Jezuro
BI Developer-
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Everything posted by Jezuro
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@sadfrog17: Yes, custom ammoboxes will be available for configuration in loadout configs in the next update. @aztec_ghost: Sure thing! The guidelines are included in the original post.
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What bug is that? Any FT link available?
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UPDATE: Version 0.95 (Sep 3 2015) Changelog: Fixed: Scaling of map markers on unofficial islands Fixed: Plane landing on unofficial islands Added: Module icons Added: You can now configure fortifications in your custom asset lists (section Defences) Fixed: UAV behaviour when purchased (could be defined in custom asset lists) Added: Arsenal support (experimental; currently disabled by default, you can enable it in mission parameters when setting up a game)
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RHS versions of the vanilla boxes would be quite useful (basic weapons, launchers, explosives etc.) Anyway, I've been working on something relevant: https://twitter.com/JosefZemanek1/status/636204344048791552
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Not at all, glad you've enjoyed yourselves. Hoping to see some ammoboxes in the next RHS update so I can add them into the RHS loadouts ;-)
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@whisper: There is a single PBO which is located in Addons folder. You can try downloading the addon and bisign with links provided in the first post of this thread and placing them in you DS addons folder manually. @clonearmy: You need to be in control of a sector with an actual airstrip in it, otherwise the system will locate it somewhere else on the map and spawn the aircraft there. The plane will be spawned a few km away from the landing strip itself, locked in the landing vector. It will land itself and then you can get in.
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After subscribing on Workshop and restarting the game, Warlords scenarios will appear when setting up a MP game. Stratis and Altis both have their dedicated missions. If you've downloaded the .pbo's from a mirror, create a new folder in the game's root, name it '@Warlords', and run the game with parameter -mod=@Warlords.
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@Kurtosis: The thing is, you're not in charge of the other AI teams. They have the same role as you and same rules apply to them, so you giving them orders would be sidetracking from the whole concept of the mode. I agree that the AI are not really cooperating on the inter-team level, but making them wait for each other could in some cases very well halt the progress of the whole faction. The AI will stay in a sector as long as there are enemies nearby. When they can't see any more threat, they move on to the next sector. The exception is their base, which they will start defending as soon as it's targeted by the enemy faction.
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Warlords is rather conservative with changing the game core itself (it doesn't at all to be precise) as well as with pre-defined procedures expecting an exact outcome of some low-level events, meaning it's quite mod-friendly. I wanted everone to be able to enjoy Warlords, be it in vanilla or modded game.
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Yes, also fixed already. Will be released early next week.
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@Target_Practice: The fixed-wing bug on unofficial maps has been fixed and will make it into the next update. Sector vehicles are spawned if they've been predefined by the scenario designer, as mentioned in the first post: Group size is also described there:
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@Jacknine: It's possible they fast-travelled to attack a sector. You can disable this feature in scenario parameters.
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@JohnnyShootos: Thank you, appreciated! The size of enemy garrison is indeed calculated from the sector size. There is a core force which is static, and then some mobile patrols. I'm not entirely satisfied with the garrison spawning procedure either and will be improving it in one of the upcoming updates. I can imagine a parameter in the sector dialog allowing you to choose a garrison size multiplier, for instance. 25e4 = 25x10^4.
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Last reply got deleted because of server maintenance, here it is: Make sure the server is not using mission whitelisting in server.cfg (meaning that only missions specifically allowed can be selected) - https://community.bistudio.com/wiki/server.cfg#Arma_3_-_mission_whitelisting That's the last possible reason I can think of...
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I'll take a look at those issues, thanks for your report. It seems that Sahrani lacks some config definitions which are required for the icons to align properly. I'll add some sort of failsafe for this soon. *EDIT: I've also found out that there can be issues with landing of purchased planes on airstrips when using some maps ported from older games, fix for this is inbound too.
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@Target_Practice: I'd rather fix the issues with the default method. Are you experiencing any? @skytale: Glad to hear you're enjoying yourselves! 1) If you're getting some missing addon warnings, make sure you're using the latest version of RHS. It can be found here: http://www.rhsmods.org/ 2) RHS doesn't have any usable ammoboxes. I'll be introducing a new method of their configuration in one of the upcoming updates, which should aslo solve the issue #3.
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If you're into CTI, you can also give Warlords a go (see my signature).
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@Lukio: Works for me. Are you sure you're not looking for mission names with a different color than white? This is what it looks like for me after #missions command: https://www.dropbox.com/s/xcf5io1oowkbd2c/missions.jpg?dl=0
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I think that's not possible, unfortunately... :(
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@quiet_man: I'll see what can be done, thanks for the input! ------------------------------------------------------------ In the meantime: UPDATE: Version 0.94 (Jul 17 2015) Changelog: Fixed: AI would sometimes get stuck after the last update Fixed: Various performance tweaks
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RHS scenarios require the RHS mod (http://www.rhsmods.org/). I've added them because many people wanted to play Warlords with RHS assets.
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How did you manage to do that? Any repro? If you have the latest RHS mod installed, they should be working fine. Ammo trucks are designed to rearm vehicles. Thanks for the feedback!
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You don't have unpack the addon and copy the mission folders, if you have the addon actvated on the server, the missions will appear in the list. They're configured in CfgMissions so the includes won't work when extracted.
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Sure, as long as the addon si present in the game you're running as server, you'll see all the scenarios in the mission voting dialog.
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Technically, you could run it in singleplayer, though respawning wouldn't work. You can however create a local MP game and play as host with AI.