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TOTAL22

Warfare RBT and WACO

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Quote[/b] ]I have a few ideas.

Please feel free to give all the ideas you have here. wink_o.gif

I've created this new topic mainly for gathering ideas and prompt some creative people to discuss about creating an "all in one warfare". yay.gif

Hi,

I do have a couple:

1) Implementation of a sourcing system with fuel, ammo and perhabs the ability to recruit personnel when being in other cities. This could work for example in a way that you only could get fuel & ammo and are able to recruit people for your squad (spawned near you) based on supplies that transports delivers travelling between cities and your base (no transports and you will be short on fuel, ammo and recruits soon)

2) Together with idea 1) - For Single Player the ability to plan and setup Transport lines that propably need to be escorted. This could be a little interface to select the route i.e. Base to City 1 to City 2 etc., assign supply trucks and escorting vehicles (that all need to be build beforehand).

3) Ability to unlock other vehicles (perhaps limited to single player) in order to take over vehicles for which the drivers have been shot drivers or just hijack AI driven vehicles)

4) Ability to select which factory should be used then building a unit i.e. in case where someone has multiple light amor factories across the island.

5) Personnel and perhaps light vehicles i.e. Humveys shall always be recruitable elsewhere and delivered via paradrop. However, I would constraint this possibility perhaps on an itel that has to be built - like Arty support. Pprobably you would have to buy a "virtual" C130 in order to be able to use that feature.

Regards Gunhawk

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adding revive capabilities like in Norrin's script would add a lot of teamwork emphasis to warfare.

edit -

how about adding civilians to neutral towns and making the partisans look the same or similar to the civilians?

also killing civilians should increase the number of partisans that you have to deal with while conquering the town.

They may even steal unoccupied vehicles (not heavy equipment obviously) and use them against you.

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I have wanted to add civs to this for ages, and just make it so you loose money if you shoot them.

You can get this to work with the Racs if you add a minus before there unit costs in the barracks, but if you add civs it dosnt work.

anybody know how to get round this. I think you can set it up in unitkilled.sqs but it is beyond me.

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Don't know if this civ script would be of any use to anyone, especially seeing as it says it's for single player only. But it might make a basis for a multi-player version.

Civ script

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For Civillians I made a 4th Non-player team very much like the RACS But there is a lot of code here to copy and paste... They work much like the RACS but I'm still trying to figure out how to get them to do something else then just run around in the wilderness... All 3 teams (the AI) keeps killing the Civilians also...

To Be honest Civilians are very annoying when scouting for enemy units...

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Finally I've tried your version of Warfare, we had a play with it with 5 people in co-op. Overall comment: GREAT!! yay.gif  Challenging AI opposition, all seems to work quite nicely and is simply fantastic for co-op gaming.

However, there were some remarks as well:

- I encountered the 'headbug' for the first time (I think): not being able to look through the scope but having the gun right in front of your head (happened multiple times with multiple weapons), but the T-menu provided a fix for that.

- I experienced some bugs with my loadout after respawning: the gear menu showed different gear than I had in my hand: had a M16 RCO GL while gear menu showed a standard M16, for example. Also, at one moment I had 12 M16 clips in my main ammo storage and 2 M136's (ammo) in my pistol ammo box...

- Rearming tanks at town centers doesn't allways work for every position: gunner position may be rearmed, but commander MG is still empty (even when commander buys the rearm or when gunner or commander is alone in the vehicle)

- the locking of newly spawned vehicles by default is great when you play with a lot of people, but we found it annoying at some times; is there a way to turn it off?

One more basic question that arose was:

- why are we (most of the time) fighting RACS instead of OPFOR? Are these sides randomly determined or can we only fight the Resistance?

The above are not 'fatal bugs', but can be annoying. I'm not sure if they are specific to your version as well, so maybe someone can confirm/deny this?

I hope you (arma.isgreat.org) or one else can comment on this, but please keep in mind: I simply love what you're doing!!  biggrin_o.gif

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Why is the 'Locking of vehicles' annoying? I find it damn handy on pub server.

The reason for fighting RACS is because they hold all the towns at the start.

Sometimes it just takes awhile for East(AI) to capture towns

West will start opposite ends (usually) to the East,so will meet up eventually

Ive always found commander slot in tanks dont rearm either smile_o.gif

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