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About thirith

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  1. thirith


    We've now played our first game of Warlords. It was fun, but it felt different from our usual coop, especially since everyone could spawn in their own troops. Which brings me to my questions: Is it possible to form a squad, ideally with all Command Points for every member going to the leader? Is there any way to leave behind spawned-in troops so they can garrison captured sectors? Or is the only option to have one player stay behind and spawn in a squad with which to guard the sector?
  2. thirith


    Question from a complete Warlords newb: how easy is it to pick up and play with a group of 4-8 players looking for a 2-3 hour coop session? Anything I’d need to know to run such a session?
  3. thirith

    AI Spawn Script Pack

    Has anyone adapted the script to work with the CUP units? I think I'll find enough information in the thread to do so myself (when I get around to it), but if there's already a version of the script that would allow me to populate an area with Takistani insurgents at random, that'd be great. Another question I had is this: in practical terms, if I just want to do something along the lines of populating an area with units of one faction, would I use the militarize script or the ambient combat one?
  4. By the way, I've uploaded the current version of the mission my questions were about to the Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1341443196 It's a simple transport helicopter training mission that allows for one or two players (pilot and co-pilot); I thought the latter might be useful if a more experienced pilot flies along with a relative newbie, to give feedback on their flying etc.
  5. Thanks. Somewhat tangential question: Is there an easy way to test how a mission would behave on a dedicated server setup? I do use a second PC as a dedicated server, but if there are easier ways of testing a mission I'm working on than copying it over to the second PC, launching the server, connecting and playing, that'd be much appreciated.
  6. Ah, I didn't know about that. I assume that units or objects created in the editor are named on all clients as well as the server - is that correct?
  7. I expect this is a very newbie question, but does the server always know where all units are? I'm asking because I've read that units can be 'owned' by clients (e.g. a Headless Client) as well, and I don't know if this means that the server might not always know every single position. More concretely: if I create a trigger that spawns, say, a smoke grenade when heli1 is in the trigger area and begin the trigger with an if (isServer) condition, will this work and is it the right way to ensure that I don't spawn a smoke grenade for every single client plus the server?
  8. It was this thread here: From the discussion it wasn't clear to me whether there was still a problem (or if there was some confusion in the first place). If it's not an issue, all the better. Thanks!
  9. Thing with just trying is that I don’t have the experience to know if the results would be consistent or if they’d be different if I used a dedicated server etc. I’m a scripting newbie, but I know that there are factors that may influence the results that I’m simply not aware of.
  10. I've read around a bit and it seems that BIS_fnc_arrayShuffle either was or still is broken. Is that the case? I've not found any clear up-to-date info on the matter. If it's broken, what's the recommended workaround?
  11. For the mission I'm currently working on, I'd like to create areas where you might bump into enemies without placing the enemy units by hand. Is there a module that allows for this, ideally with a number of parameters (e.g. enemy types, group size, likelihood of enemies spawning when players are in the area)? Alternatively, is there a script or similar that does this sort of thing well?
  12. Brilliant, thanks! I'll try that out next time I work on the mission. (Also, love the random answers. Arma missions need more Monkey Island.) The mission itself will be an asymmetrical versus mission: a squad is tasked with negotiating a truce with a couple of village leaders while a two-man sniper/spotter team is tasked with preventing this from happening. I don't know yet whether that'll actually work out, but I like the idea of asymmetrical versus missions as a nice change of pace from our usual coop fare.
  13. I'm currently thinking of creating a mission where one team is tasked with gathering intel from the civilian population. The way this works in my mind is as follows: all the civilians in a Takistani village should have an action added (e.g. "Talk to civilian"); when it's used, a counter goes up by one and the action is removed from that particular civilian. Once the counter is higher than 3, a certain location is revealed. I think I know how to do this in a heavy-handed way, adding it to each civilian manually - but I expect there'd be a smarter, more elegant way to script this. Any suggestions how best to get this done?