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Futurenote

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About Futurenote

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  1. Futurenote

    co51 Frontline

    Hey Oden. First - thank you for all your work. Really enjoying your missions. I was just going to ask, if your planning to release a Operation Arrowhead version of your Cold Oden Warfare pack. Sorry to ask here but wasn't to shure if you still check posts for Cold Warefare. Take care and all the best
  2. Futurenote

    Warfare Proton Mods

    What about non arttilery fire zones around both Hq's which makes targeting in lets say a 800m circle around the hq imposible for your opponent and vise versa. Just an idea...
  3. kiptanoi - If i remember right that stuff is located in initmission.sqf. Entries to use custom warfare stuff. Also the original configs for warfare can be found inside the warfare2.pbo -extract and look in common\config folder.
  4. Futurenote

    Super powers location

    Extract missions.pbo from arma 2 addon folder. This contains the campaign, all scenarios and mpmissions. Also a few Warfare example missions can be found inside the warfare2.pbo. Good luck
  5. Prob easier and faster then starting to build from scratch. I just run into various troubles when I tried it. Worked out easier using the superpowers as a template
  6. Hi bro. Give this a try. Un-pbo the missions.pbo from your arma addons folder. There you can find the Superpowers and War welcom Utes Warfare scenarios. Just grab those and open up in the editor. Also you can have a look at the warfare.pbo in the addons folder. Extrat this one and inside you'll find a handful of warfare examples missions which yo can open in the editor. For some reason I had no luck creating a Warfare mission in the editor from scratch. Game keeps hanging itself. Anyways... I used the War Welcome Utes Single player scenario - converted it to cheranus by changing the entries in the mission.sqf . Thats a good template to work with i reckon. Have fun
  7. hi man. Think this might help you. Grab the War Welcome Utes mission from either missions.pbo /Scenarios or /Multiplayer. Open in editor and check the init from the squadleaders. I think its something like set this stay in position. If you want to use the War welcome Utes mission on Cheranus simply change all the "Utes" entries ( 8 of them ) to "Cheranus" in the mission.sqf. Hope that helped c ya
  8. Binkowski - lol - you are a tripper...
  9. Futurenote

    So is Super Powers the new Warfare?

    Just rework superpowers a bit with the editor, like adding SOM or ACM. Uav and radar prob gets fixed by the community b4 bohamia does. Wanted to implement the UAV into Superpowers since last week. But due to work I didn't had much time this week to look into this further. Hope we find a soulution for this soon. gl
  10. Ok. Here is what I've done so far. For some reason I didn't get the Warfare module to run by creating a mission from scratch with the WF module synced to players and vehicles. So - I de pbo'ed 1st example missions from the warfare2.pbo. Most of them you can't preview in the editor as they need some scripting work i think. But defnitly worth a look. Then I used the Superpowermission from the missions pbo. Really simple setup in the editor. I added SOM and ACM for a bit more dynamic. So - Superpowers itself in the editor doesn't contain any markers for the depots and camps. One of the example mission in the warfare folder shows a simple setup for this. If I recall it right there were like a few depots synced to camps sync to game logic an the logic synced to the warfare module. I also looked at the Strategic layer reference module pbo ( actul file is not called like that) which seemed to contain information about towns - airports - camps. So it would be intresting to know what ecxactly the Warfare logic does what the Construction Interface - and Strategic layer reference don't. So what if you would use CoIn and Strategic layer for all the camps and tows ? Isn't that ecxactly what Warfare is ? Will mess a bit more with the editor over the weekend. ---------- Post added at 07:05 PM ---------- Previous post was at 07:02 PM ---------- You might be right. Prob triggers certain AI behaviour, like capturing towns and building units.
  11. Sounds strange. Perhaps copy the content of Superpowers or Utes War welcome into editor folder and check the init.sqf or descreption.ext . I'll remeber coming across some respawn entries somewhere. Iam starting to wonder what the warfare module actually does. Seems like you could get the same thing using Construction Interface and Strategic Layer reference for all the towns Airports and so on. Also - I it just me or is it not possible to build a UAV terminal in WF ? Take care - Future
  12. Thanks mcsheffi. Also one of those mission examples in Warfare2.pbo shows you a basic town / depot setup. Whatever number of camps sync to town depot sync to blue flag ( game logic object ) and then synced to warfare module. Take care and thanks again
  13. Hi McSheffi, Sorry to bother you, but would you be able to explain how you did setup the Warfare module ? When I use it and preview the mission something like ..ng(votingmenu) scr something something comes up and it hangs itself.. However, I extracted the MP Scenario Superpowers in the editor and it works. Last night I looked for hours into the Superpowers mission files. I just can't find whats missing. My actual Warfare setup is alomost identical to that in Superpowers. I've you got any clues, I would appreciate your help. All the best - Future
  14. Hey guys, does anyone have a clue how to use the warfare module in the editor corectly ? Do I just link everything to the game logic ? I mean the depots with ther linked camps and so on. And would I use the construction module also ? Thanks in advance.
  15. Hi guys, don't know if this helps anybody or is even of intrest but I came across some Warfare / CTI mission examples while extracting the warfare2.pbo from the addons folder. Haven't looked into this further yet. My original thought was adding some extra available units into Warfare. All the best - Future
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