Jezuro
BI Developer-
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Everything posted by Jezuro
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I think the current implementation allows reasonably varied settings.
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It does not work if someone enables Revive in the parameters, other than that it should be working as far as I know.
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Not sure at this moment, the problem is that I can't use the X and Y axis parameters as triggers do since both of them need to have the same value. @Tyl3r99 It basically means that individual players can request different assets, for instance, you could have a playable crewman that can request tanks but not helicopters, and then a pilot who can request helicopters but not tanks etc.
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Yeah it seems to be wrong in the module config, I'll get that fixed. Thanks!
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Okay so the personal asset list implementation wasn't as complicated as I've anticipated, meaning that you will be able to use different requisition lists for individual players.
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Individual asset lists would require a pretty major changes in the code, but I will at least take a look at it and see if it could be done.
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Could they be fast travelling there?
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It's on the to-do list.
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Well the planes do receive a starting velocity in Warlords scripts...
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So some mods still use simulation airplane?
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Do the planes crash on official maps as well? I need to find out if it's a plane issue or a runway issue. A video would help.
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The unit class that is spawned in as the crew is taken from the vehicle config, property typicalCargo. If this is not set up properly in the config it can cause problems. I will add a failsafe for the next update.
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If the faction class is correct it should work as long as there are some groups in that faction configured without vehicles.
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Are you sure this started happening after the update? This code was not changed at all.
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How do the vehicles bug out when they land? Garrison size is automatically calculated based on sector size.
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It's linked in the first post: https://community.bistudio.com/wiki/Arma_3_MP_Warlords
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Border width is no problem to implement, however the fast travel location is relative to the starting position, so I guess dedicated modules would be required to override default calculations. I suppose it can be implemented though.
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Not possible at this moment unfortunately, Anders.
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You could still use it for transport. And having a single asset from the whole list having this number of restrictions is an extremely inconsistent implementation. Not to mention mods...
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Next thing you know you can't move on the airfield because everyone orders a new ammo truck every 10 minutes to rearm their jets and choppers.
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Rearming is a sandbox feature; as such, Warlords is utilizing it as it is. Rather than trying to punish or limit every single one of these "exploits" as they come and go, I think it's better to think of some ways to counter them during the match.
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Probably just something left in from previous iterations.
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I've already mentioned I'm using drawIcon3D. *edit and drawIcon for map.
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Fast travel spawn location is relative to the initial location, so if you want to spawn somewhere else you can fast travel from various different sectors. This is why having a solid network of sectors pays off. While the Rhino situation might come off as an exploit, it's just how it works in sandbox. Other than removing Rhino from the asset list completely, nerfing already arguably weaker BLUFOR hardware by doing so, there is nothing to be done I am afraid.