Capitan_Alatriste 0 Posted October 13, 2020 Hi: I'm creating a WWII-themed mission based on the map @IwoJimaV2 and the mod IFA3, facing up the fow_uscm faction agains fow_ija. I had previously created 2 different missions of the spanish FFAA Mod vs the CUP Russians, using the guide of the wiki (https://community.bistudio.com/wiki/Arma_3_MP_Warlords) with no trouble at all, even with custom asset lists, but this time I'm getting several errors that are preventing me from leaving enabled AI slots and buying troops. This mission, however, has some oddities: ·I've chosen as REDFOR the fow_usmc faction (which is coded as independent (greens), but I don't think that's the problem, as I tested changing them for genuine redfor factions, and the fow_ija (BLUFOR)was already in that faction. ·I haven't left any neutral Warlord Sector. All of the island is controled by BLUFOR, except for REDFOR Base (a beachhead). ·There are double REDFOR (american) slots than BLUFOR (japanesse). Japan players are expected to reinforce/help the AI to create a more interesting game, not to push like in a regular Warlords game. ·There are a lot of BLUFOR ambush groups, and random minefields (the System) covering some routes. I don't think this configuration is causing any problems, but the point is I don't even know what else to do, so I'll copy the broken_script alerts I get while opening my game in multiplayer: (I got this logs from ~:\Users\~~\AppData\Local\Arma 3\Arma3_x64_2020-10-13_22-26-51.rpt) Quote } forEach BIS_WL_shoppingList; } else { { _entries> 23:24:24 Error position: <BIS_WL_shoppingList; } else { { _entries> 23:24:24 Error Variable no definida en la expresión: bis_wl_shoppinglist 23:24:24 File A3\Functions_F_Warlords\Warlords\fn_WLParseAssetList.sqf [BIS_fnc_WLParseAssetList]..., line 11 23:24:24 Error in expression <_x >> str _target >> _type]); } forEach BIS_WL_shoppingList; } else { { _entrie This"paragraph" creates a loop that repeats several times. If I let AI playable teammates enabled, I algo get this error: Quote 23:40:19 Error in expression <rsArray%1", side group _this]; _owned = _sectorsListed # 0; _available = _sector> 23:40:19 Error position: <_sectorsListed # 0; _available = _sector> 23:40:19 Error Variable no definida en la expresión: _sectorslisted 23:40:19 Error in expression <rsArray%1", side group _this]; _owned = _sectorsListed # 0; _available = _sector> 23:40:19 Error position: <_sectorsListed # 0; _available = _sector> 23:40:19 Error Variable no definida en la expresión: _sectorslisted 23:40:21 Error in expression <rsArray%1", side group _this]; _owned = _sectorsListed # 0; _available = _sector> 23:40:21 Error position: <_sectorsListed # 0; _available = _sector> 23:40:21 Error Variable no definida en la expresión: _sectorslisted 23:40:23 Error in expression <rsArray%1", side group _this]; _owned = _sectorsListed # 0; _available = _sector> 23:40:23 Error position: <_sectorsListed # 0; _available = _sector> 23:40:23 Error Variable no definida en la expresión: _sectorslisted 23:40:23 Error in expression <rsArray%1", side group _this]; _owned = _sectorsListed # 0; _available = _sector> 23:40:23 Error position: <_sectorsListed # 0; _available = _sector> 23:40:23 Error Variable no definida en la expresión: _sectorslisted 23:40:23 Error in expression <rsArray%1", side group _this]; _owned = _sectorsListed # 0; _available = _sector> 23:40:23 Error position: <_sectorsListed # 0; _available = _sector> 23:40:23 Error Variable no definida en la expresión: _sectorslisted All of my sectors (the 2 bases and 4 sectors) are properly configured and synced ingame. But with AI enabled, they don't even show up. If I disable them, I can play (but the 1st error keeps me from buying troops) Finally, I'm showing you my CfgWLRequisitionPresets. It should allow me already to buy a few fow_ija infantrymen but not even the Infantry category shows up. I'n my file there's also the parameters codeblock, also copied from the wiki, and that (at least) works properly when testing from multiplayer. Quote class CfgWLRequisitionPresets { class EIJvsUSMC // --- class name used in the Init module { class WEST // --- assets available for BLUFOR { class Infantry { class fow_s_ija_snlf_rifleman { cost = 100; requirements[] = {}; }; class fow_s_ija_snlf_rifleman_at // --- must be asset class name { cost = 120; // --- Command Points required requirements[] = {}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbor)) }; class fow_s_ija_snlf_medic // --- must be asset class name { cost = 200; // --- Command Points required requirements[] = {}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbor)) }; class fow_s_ija_snlf__type99_gunner // --- must be asset class name { cost = 250; // --- Command Points required requirements[] = {}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbor)) }; class fow_s_ija_snlf_ncon // --- must be asset class name { cost = 200; // --- Command Points required requirements[] = {}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbor)) }; }; class Vehicles { class B_Quadbike_01_F { cost = 50; requirements[] = {}; }; }; class Aircraft { class B_Plane_CAS_01_F { cost = 7500; requirements[] = { "A" }; }; }; class Naval { class O_Boat_Armed_01_hmg_F { cost = 500; requirements[] = { "W" }; }; }; class Gear { class Box_NATO_Ammo_F { cost = 200; requirements[] = {}; }; }; class Defences { class B_HMG_01_F { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; }; }; class EAST // --- assets available for OPFOR { // --- rest of input }; }; }; Well, I think I have more or less explained my problem, and contributed most of the relevant information (just ask me if I should provide more complete logs, the mission files or whatever xD) In case any of my enabled mods is messing up, I'm also sharing my modlist. Most are WWII Assets, along with their dependencies, the Iwo Jima Map, and 3 movement-enhancement mods. I will deeply appreciate any clues about what I could do. This battle wasn't (afaik) represented in any Arma Scenario and I'd like to bring to fruition this project. Regards. This is my modlist: Enhanced MovementSteam http://steamcommunity.com/sharedfiles/filedetails/?id=333310405 CUP Terrains - CoreSteam http://steamcommunity.com/sharedfiles/filedetails/?id=583496184 CBA_A3 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=450814997 Advanced Towing Steam http://steamcommunity.com/sharedfiles/filedetails/?id=639837898 Advanced Sling Loading Steam http://steamcommunity.com/sharedfiles/filedetails/?id=615007497 IFA3_AIO_LITE Steam http://steamcommunity.com/sharedfiles/filedetails/?id=660460283 IFA3 liberationSteam http://steamcommunity.com/sharedfiles/filedetails/?id=950999958 7Y Assets WW2Steamhttp://steamcommunity.com/sharedfiles/filedetails/?id=1202636528 IFA3 liberation compatibility 7Y WW2 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1215887665 Iron Front ArmA 3 : Faces of War Compatibility patch Steam http://steamcommunity.com/sharedfiles/filedetails/?id=828493030 Flying LegendsSteam http://steamcommunity.com/sharedfiles/filedetails/?id=2012417505 Faces of WarSteam http://steamcommunity.com/sharedfiles/filedetails/?id=891433622 Enhanced Movement Rework Steam http://steamcommunity.com/sharedfiles/filedetails/?id=2034363662 Cyprus Autorun By A. Cyprus Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1433000796 @IwoJimaV2 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=2017579768 Share this post Link to post Share on other sites
singis tinge 0 Posted September 9, 2023 Did you ever work out how to get the USMC faction to work as EAST? Because whenever I do this the faction works fine as the attacking faction but the USMC Garrisons just kill eachother? Share this post Link to post Share on other sites