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jandrews

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Everything posted by jandrews

  1. jandrews

    GF Auto Population Script - Mod

    Sounds awesome! Excited to see it in action. By the way. Your awesome! Hats off to you and others who continously work to improve this gaming experience.
  2. jandrews

    MGI HALO JUMP

    Hello I am looking for a jump script that will apply to only a certain player class. And the addaction would be applied to the player themselves. The idea is the class paratrooper will be able to jump to another location once his timer is up and not be dependent on a item like a pole after each area is cleared. Only dependent on timer and classname. Also this seems like a work around to white listing class names. So for this code. 0 = [this,1000,90,true] execVM "MGI_HALO.sqf" Would 0 be changed to this?
  3. jandrews

    Warlords

    Hey Beagle can you give me details. Id have to agree. Some suspicious stuff going on. Need to check this please. When is the dang update too?
  4. I would like to have a Opfor commander call in reinforcements IF blufor has been spotted by the commander. Am trying to use trigger synced to unit with Activation = Blufor once detected by Opfor and some scripts run. This is not producing the result I wanted. It seems to pop the trigger regardless. Would this && isServer && commander knowsAbout player; in place of the above placed in condition of trigger make any difference?
  5. Wow. just wow. Very impressive. You have a dam library of scripts. Cant wait to see it in action.
  6. jandrews

    Warlords

    Interesting. So the orbat module to change sides? Would that make it alive dependent then? Has anyone added the ability to drop items like props (sandbags and barriers?)
  7. jandrews

    Warlords

    Just so I understand. I can place the syndikat in a bluefor wl init and they are now bluefor? And NATO in to the green side and they are green? Have you spawned vehicles off the sectors via the editor? If so do they patrol automatically or do they need orders in unit init? Have you found any scripts conflicting with warlords. For instance, vcomai for green side only, or psychos ai revive, and has anyone garrisoned green units when spawned with editor based units? If so are you setting it up for respawning once dead? If so please share. Thanks.
  8. jandrews

    Warlords

    Ok, well how about adding Independent to be used as a main side. May be I want to use nato as the AI bots holding a town and have opfor vs independent faction. I understand the story line is Blue vs Red and Green holding towns. BUT.... again... i go back to options. I should have an option to use the green faction as a main side. There are other sub factions to use for different types of warfare. Anyone have positive experiences for placing vehicles for garrison via editor? please share.
  9. jandrews

    Warlords

    I believe it varies per player. Ww2 mods are very popular and players like the slower pace strategy type game. Plus, the idea of having more options allows the mission maker to create different scenarios where some players would be focused on frontline battle and others as support roles and supply lines. It goes with the ww2 era emerson. I bet some type of function could be made to spawn ai units based on players in trigger area, count, "contested" vs "secure" and with some 3rd party scripts that specifically do place ai in buildings is probably very doable. I believe this is s great one to use. Would you know anyone who can do this? ;) Well I think it should be reconsidered. An option could be like what Alive mod does. Chose a % of ai 10-40% let's say that get spawned are garrisoned. This would limit the number and also meet players options. This could also be turned off if mission maker wanted. For me personally, if you gonna make something like this. You have to go all in. Garrison ai units, spawning ai vehicles automatically and not via the editor are basics. Its why players have made tons of scripts that do this and why they make their own missions. The vanilla arma missions are fine but let's be honest. Players make their own missions and scripts b/c vanilla arma lacks those options. I believe this community is the best community I have ever been part of. They make arma. Without this community I believe arma is not what it is today.
  10. jandrews

    Warlords

    Personally, I'd rather have more options to restrict what is para dropped in and what is allowed to be spawned in at contested and secured zones by certain soldier classnames. So for example, I only allow bristish paratroops to drop in contested zones, only paratroops, ammo crates, small cannons and jeeps can paradrop in. And in secured zones only infantry troops have the option to spawn in infantry troops, transport trucks, tanks, larger arty pieces and heavy equipment. The infantry would then need to move towards the front lines to provide reinforcements. This would be more of era emerson I mean and role playing. Not much was para dropped in during ww2 in way of tanks and heavy equipment. Mostly just troops, supplies and some small vehicles. Most heavy equipment traveled across terrains to take towns / cities. Something like this would allow players to have true roles in this type of mission. Paratroops are the only class to drop in contested areas and move the lines, infantry has more assets to spawn but can only in secured zones and move in using different terrains. So they have to work together more to secure areas and provide reinforcements. Also players would have to set up defensive positions to hold towns more. Say a German infantry can only spawn in a secured zone, they then spawn some 88s and static mgs to hold the lines, or have to save enough points to get a tiger tank. More options in mission set up isn't a bad thing. Just some ideas to match the game mode, mods types, role playing and emerson.
  11. jandrews

    Warlords

    This is good to hear. In hindsight with this cti type mission although great as it is, would be even better if the community was more involved in its initial building phase for the ideas and suggestions aspect. From a coding side of things I'd bet it would have been much easier too. I'd like to make a ww2 mission based on this game mode however certain things like parachuting in to contested zones with assets ( tanks, arty ) takes away from the realism of the era. If you were to make everything a option like rpg as it now sounds like you are trying it would definitely allow many more different types of missions from this one game mode. How nice would that be? Fingers crossed
  12. jandrews

    Warlords

    Is it possible to place different sl class names in editor and then specify / filter in myassetlist what each sl classname has available to spawn? For example, you have an Infantry sl, a paradrop sl and each has their own asset pros and cons. For example the para drop sl can only drop in to a sector under contention and with only para troopers, however the infantry sl can spawn in support and normal units but only in areas under control. It would also be nice to have an option of having ai units you purchase to be EITHER para dropped OR spawn on the ground with a radius.
  13. So I had an idea for the warlords game mode. So I posted this in that thread but not sure if nobody knows or just got missed. But I will try here. My idea is to have different squad leader class names for player to chose at log in screen and once in game to only allow specific squad leaders to spawn certain assets. For example, the code below is the beginning of the asset list for warlord that is loaded in the description.ext. class CfgWLRequisitionPresets { class MyWLAssetList // --- class name used in the Init module { class EAST // --- assets available for OPFOR { class Infantry..... So is it possible to filter which type of units and vehicles are available based on squad leader class name type? So for example if I have two different squad leader types like: O_Soldier_SL_F O_SoldierU_SL_F Lastly, I have some ideas about a game mode which involves one side being able to choose 1 of 2 types of SL and have specific types of assets to them with different costs and the other side having 3 different squad leaders to choose from with the same. If possible it could add a different rpg type of play to this as well.
  14. jandrews

    Warlords

    You can. Just make your own asset list. See the wiki page and edit / add those in.
  15. jandrews

    Warlords

    Bueller? Bueller? ... ...... bueller? Anyone know if I can filter what players can spawn based on sl classname?
  16. jandrews

    Warlords

    class CfgWLRequisitionPresets { class MyWLAssetList // --- class name used in the Init module { class EAST // --- assets available for OPFOR { class Infantry..... So is it possible to filter which type of units and vehicles are available based on squad leader class name type? So for example if I have two different squad leader types like: O_Soldier_SL_F O_SoldierU_SL_F Let's say I want to place both units for player to choose one, but once in game I want their assets to be limited to specific type of squad leader chosen. If this is possible how do I set this up? Lastly, I have some ideas about a game mode which involves one side being able to choose 1 of 2 types of SL and have specific types of assets to them with different costs and the other side having 3 different squad leaders to choose from with the same. If possible it could add a different rpg type of play to this as well.
  17. jandrews

    Warlords

    Are you using an ai script like vcomai. I have been on servers with vcomai and it breaks the waypoints.
  18. jandrews

    Warlords

    How about using an ai mod kike asr or vcomai? What needs to be turned of in order to get the flanking and more difficult settings from those but not mess with the pathways to sectors? I know lowering the reinforcement call distance always helped. A suggestion to the game mode devs. For ai areas it would be nice to actually have ai doing more then just patrol the areas. How about they defend static positions and garrison bbuildings. And the way you have vehicles set up seems cheap and not well thoughout. There should be something set up in the module to add vehicles option and even run a third party script for that ai. You basically have a shell and now you need to add more options. May be post some polls to see what players want but this mode definitely seems incomplete.
  19. jandrews

    Warlords

    Yeah that is a great script pack. Do you spawn any ground vehicles in independent zones or sync in editor? Also is it pvp or coop? Wondering how having players vs ai vs ai would turn out. Does one faction attack or do they both just defend?
  20. jandrews

    Warlords

    Questions. 1. Has anyone set this up using players coop vs 2 ai factions? If so does the ai only defend or attack sectors too? 2. Since the independent side only spawns ai and not vehicles ( other then pre placed in editor) (( needs to be changed )). Is any one using other scripts to spawn in vehicles? More to come and thanks.
  21. jandrews

    Faces of War [WW2]

    I thought I'd ask first. Does anyone have an asset list of all these wonderful things?
  22. Hey. Thanks for this list. Am wondering if anyone has tested the fow and if lite compatibility mods to make each mod work better with each other. For example fow tanks may not do same damage to if lite tanks. But the compatibility mod equals the damage numbers.
  23. jandrews

    Warlords

    Has anyone tried ai mods since the recent update? Vcomai and asr have been really good however I know waypoints can be screwy. How about a revive script like psychos? Where the ai can heal players? Am curious to know if they screw the ai waypoints still? Is this game mode pvevp? Can it be set up for only pve. Like players vs two ai factions?
  24. Ok. Before we go on a rpt goose chase. Could you be specific when you say nothing happens. Does that mean the server loads the mission and nothing spawns. Does it mean some things load but not others. Have you edited anything or added extra code before this script in your initserver.sqf file? If so it could be as easy as missing a ( ; ) after a line of code and it is just not loading after that. You can post your initserver.sqf here under <> option and place in spoiler so not to take up a pg.
  25. Ok. Next thing is look at your server rpt file and -showscripterrors on the server parameters to see if its loading and if there are any script errors. I wonder is the server hanging on a mod or is it loading your mission at start?
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