Jezuro
BI Developer-
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Everything posted by Jezuro
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It looks like something went wrong with determinating which asset an AI Warlord should request. Are you using a custom asset list by any chance?
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Have you actually experienced AI spawning near you? I'm surprised beacause the town garrison spawns during objective init after location selection and then only reinforcements are being spawned, all of them very far from the AO.
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Considering the mostly positive feedback we've been gathering, I can't agree with your opinion of CP being a "joke". Furthermore, we aren't aware of stealing anyone's mission idea. Combat Patrol has evolved from our internal MOUT training scenario (further details in the recent OPREP) and while it's true there are various usermade sandbox patrol missions, it's only natural that we are experimenting with this format as well as many others. As for you next point, I'm afraid we can't relocate any of the programmers working on Combat Patrol to "start fixing the game" since there are none - it's just myself as the scripter and a few designers currently working on it. Have a nice day.
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It appears there is something wrong with an airstrip definition in the map´s config.
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Hello, I think it's just another variable name as any other.
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UPDATE: Version 0.98 (Jul 22 2016) Changelog: Fixed: Purchased planes would not be usable by the AI Fixed: Custom loadout items would not be usable if their config used the 'DLC' property Added: 2 small Tanoa scenarios
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To be honest the demo mission was a one-off from my part and I don't have any plans keeping it up to date with future versions, but you can modify it at will, including the asset list which is located inside the scenario folder. There are simply too many fundamental changes to how the whole system works that rewriting the demo code would take even longer than changes made within the mod. On a different subject; if you're experiencing game crashes when opening the mission selection dialog and the error says something about missing Warlords include files, you've probably used #include in your custom Warlords scenarios instead of copying the content of cfgMissionParams.hpp. Just make sure you're not including internal Warlords files and you'll be fine.
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Not currently. But it´s a very good idea, making a note for the next update. Thanks!
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It's definitely something I'd like to add, hopefully with the next update.
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Apparently it crashes on missing #include in description.ext. It can't find the included file as it's packed in the Warlords addon. The quick solution would be (I suppose) to move your Warlords scenarios to MPMissions folder inside the Warlords mod folder itself - you'll need to create it manually. The game will not list the missions unless the mod is used.
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No problem, glad you were able to sort it out :)
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Thanks for the feedback, I'll run some tests.
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UPDATE: Version 0.97 (Mar 4 2016) Changelog: Fixed: Secor garrison would not spawn when playing RHS version of the scenarios Fixed: AI subordinates would refuse to move after boarding a purchased helicopter
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I've been finally able to figure out what went wrong after the last RHS update. I'm removing any DLC-related units from the dynamic unit arrays for obvious reasons. All RHS units had their own specific DLC config attributes added in the update, which resulted in their units being ignored by the system. It was a simple fix and will be released this week. In other news, I've been receiving reports about a strange bug regarding helicopters. Apparently, your subordinates would refuse to move after getting in any purchased helis. This was also identified and fixed and will make it into the update as well. Thank you all for your patience!
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Not dead yet, although I've been short on time lately. RHS apparently renamed their classnames in the last update or someting, once I've downloaded the new version I'll know for sure.
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I will take a look. Thanks.
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Having all sectors activated and accessible from the start would result in unplayable framerates. That's why the voting system was implemented in the first place. Sorry :( Interesting... I'll take a look, thanks! As I mentioned on twitter, the only thing you can change is their faction, unfortunately.
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@sadfrog17: Should be fairly simple, yes.
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You can place this code into init.sqf in mission folder. It will execute your code every time a sector's side is changed. if (isServer) then { waitUntil {!isNil "JEZ_WL_sectors"}; { _x spawn { _oldSide = _this getVariable "JEZ_WL_sectorSide"; while {TRUE} do { waitUntil {(_this getVariable "JEZ_WL_sectorSide") != oldSide}; switch (_this getVariable "JEZ_WL_sectorSide") do { case WEST: {your_code}; case EAST: {your_code}; case RESISTANCE: {your_code}; }; _oldSide = _this getVariable "JEZ_WL_sectorSide"; }; }; } forEach JEZ_WL_sectors; };
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DEMO! Some of you have requested a standalone version of Warlords. I was a bit reluctant at first, knowing that copying all the required functions, their refactoring and bypassing classname-based architecture would require a lot of complicated work. But I realize that not everyone is keen to installing mods, and perhaps there are some people who will change their mind after giving the demo mission a go. The scenario is "Pyrgos Bay" and is included in the full mod package. Here you go: Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=538597512 Dropbox: https://www.dropbox.com/s/kmd9jbgtz2d5pxa/MP_Warlords_DEMO.Altis.pbo?dl=0
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@poweredbypot: Hi, it's important to type in the asset list name (if you're using the template it would be MyWLAssetList) into Warlords Init module (field Asset List). Any chance you've left this empty or the names don't match?
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@R0adki11: Since the structure of Warlords is module-based, I'm afraid people will always need to have the mod installed.
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@bohicafool: - A friendly garrison is spawned at a sector when it's targetted by the enemy. The only way to have even bigger defending force is to order your squadmates to stay there. - AI skill levels can be changed in the game's difficulty settings on the server. - You can respawn only at your base. You can however use fast travel to get back to your teammates as long as they're near an owned sector or a sector you're currently attacking, as long as you have fast travel enabled in your Warlords scenario.
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UPDATE: Version 0.96 (Sep 23 2015) Changelog: Added: RHS scenarios now use the newly introduced RHS ammoboxes (latest RHS mod version required) Added: You can now configure custom ammobox loadout (see Asset list definition in documentation on the forums) Fixed: Backpacks are now correctly listed in ammoboxes in Gear Request tab