UNIT_normal
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Posts posted by UNIT_normal
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4 hours ago, Valken said:This is awesome and can I ask if this is possible as an ACE gesture function? It would streamline ACE Arsenal feature without going full into that module.
You mean ACE interaction menu? I will try if I have enough time to do that.
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6 hours ago, GEORGE FLOROS GR said:Nice UNIT_normal !
congratulations for this !
Thanks!
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It is outdated. Use GUI version instead.
This allows you to change camouflage and component via communication menu.
VAM currently supports NATO, CSAT, AAF land and air vehicles. (except Quad Bike.)And you can make your own setting for addon vehicles.
Known issue
- Some components are linked each other. It's not VAM's limitation.
- Some components aren't compatible each other. It's not VAM's limitation.Installation
1. Put VAM folder on your mission folder.
2. Put stringtable.xml or copy & paste contents to your stringtable.xml.
3. Add this to init.sqf.
[] execVM "VAM\vam_init.sqf";
4. Add this to description.ext.
#include "VAM\VAM_comm_menu.hpp"Option
- In vam_init.sqf, you can enable Liberation FOB distance check system.Download
https://drive.google.com/open?id=19qXrFdMkGoNcp0vTVtIgvvZ5ttT_niHd
Changelog
SpoilerChangelog
1.0
Released
1.1
Leak fixed, Now support Stringtable.xml, Menu will be reopened after applying option.
1.2
"Close menu" added. Cheetah error fixed
1.3
Communication menu is now include by #include. Typo fixed
1.4
Typo fixed
1.5
Aircraft added, reallocate directory, Problem with Marid has been fixed, Component issue with Prowler and Quilin has been fixed
1.55 (Forum released version) 18/12/09
AAF camouflage has been added to Hummingbird, Pawnee, Orca1.58
Command menu cancel logic added. (Close menu when player eject by pressing 'V' while using script.) Code run order redefined. Old Marids have been separated.
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Is there any plan like attacking multiple sector at same time and switching current attacking sector?
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How can I make neutral sector faction as mixed one like AAF+CSAT?
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When I start game, do hostiles spawn instantly or when I'm near sector?
Could I customize spawning radius?
It is important for performance.
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7 hours ago, Jezuro said:So add a password to the server, set max players to 1 or host on LAN :)
I think I can prevent random person joining OPFOR by script.
I have other questions. Does using custom asset lists replace default asset lists or add asset on default lists?
On wiki, to change garrison unit on sector,
QuoteIf you want to use custom assets for the garrison units that get spawned in the scenario automatically, you'll need to change the individual faction class names in the same module window.
Could I get some example for this? Should I make class that contains unit what I want?
And enemy size(number) on sector(Independent or OPFOR) is determined automatically by sector size, isn't they? Is there any way to set enemy size(number) manually?
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4 hours ago, Jezuro said:You can find all info here: https://community.bistudio.com/wiki/MP_Warlords
If you want a more PvE experience, just leave the player slots occupied by AI. Or disable them all and fight only the Independent faction, it's up to you.
Thanks for replying. But leaving player slot cannot prevent player joining as OPFOR..
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I'm planning to make small PvE scenario for my small community.
Could I make Warlords PvE scenario with less AI?
And how could I change enemy unit for mods? (ex. place Takistani Rebels instead of AAF in Takistan map)
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I'm using Notepad ++ with SQF highlighting now. Is this better?
Warlords
in ARMA 3 - OFFICIAL MISSIONS
Posted
Is there any way to enable AI all time? Some people keep trying to turn off AI.