Capitan_Alatriste 聽聽 0 Posted October 13, 2020 Hi: I'm creating a WWII-themed mission based on the map聽@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. 聽 This mission, however, has some oddities: 路I've chosen聽 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聽(BLUFOR)was already in that faction. 路I haven't left any neutral Warlord Sector. All of the island is controled by BLUFOR, except for REDFOR Base (a beachhead).聽 路There are double REDFOR (american) slots than BLUFOR (japanesse). Japan players are expected to reinforce/help the AI to create聽a more interesting game, not to push like in a regular Warlords game. 路There are a lot of BLUFOR ambush groups, and random minefields (the System)聽covering some聽routes. 聽 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聽~:\Users\~~\AppData\Local\Arma 3\Arma3_x64_2020-10-13_22-26-51.rpt) 聽 Quote } forEach BIS_WL_shoppingList; } else { { _entries> 23:24:24 聽 Error position: <BIS_WL_shoppingList; } else { { _entries> 23:24:24 聽 Error Variable no definida en la expresi贸n: 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聽 playable teammates enabled, I algo get this error: 聽 Quote 23:40:19 Error in expression <rsArray%1", side group _this]; _owned = _sectorsListed # 0; _available = _sector> 23:40:19 聽 Error position: <_sectorsListed # 0; _available = _sector> 23:40:19 聽 Error Variable no definida en la expresi贸n: _sectorslisted 23:40:19 Error in expression <rsArray%1", side group _this]; _owned = _sectorsListed # 0; _available = _sector> 23:40:19 聽 Error position: <_sectorsListed # 0; _available = _sector> 23:40:19 聽 Error Variable no definida en la expresi贸n: _sectorslisted 23:40:21 Error in expression <rsArray%1", side group _this]; _owned = _sectorsListed # 0; _available = _sector> 23:40:21 聽 Error position: <_sectorsListed # 0; _available = _sector> 23:40:21 聽 Error Variable no definida en la expresi贸n: _sectorslisted 23:40:23 Error in expression <rsArray%1", side group _this]; _owned = _sectorsListed # 0; _available = _sector> 23:40:23 聽 Error position: <_sectorsListed # 0; _available = _sector> 23:40:23 聽 Error Variable no definida en la expresi贸n: _sectorslisted 23:40:23 Error in expression <rsArray%1", side group _this]; _owned = _sectorsListed # 0; _available = _sector> 23:40:23 聽 Error position: <_sectorsListed # 0; _available = _sector> 23:40:23 聽 Error Variable no definida en la expresi贸n: _sectorslisted 23:40:23 Error in expression <rsArray%1", side group _this]; _owned = _sectorsListed # 0; _available = _sector> 23:40:23 聽 Error position: <_sectorsListed # 0; _available = _sector> 23:40:23 聽 Error Variable no definida en la expresi贸n: _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聽up. If I disable them, I can play (but the 1st error keeps me from buying troops) Finally, I'm showing you my聽CfgWLRequisitionPresets. It should allow me already to buy a few fow_ija infantrymen聽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. 聽 Quote class CfgWLRequisitionPresets { 聽聽 聽class EIJvsUSMC // --- class name used in the Init module 聽聽 聽{ 聽聽 聽聽聽 聽class WEST // --- assets available for BLUFOR 聽聽 聽聽聽 聽{ 聽聽 聽聽聽 聽聽聽 聽class Infantry 聽聽 聽聽聽 聽聽聽 聽{ 聽聽 聽聽聽 聽聽聽 聽聽聽 聽class fow_s_ija_snlf_rifleman聽 聽聽 聽聽聽 聽聽聽 聽聽聽 聽{ 聽聽 聽聽聽 聽聽聽 聽聽聽 聽聽聽 聽cost = 100; 聽聽 聽聽聽 聽聽聽 聽聽聽 聽聽聽 聽requirements[] = {};聽 聽聽 聽聽聽 聽聽聽 聽聽聽 聽}; 聽聽 聽聽聽 聽聽聽 聽聽聽 聽class fow_s_ija_snlf_rifleman_at // --- must be asset class name 聽聽 聽聽聽 聽聽聽 聽聽聽 聽{ 聽聽 聽聽聽 聽聽聽 聽聽聽 聽聽聽 聽cost = 120; // --- Command Points required 聽聽 聽聽聽 聽聽聽 聽聽聽 聽聽聽 聽requirements[] = {}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbor)) 聽聽 聽聽聽 聽聽聽 聽聽聽 聽}; 聽聽 聽聽聽 聽聽聽 聽聽聽 聽class fow_s_ija_snlf_medic // --- must be asset class name 聽聽 聽聽聽 聽聽聽 聽聽聽 聽{ 聽聽 聽聽聽 聽聽聽 聽聽聽 聽聽聽 聽cost = 200; // --- Command Points required 聽聽 聽聽聽 聽聽聽 聽聽聽 聽聽聽 聽requirements[] = {}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbor)) 聽聽 聽聽聽 聽聽聽 聽聽聽 聽}; 聽聽 聽聽聽 聽聽聽 聽聽聽 聽class fow_s_ija_snlf__type99_gunner // --- must be asset class name 聽聽 聽聽聽 聽聽聽 聽聽聽 聽{ 聽聽 聽聽聽 聽聽聽 聽聽聽 聽聽聽 聽cost = 250; // --- Command Points required 聽聽 聽聽聽 聽聽聽 聽聽聽 聽聽聽 聽requirements[] = {}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbor)) 聽聽 聽聽聽 聽聽聽 聽聽聽 聽}; 聽聽 聽聽聽 聽聽聽 聽聽聽 聽class fow_s_ija_snlf_ncon // --- must be asset class name 聽聽 聽聽聽 聽聽聽 聽聽聽 聽{ 聽聽 聽聽聽 聽聽聽 聽聽聽 聽聽聽 聽cost = 200; // --- Command Points required 聽聽 聽聽聽 聽聽聽 聽聽聽 聽聽聽 聽requirements[] = {}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbor)) 聽聽 聽聽聽 聽聽聽 聽聽聽 聽}; 聽聽 聽聽聽 聽聽聽 聽}; 聽聽 聽聽聽 聽聽聽 聽class Vehicles 聽聽 聽聽聽 聽聽聽 聽{ 聽聽 聽聽聽 聽聽聽 聽聽聽 聽class B_Quadbike_01_F 聽聽 聽聽聽 聽聽聽 聽聽聽 聽{ 聽聽 聽聽聽 聽聽聽 聽聽聽 聽聽聽 聽cost = 50; 聽聽 聽聽聽 聽聽聽 聽聽聽 聽聽聽 聽requirements[] = {}; 聽聽 聽聽聽 聽聽聽 聽聽聽 聽}; 聽聽 聽聽聽 聽聽聽 聽}; 聽聽 聽聽聽 聽聽聽 聽class Aircraft 聽聽 聽聽聽 聽聽聽 聽{ 聽聽 聽聽聽 聽聽聽 聽聽聽 聽class B_Plane_CAS_01_F 聽聽 聽聽聽 聽聽聽 聽聽聽 聽{ 聽聽 聽聽聽 聽聽聽 聽聽聽 聽聽聽 聽cost = 7500; 聽聽 聽聽聽 聽聽聽 聽聽聽 聽聽聽 聽requirements[] = { "A" }; 聽聽 聽聽聽 聽聽聽 聽聽聽 聽}; 聽聽 聽聽聽 聽聽聽 聽}; 聽聽 聽聽聽 聽聽聽 聽class Naval 聽聽 聽聽聽 聽聽聽 聽{ 聽聽 聽聽聽 聽聽聽 聽聽聽 聽class O_Boat_Armed_01_hmg_F 聽聽 聽聽聽 聽聽聽 聽聽聽 聽{ 聽聽 聽聽聽 聽聽聽 聽聽聽 聽聽聽 聽cost = 500; 聽聽 聽聽聽 聽聽聽 聽聽聽 聽聽聽 聽requirements[] = { "W" }; 聽聽 聽聽聽 聽聽聽 聽聽聽 聽}; 聽聽 聽聽聽 聽聽聽 聽}; 聽聽 聽聽聽 聽聽聽 聽class Gear 聽聽 聽聽聽 聽聽聽 聽{ 聽聽 聽聽聽 聽聽聽 聽聽聽 聽class Box_NATO_Ammo_F 聽聽 聽聽聽 聽聽聽 聽聽聽 聽{ 聽聽 聽聽聽 聽聽聽 聽聽聽 聽聽聽 聽cost = 200; 聽聽 聽聽聽 聽聽聽 聽聽聽 聽聽聽 聽requirements[] = {}; 聽聽 聽聽聽 聽聽聽 聽聽聽 聽}; 聽聽 聽聽聽 聽聽聽 聽}; 聽聽 聽聽聽 聽聽聽 聽class Defences 聽聽 聽聽聽 聽聽聽 聽{ 聽聽 聽聽聽 聽聽聽 聽聽聽 聽class B_HMG_01_F 聽聽 聽聽聽 聽聽聽 聽聽聽 聽{ 聽聽 聽聽聽 聽聽聽 聽聽聽 聽聽聽 聽cost = 250; 聽聽 聽聽聽 聽聽聽 聽聽聽 聽聽聽 聽requirements[] = {}; 聽聽 聽聽聽 聽聽聽 聽聽聽 聽聽聽 聽offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) 聽聽 聽聽聽 聽聽聽 聽聽聽 聽}; 聽聽 聽聽聽 聽聽聽 聽}; 聽聽 聽聽聽 聽}; 聽聽 聽聽聽 聽class EAST // --- assets available for OPFOR 聽聽 聽聽聽 聽{ 聽聽 聽聽聽 聽聽聽 聽// --- rest of input 聽聽 聽聽聽 聽}; 聽聽 聽}; }; 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. 聽 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聽 CUP Terrains - CoreSteam http://steamcommunity.com/sharedfiles/filedetails/?id=583496184聽 CBA_A3 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=450814997聽 Advanced Towing Steam http://steamcommunity.com/sharedfiles/filedetails/?id=639837898聽 Advanced Sling Loading Steam http://steamcommunity.com/sharedfiles/filedetails/?id=615007497聽 IFA3_AIO_LITE Steam http://steamcommunity.com/sharedfiles/filedetails/?id=660460283聽 IFA3 liberationSteam http://steamcommunity.com/sharedfiles/filedetails/?id=950999958聽 7Y Assets WW2Steamhttp://steamcommunity.com/sharedfiles/filedetails/?id=1202636528聽 IFA3 liberation compatibility 7Y WW2 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1215887665聽 Iron Front ArmA 3 : Faces of War Compatibility patch Steam http://steamcommunity.com/sharedfiles/filedetails/?id=828493030聽 Flying LegendsSteam http://steamcommunity.com/sharedfiles/filedetails/?id=2012417505聽 Faces of WarSteam http://steamcommunity.com/sharedfiles/filedetails/?id=891433622聽 Enhanced Movement Rework Steam http://steamcommunity.com/sharedfiles/filedetails/?id=2034363662聽 Cyprus Autorun By A. Cyprus Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1433000796聽 @IwoJimaV2 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=2017579768聽 Share this post Link to post Share on other sites
singis tinge 聽聽 0 Posted September 9, 2023 Did you ever work out how to get the USMC faction to work as EAST? Because whenever I do聽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