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jandrews

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Everything posted by jandrews

  1. Vcomai works well with warlords. I have other issues with running loops to push on independent side ai. You running any scripts to push gear on that side ai? Like gun flashlites and chatter script?
  2. Just wondering if anyone is running 3rd party scripts on the ai with warlords. I have vcomai and ASI revive for players to get revived by ai but not others. I believe it has to do with the warlords spawn system. I have tried adding a gun flashlights script and ai chatter script with no luck. Anyone crack open the warlords spawning code yet? Thanks in advance
  3. Hey. I have tried your gun script and the updated jboy scripts here. I am currently at work so I cant post my initserver.sqf. but will later.
  4. Hey GF. I did try the script version and no luck. Just not sure why warlords ai spawn doesn't pick up those scripts running. I also tried jboy chatter and flashlight script updates and nothing. I tweaked one script version and it applied the gun lights on 1 of 5 trials but ai didn't turn them on or off like scripted. And it does run vcomai and asi revive. So there's that.
  5. jandrews

    Warlords

    @Beagle I have a solution. Make your own warlords mission and raise the cost of those planes to very high. Plus you can add AI AAA batteries in editor and do special things so they keep the skies less cheese. I have vcomai running on warlords. Its using a specific loop. My question is does anyone have an scripts running on the ai when they spawn? I dont want to use a mod either. I have tried some other loops and I believe warlords is not having it. So any ideas on how to push 3rd party scripts on ai when they spawn? Thanks in advance.
  6. jandrews

    Warlords

    Hello, thanks for the explanations. I was wondering if its possible to run many external scripts with this mode. I have VCOMAI running on resistance only. However I wanted to add some other small things to the spawned AI. I do not see any lines to add code to spawning units like AI chat or gun flashlight scripts. I tried having a script just loop during game play but even that freezes the game at loading screen. Are there filters in place to hold loading if external scripts are detected? Perhaps you could add some additional lines to the warload init allowing code to pass on to the AI as they spawn.
  7. Well I am no script magician. But I see your script doesn't add a flashlite just on/off. I remember this, perhaps this with a loop say while {true} do { { private "_unit"; _unit = _x; if (side _unit == RESISTANCE) then { _unit addPrimaryWeaponItem "acc_flashlight"; _unit assignItem "acc_flashlight"; _unit enableGunLights "AUTO"; }; } foreach allunits; }; sleep 60; Now the code below would needs to be modified to apply to only resistance groups. if (side _group == Resistance) then [ { dummy = [_x, 60] execVM "Scripts\JBOY_PatrolChatter.sqf"; // 60 is number of seconds to wait between speaking dummy = [_x, 60, 5] execVM "Scripts\JBOY_LightsOnOff.sqf"; // 60 is duration light is off, and 5 is duration light is on} foreach allGroups; ]; Not sure. probably not this easy.
  8. Is there a way to push this script on to all units of one side. For example, for warlords mission once AI units spawn in a sector could this script be running to check those units for a flashlite and add chatter too? Also would that conflict with VCOMAI. I doubt it but thought id ask. Thanks.
  9. jandrews

    Warlords

    I'd like to see the description.exe of you could post here as spoiler as to not take up a whole page. Thanks.
  10. jandrews

    Warlords

    class CfgWLFactionAssets{ class WEST // --- BLUFOR { class InfantryUnits { class B_Story_SF_Captain_F {}; }; }; class EAST // --- OPFOR { class InfantryUnits { class O_V_Soldier_hex_F {}; class O_V_Soldier_M_ghex_F {}; }; How do these units garrison and patrol? I did not include the independent side b/c I get that. It seems these units are joined with the player. Is that correct? is this another filter?
  11. jandrews

    Warlords

    Can anyone go in to detail in how these two lists are filtered differently between bluefor and opfor? The question I have is about filtering units. I can use mywlassetlist to filter what the available units are to spawn using that script alone. Why would I need to add the second list? What does it allow me to do? Only related to blu and opfor units. I get the independent class. ['MyWLAssetList'] [CfgWLFactionAssets] Thanks in advance.
  12. jandrews

    Warlords

    I would agree with the previous post as well. I know the update is new. However when someone who makes warlord missions knows more. Could you post how the heck the new updates actually work. What does the new listing do? The wiki is very vague and imo poorly written. Thanks in advance.
  13. 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.
  14. 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?
  15. 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?
  16. 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?
  17. Wow. just wow. Very impressive. You have a dam library of scripts. Cant wait to see it in action.
  18. 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?)
  19. 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.
  20. 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.
  21. 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.
  22. 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.
  23. 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
  24. 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.
  25. 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.
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