Jezuro
BI Developer-
Content Count
538 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by Jezuro
-
Any changes made to warlords will have to be distributed through standard Arma 3 patch/update process in Steam.
-
It is possible this will be added, yes. You will be able to wear any uniform that you normally could in sandbox in the next patch. Assets are spawned only if their sector is targeted by someone. You can enable this in the scenario Parameters in the lobby. You can configure all competing factions in the Init module, just rewrite the faction classnames there. Also possible in the future I hope.
-
The whole condition is a bit strange to be honest :) If you want to check if the variable "finalized" is indeed FALSE as you have it in the code now, it could look like this: waitUntil {!(sectorA getVariable ["finalized", true])}; You don't need to wait for declaration of a variable when you're providing its default value.
-
{ !( sectorA getVariable [ "finalized", true ] ) } Why is this in {} brackets?
-
Putting on enemy uniforms is disabled in sandbox throughout the whole game, so enabling this in a multiplayer mode which is primarily PVP is not something I would consider to be a good idea.
-
Saving could make it to Warlords as a Parameter too.
-
This is implemented so players don't abuse arsenal to apply uniforms from the enemy faction. I could allow faction-appropriate uniforms I guess.
-
You can set up vehicles to be spawned at a sector by placing the vehicles in the editor on the locations you want them to spawn at, assigning them some waypoints and syncing them to the sector module (right click > connect > sync to...) Only player/playable units are initialized as commanders, and they need to be present on the map.
-
So add a password to the server, set max players to 1 or host on LAN :)
-
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.
-
1400m is quite extreme... I will add a limit for the amount of AI spawned.
-
I think it should be there already on the dev-branch as described on the wiki page.
-
I guess so, yeah. If you can figure out a use for it.
-
I will revise that partion of my code so it does not cause such problematic behaviour in some situations.
-
I meant just for the scope of Warlords, like purchasing transport vehicles, aircraft etc. :)
-
Hello and thank you for your feedback. While I agree that having Warlords utilize all of Arma's feautres would definitely make for an awesome experience, currently the mode is not set up in a way that allows for it. Compared with Warfare it is much faster-paced and condensed. I have never claimed that Warlords is a copy of Warfare and it never will be, however it is possible that in the future the AI will get an overhaul and offer a bigger challenge. EDIT: I mean specifically the Warlords AI, like purchasing procedures etc.
-
After due consideration, Arsenal and Last loadout availability is now limited to owned sectors only.
-
Yeah the AI leaders will never be fully up to scratch when facing real players I'm afraid. The high-level strategic planning required for them to be at least somewhat capable of reasonable, fast decision-making is currently out of scope for this project.
-
This should be fixed by the implementation of sector voting reset which will make its way to the RC branch with the next update. I've changed position check of the paradrop to getPosATL, that should help I hope. Not at the moment. If they vote for the same sector again, then yes.
-
I can't say this has ever happened to me or anyone I've played with, but I suppose it can have something to do with your vehiclw colliding with the parachute.
-
Some work I've done today. The voting reset was a bit trickier than I initially imagined but I think I made it work in the end. Basically, all spawned assets remain in the play, only the zone restriction kicks in immediately, so you better hurry out of the sector before it kills you. Cooldown is set to 5 minutes after initial sector voting.
-
Alright, would a mission parameter to re-vote for a sector be a reasonable compromise for you? I imagine it being disabled by default, costing about 2000CP and some cooldown as well.
-
I understand your points of view as well. But please, try different scenarios as well. Have a match on Stratis or Malden, or some of the more grounded Altis versions. Play around a little bit more and see how those missions play out