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Jezuro

BI Developer
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Everything posted by Jezuro

  1. Jezuro

    Warlords

    WARLORDS Some basic info about Warlords can be found in the updated roadmap. Check the OPREP for a more detailed overview of the mode. A guide for creating custom Warlords scenarios is available on the community wiki.
  2. Jezuro

    Warlords

    Some global bans have been issued so we'll see if the situation gets better.
  3. Jezuro

    Warlords

    @crs24 I probably will increase the limit, yes.
  4. Jezuro

    Warlords

    @HellhoundF I understand your frustration and the need to vent, and by all means, if it makes you feel better, then do. But please, don't presume that I don't care about these things. I do and I am working on Warlords (even though I have other tasks now), but it takes time.
  5. Jezuro

    Warlords

    @snipska This is currently not possible.
  6. Jezuro

    Warlords

    @HellhoundF I don't currently have any ETA on next update for Warlords. To my knowledge, the main problems are to do with trolling players, so the measures to counter this need to be properly tested first. @Hostilian The mode only allows uniforms available to your side. @Beagle That should be fairly easy to implement, yes. @darrenin Some UI-related scripts can't be serialized and it looks they need to be restarted upon loading the game. I'll take a look.
  7. Jezuro

    Warlords

    Yes, but you still need to inject the code somehow.
  8. Jezuro

    Warlords

    @Beagle Hacks, unfortunately, I can do nothing about. However the teamkill penalty not working is weird, I remember seeing it working on official servers.
  9. Jezuro

    Warlords

    Are you sure you can teamswitch into units created by createUnit?
  10. Jezuro

    Warlords

    While selectPlayer could be used in theory (since proper respawn into units created on the fly is not possible, not to mention that it's not possible to change the respawn type during the mission), handling of this is very complicated and the eventual issues are way too severe to balance the gameplay benefit.
  11. Jezuro

    Warlords

    @Kurtosis This is technically impossible.
  12. Jezuro

    ARMA Warlords teleportation stamina drain

    Hello. Unfortunately no.
  13. Jezuro

    Warlords

    @darrenin You can play the mission in singleplayer and save normally.
  14. Jezuro

    Warlords

    @HellhoundF SAM sites are placeablw like other static defenses. Custom offsets have also been introduced for this. The costs are of course not necessarily final. Ramming will have to be tested yet.
  15. Jezuro

    Warlords

    I've started experimenting with some more features: Autonomous radar & SAM sites under Defences (10.000CP for radar, 7.500CP for SAM) Introducing limit to max autonomous turrets per player to 3, this also affects autonomous MGs Planes cost increase (12.000CP for CAS planes, 17.500CP for fighters) Vehicles are locked by default when requested Can be unlocked/locked directly via Action menu or you can lock/unlock all your vehicles globally via Request menu Requested assets are immune to FRIENDLY fire for 3 minutes Limit for maximum CP The value can be modified under Parameters so flexible testing can be done on retail Please keep in mind that this is not final and might not eventually make it to live.
  16. Jezuro

    Warlords

    They are spawned in a sector controlled by BLUFOR or OPFOR when the enemy faction targets it for the first time.
  17. Jezuro

    Warlords

    You can always request an ammobox and fill it with additional equipment.
  18. Jezuro

    Warlords

    BTW how would you guys feel about a limit for maximum Command Points? As an optional scenario parameter with default being unlimited of course. Servers could then experiment with different presets, let's say 15.000, 20.000, 30.000, 50.000, 100.000, until a reasonably balanced value is found.
  19. Jezuro

    Warlords

    @jandrews The former is for assets that players and AI can request for Command Points. The latter is used for spawning AI garrisons and patrols.
  20. Jezuro

    Warlords

    I think it's time to introduce something to prevent the asset destruction by teammates. I must admit that the behavior of some players has taken me by surprise. I should have expected the worst.
  21. Jezuro

    Warlords

    @EDcase @HellhoundF There are multiple spawn-kill preventing methods and punishments implemented (as mentioned in the recent update changelog). If these are not working properly we'll do our best to identify the issue and fix it. @Hostilian
  22. Jezuro

    Warlords

    While I agree with most points, there are still smaller scenarios hosted for those who prefer them.
  23. Jezuro

    Warlords

    The list you create is added to the group classes loaded from the faction config. If you don't want certain groups to be spawned at all, you will have to change the faction name in the Init module to some non-existing one and list all groups you do want to use in CfgWLFactionAssets. Keep in mind that individual Independent vehicles are never spawned on their own, only as a part of a group. Unless of course you use preset vehicles in the editor as described on the wiki.
  24. Jezuro

    Warlords

    64 player version has AI slots disabled on purpose as that many AI commaners would be too much of a performance hit for the server. You will also notice that the maximum number of subordinates you can request is lower, for the same reason.
  25. Jezuro

    Warlords

    1.90 update with quite an extensive Warlords changelog: https://dev.arma3.com/post/spotrep-00085
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