKindOf "air" && isNil {_x getVariable "para"} && leader _x != _x});
}}};

 

This way the parachute is also taken into account for the new side. That works for units only.

I don't have thought/tested about vehicles for far.

 

 

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With this code, do what you want in your CfgWLRequisitionPresets. BLUFOR can buy a frogfoot, you can have any type of unit for any side....


 

if (isServer) then {
  [] spawn {
   while {true} do  {
      uisleep 2;
      {_x setVariable ["para",true];
      [vehicle _x] joinSilent leader _x} forEach (allUnits select {vehicle _x isKindOf "air" && isNil {_x getVariable "para"} && leader _x != _x});
      {_x setVariable ["spawnedAir",true];
      [_x] joinSilent createGroup ([EAST,WEST,INDEPENDENT] select (["colorOPFOR","colorBLUFOR","colorIndependent"] find (markerColor (_x getVariable "bis_wl_trackmarker"))))} forEach (vehicles select {_x isKindOf "air" && isNil {_x getVariable "spawnedAir"}});
     };
  };
};

 

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