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Found 43 results

  1. In a game of Warlords, you aren't able to put on UAV bags or mortar tubes for balance reasons. Even if I load a pre-made loadout with a mortar tube or other illegal item, I'm unable to put it on my character. However, in custom missions, you're still able to load loadouts that have items not shown in the arsenal or otherwise not meant to be used. Is there a way I can implement the same loadout restriction from Warlords into my own custom mission? Or is this just a quirk from an official gamemode like the Warlords buy menu (which I would also like to see if there is a way I can add that to my missions 👀)?
  2. I recently made my own Warlords scenario in Eden editor and everything worked fine, until I ran on a serious problem. After playing the scenario on a server I made and making some progress on the map, I saved the game and quit. The next day I loaded the saved game, still on the server I made, and then a problem occurred. I couldn't open the Warlords buying menu and the voting system stopped working. It seems like after I load the saved game, the Warlords Init just stops working. How to make something similair to this? I have downloaded this scenario and the saving and loading does acually work. When I searched through this scenarios files, I couldn't figure out how to replicate it. I don't need the air support and all the other stuff, only the save and load option. Here is the steam page of this map and a tutorial how to put downloaded maps into the editor: https://steamcommunity.com/sharedfiles/filedetails/?id=1853095211 https://steamcommunity.com/workshop/filedetails/?id=1921503374
  3. Hello, I recently made my own Warlords scenario in Eden editor and everything worked fine, until I ran on a serious problem. After playing the scenario on a server I made and making some progress on the map, I saved the game and quit. The next day I loaded the saved game, still on the server I made, and then a problem occurred. I couldn't open the Warlords buying menu and the voting system stopped working. It seems like after I load the saved game, the Warlords Init just stops working / deactivates. I tried to change the soldier I was playing with but it didn't fix anything. Can anyone tell me how to fix that please? PS. I think it might be fixed by writing a code that tells the init to activate after the game is loaded, but I don't know how to do that (I cannot write scripts) and I'm not sure if it will work anyway.
  4. class CfgWLRequisitionPresets { class MyWLAssetList { class WEST { class Infantry { class B_Soldier_F { cost = 100; requirements[] = {}; }; class rhsusf_usmc_marpat_wd_rifleman_m4 rifleman { coat = 100; requiremments[]={}; }; class CUP_B_US_SpecOps_Medic Medic { coat = 100; requiremments[]={}; }; class rhsusf_usmc_marpat_wd_machinegunner machinegunner { coat = 100; requiremments[]={}; }; class rhsusf_usmc_marpat_wd_sniper_M107 sniper { coat = 100; requiremments[]={}; }; class rhsusf_usmc_recon_marpat_wd_marksman_lite marksman { coat = 100; requiremments[]={}; }; class rhsusf_usmc_marpat_wd_grenadier grenadier { coat = 100; requiremments[]={}; }; class rhsusf_usmc_marpat_wd_riflemanat riflemanat { coat = 100; requiremments[]={}; }; rhsusf_usmc_marpat_wd_javelin antitank { coat = 100; requiremments[]={}; }; rhsusf_usmc_marpat_wd_stinger antiaircraft { coat = 100; requiremments[]={}; }; rhsusf_usmc_marpat_wd_engineer engineer { coat = 100; requiremments[]={}; }; rhsusf_usmc_marpat_wd_helipilot helipilot { coat = 100; requiremments[]={}; }; rhsusf_usmc_marpat_wd_crewman crewman { coat = 100; requiremments[]={}; }; rhsusf_airforce_jetpilot jetpilot { coat = 100; requiremments[]={}; }; }; class Vehicles { rhsusf_m1151_usmc_wd Hammer { coat = 100; requiremments[]={}; }; rhsusf_m1151_m2_v3_usmc_wd HammerM2 { coat = 100; requiremments[]={}; }; rhsusf_m1165a1_gmv_m134d_m240_socom_d CombatHammer { coat = 100; requiremments[]={}; }; rhsusf_M1237_M2_usarmy_d M1237 { coat = 100; requiremments[]={}; }; CUP_B_AAV_USMC_TTS AAVP7/A1 { coat = 100; requiremments[]={}; }; rhsusf_stryker_m1132_m2_d EngineerStryker { coat = 100; requiremments[]={}; }; CUP_B_MTVR_USMC Truck { coat = 100; requiremments[]={}; }; CUP_B_MTVR_Ammo_USMC AmmoTrack { coat = 100; requiremments[]={}; }; CUP_B_MTVR_Refuel_USMC RefuelTrack { coat = 100; requiremments[]={}; }; CUP_B_MTVR_Repair_USMC RepairTrack { coat = 100; requiremments[]={}; }; CUP_B_TowingTractor_USMC TowingTractor { coat = 100; requiremments[]={}; }; }; class Aircraft { RHS_MELB_MH6M MH-6M LittleBird { cost = 7500; requirements[] = { "A" }; }; RHS_MELB_AH6M AH-6M LittleBird { cost = 7500; requirements[] = { "A" }; }; RHS_AH1Z AH1Z { cost = 7500; requirements[] = { "A" }; }; CUP_B_AH1_DL_BAF AH1 { cost = 7500; requirements[] = { "A" }; }; CUP_B_UH1Y_MEV_USMC UH-1Y Medic { cost = 7500; requirements[] = { "A" }; }; RHS_UH1Y_d UH1-Y Combat { cost = 7500; requirements[] = { "A" }; }; CUP_B_UH60S_USN MH-60S { cost = 7500; requirements[] = { "A" }; }; CUP_B_MH60L_DAP_4x_US MH-60L Cobat { cost = 7500; requirements[] = { "A" }; }; RHS_CH_47F_10_cargo CH-47F Cargo { cost = 7500; requirements[] = { "A" }; }; RHS_CH_47F_light CH-47F { cost = 7500; requirements[] = { "A" }; }; rhsusf_CH53e_USMC_cargo CH-53E Cargo { cost = 7500; requirements[] = { "A" }; }; rhsusf_CH53E_USMC_GAU21_D CH-53E { cost = 7500; requirements[] = { "A" }; }; CUP_B_MV22_VIV_USMC MV-228 Cargo { cost = 7500; requirements[] = { "A" }; }; CUP_B_MV22_USMC_RAMPGUN MV-228 { cost = 7500; requirements[] = { "A" }; }; USAF_AC130U AC-130 { cost = 7500; requirements[] = { "A" }; }; usaf_kc135 KC-135 Tanker { cost = 7500; requirements[] = { "A" }; }; USAF_C17 C-17 { cost = 7500; requirements[] = { "A" }; }; CUP_B_AH6X_USA AH-6X LittleBird ULB { cost = 7500; requirements[] = { "A" }; }; USAF_MQ9 MQ-9 ULB { cost = 7500; requirements[] = { "A" }; }; USAF_RQ4A RQ-4A ULB { cost = 7500; requirements[] = { "A" }; }; }; class Naval { class O_Boat_Armed_01_hmg_F { cost = 500; requirements[] = { "W" }; }; }; class Gear { CUP_BOX_US_ARMY_Ammo_F { cost = 200; requirements[] = {}; }; CUP_BOX_US_ARMY_Support_F { cost = 200; requirements[] = {}; }; CUP_VABox_USARMY { cost = 200; requirements[] = {}; }; CUP_BOX_US_ARMY_AmmoVeh_F { cost = 200; requirements[] = {}; }; }; class Defences { RHS_M119_D artillery { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; CUP_B_M1129_MC_MK19_Woodland MK19Artillery { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; CUP_B_M270_HE_USMC M270MLRS { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhsusf_M142_usmc_WD M142HIMARS { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhsusf_m109_usarmy M109A6 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; RHS_M2A3_BUSKIII_wd M2A3 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; CUP_B_M1A2SEP_TUSK_II_Woodland_US_Army M1A2 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; }; }; class EAST { class Infantry { CUP_O_RU_Soldier_TL_M_VDV_EMR_V2 Командир звена { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_M_EMR_V2 Стрелок { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_Medic_M_EMR_V2 Медик { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_Engineer_M_EMR_V2 Инженер { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_Exp_M_EMR_V2 Сапер { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_MG_M_EMR_V2 Пулемётчик { coat = 100; requiremments[]={}; }; CUP_O_RU_Sniper_M_EMR Разведчик { coat = 100; requiremments[]={}; }; CUP_O_RU_Sniper_KSVK_M_EMR Сапер { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_AT_M_EMR_V2 Гранатомедчик { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_AA_M_EMR_V2 Ракетчик ПВО { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_HAT_M_EMR_V2 Противотанковый стрелок { coat = 100; requiremments[]={}; }; CUP_O_RU_Pilot_M_EMR Пилот { coat = 100; requiremments[]={}; }; CUP_O_RU_Soldier_Crew_M_EMR_V2 Член экипажа { coat = 100; requiremments[]={}; }; rhs_pilot Пилот самолёта { coat = 100; requiremments[]={}; }; }; class Vehicles { CUP_O_TowingTractor_RU Тягач { coat = 100; requiremments[]={}; }; CUP_O_UAZ_AMB_RU уаз Медецинский { coat = 100; requiremments[]={}; }; CUP_O_UAZ_MG_RU Уаз ДШКМ { coat = 100; requiremments[]={}; }; CUP_O_GAZ_Vodnik_AGS_RU Водник { coat = 100; requiremments[]={}; }; rhs_tigr_vv Газ-233011 { coat = 100; requiremments[]={}; }; rhs_tigr_m_vv Газ-233114 { coat = 100; requiremments[]={}; }; rhs_tigr_sts_vv Газ-233014 { coat = 100; requiremments[]={}; }; rhs_kamaz5350_vv Камаз-5350 { coat = 100; requiremments[]={}; }; rhs_kamaz5350_ammo_vv Камаз-5350 Патроны { coat = 100; requiremments[]={}; }; CUP_O_Kamaz_Repair_RU Камаз-5350 Ремонт { coat = 100; requiremments[]={}; }; CUP_O_Kamaz_Refuel_RU Камаз-5350 Топливо { coat = 100; requiremments[]={}; }; RHS_Ural_Zu23_VV_01 Урал-4320 Зенитка { coat = 100; requiremments[]={}; }; O_Truck_03_device_F Буря Устройство { coat = 100; requiremments[]={}; }; }; class Aircraft { RHS_Mi8mt_Cargo_vvsc Ми-8МТ Транспортный { cost = 7500; requirements[] = { "A" }; }; RHS_Mi8mt_vvs Ми-8МТ { cost = 7500; requirements[] = { "A" }; }; RHS_Mi8MTV3_heavy_vvs Ми-8МТ Тяжелый { cost = 7500; requirements[] = { "A" }; }; rhs_ka60_grey Ка-60 { cost = 7500; requirements[] = { "A" }; }; CUP_O_Ka60_Grey_RU Ка-60 Штурмовой { cost = 7500; requirements[] = { "A" }; }; RHS_Mi24V_vvs Ми-24В { cost = 7500; requirements[] = { "A" }; }; CUP_O_Mi24_Mk4_CSAT_T Ми-24 Суперхинд { cost = 7500; requirements[] = { "A" }; }; rhs_mi28n_vvsc Ми-28Н { cost = 7500; requirements[] = { "A" }; }; RHS_Ka52_vvs Ка-52 { cost = 7500; requirements[] = { "A" }; }; CUP_O_Ka50_DL_RU Ка-50 Черная Акула { cost = 7500; requirements[] = { "A" }; }; OWP_MI26ps Ми-26Т Пассажирский { cost = 7500; requirements[] = { "A" }; }; OWP_MI26md Ми-26ТМК Медкомплекс { cost = 7500; requirements[] = { "A" }; }; OWP_MI26cg Ми-26Т Грузовой { cost = 7500; requirements[] = { "A" }; }; OWP_MI26fl Ми-26ТЗ Заправщик { cost = 7500; requirements[] = { "A" }; }; CUP_O_Pchela1T_RU БПЛА Пчела-1Т { cost = 7500; requirements[] = { "A" }; }; CUP_O_AN2_TK Анотонов Ан-2 { cost = 7500; requirements[] = { "A" }; }; CUP_O_C47_SLA Ли-2 { cost = 7500; requirements[] = { "A" }; }; CUP_O_C130J_Cargo_TKA С-130J Грузовой { cost = 7500; requirements[] = { "A" }; }; RHS_TU95MS_vvs_old Ту-95МС6 { cost = 7500; requirements[] = { "A" }; }; Antonov225 Анотонов АН-225 { cost = 7500; requirements[] = { "A" }; }; }; class Gear { CUP_BOX_RU_Ammo_F Базовые патроны РФ { coat = 100; requiremments[]={}; }; CUP_BOX_RU_Support_F Потдержка РФ { coat = 100; requiremments[]={}; }; CUP_VABox_RU Арсенал РФ { coat = 100; requiremments[]={}; }; CUP_BOX_RU_AmmoVeh_F Боеприпасы для техники РФ { coat = 100; requiremments[]={}; }; }; class Defences { rhs_2b14_82mm_vdv Поднос { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; RHS_ZU23_VDV ЗУ-23-2 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_D30_vdv 2А18М { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_prv13_turret_vpvo ПРВ-13 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_p37_turret_vpvo П-37 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_bmd4ma_vdv БМД-4М ДБ { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_bmp3mera_msv БМП-3 ДБ { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_bmp2d_vv БМП-2Д { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_brm1k_vv БРМ-1К { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; CUP_O_BTR80_CAMO_RU БТР-80 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_btr80a_vdv БТР-80А { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; CUP_O_BTR90_RU БТР-90 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_t15_tv Т-15 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_sprut_vdv 2С25 Спрут { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_t80uk Т-80УК { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_t90sab_tv Т-90СА { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_t90sm_tv Т-90СМ { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_t14_tv Т-14 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; RHS_BM21_VV_01 БМ-21 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_2s1_at_tv 2С1 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_2s3_at_tv 2С3М1 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_9k79_B 9П129-1М { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; rhs_zsu234_aa ЗСУ-23-4 { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; CUP_O_2S6_RU 2С6 Тунгуска { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; }; }; }; };
  5. So I've been trying to make a warlords scenario using IFA3 assets and I keep running into an issue where whenever I attempt to place a defensive static defense weapon it will spawn inside the player character, push him for half a second, and then disappear with the announcer stating "Action Canceled." There is no error message when this occurs. I've tried the offset in the description but it hasn't helped at all. I'm having a hard time figuring out what is going on. I was wondering if anyone else was having a similar issue and if they have found a fix for this. I'm all out of ideas.
  6. How to know how many CP AI has in real-time? [WARLORDS] [script]
  7. Nguyen Trung Viet

    Warlords Asset List

    How can I add some script to Warlords Asset List? I want to buy some vehicles with crew auto atk some sectors so I need to add the script to the request list. class CfgWLRequisitionPresets { class MyWLAssetList // --- class name used in the Init module { class WEST // --- assets available for BLUFOR { }; class EAST // --- assets available for OPFOR { class Vehicles { class O_MBT_02_arty_F { cost = 9000; requirements[] = {}; }; }; // --- rest of input class Defences { class My Custom script { // Script here? }; }; }; }; };
  8. I've followed the official tutorial on Bohemia's web site and I've followed several YouTube video's but my asset list still wont work it gives me a syntax error but I've read over the hole list and cant find a mistake if any one knows what the problem is I would appreciate a solution https://drive.google.com/file/d/1U5tqVE-giPFQZ4qOfRhLV7f9H8jjGWWQ/view?usp=sharing <--Asset list
  9. Hello, After a long break from playing Arma 3 multiplayer, I fired it up and discovered Warlords. It's great and fun, and the best part is being able to play as a team...but it is not without it's flaws...which I think will eventually frustrate me too much... This threads intension is not to gripe, but to hopefully get the attention of the developers to sort these out. So view, reply, like (if that's possible) to get this up the top. Ultimately $MONEY$ pays the bills (and developers) so suggestions on how to pay for the updates are welcome. I suggest a DLC purchase or monthly subscription fee... OK, here goes Technical: 1. On entry to server, have a simple instruction list on how the game works, and how to fast travel! 2. On entry to server or something where you are not in the game, allow users to setup their arsenal/character - In game people doing that looks like they are not playing 3. Boot players not doing anything... Are they playing? Or collecting Command Points? - either way, these players can ruin and frustrate a team 4. Allow 2 text update boxes. 1: to see game kill updates 2nd: to see chat - It's hard to text communicate because a chat is quickly removed with kill updates 5. With player stats, only show current players, or have 2 boxes - with 200 legacy players, it's hard too see yourself or current players... Gameplay: 1. Can there be room for recon? - purely a person on the binoculars tracking the infantry and vehicles, so they are a constant view on the map when in sight... The rest I leave to replies because I'm still learning. But my intended focus is on enhanced team play (that allows players who don't know anyone to join in and player together), and balance between the 2 opposing side. cheers
  10. Hello In warlords, when you enter a sector wich is not selectod for attack, you will be informed that you have to leave that area in time or you will die. Can i make the coundown longer, so you can for example stay in that sector for 1 minute before dying?
  11. In warlords, it is impossible to dissasemble any heavy weapones like mortars and HMG's. Can i change it somehow?
  12. I have seen people using skins that aren't the default ones (they are the ones you can apply in virtual arsenal) in warlords I was wondering if anyone knows how I can do this?
  13. How do I go about reporting them? I have proof. 1. Location he was glitched under. https://steamcommunity.com/sharedfiles/filedetails/?id=2398113469 2. Killed by him as he popped out the ground. https://steamcommunity.com/sharedfiles/filedetails/?id=2398112845 3. He's not denying it here. https://steamcommunity.com/sharedfiles/filedetails/?id=2398112113 4. Gloating about his exploiting. (All you had to do was bring a specific round of ammo to kill me under ground where I would'nt be spotted if you didn't scan the area.) LOL! https://steamcommunity.com/sharedfiles/filedetails/?id=2398114055
  14. Warlords Survival is a SP, COOP mission set in the Scottish Highlands. Mixing survival elements from Ravage with Sector Control objectives from Warlords. RFG Survivors (BLUFOR) and Moss Troopers (OPFOR) are the contesting factions. Playing as the Survivors, the main objective is to seize the Moss Troopers Stronghold. Captured sectors periodically generate Command Points (CP) for players of the controlling faction. Request Menu: Command Points can used to airdrop additional Survivors, Vehicles and Survival Crates. Command Points can be used to unlock strategic advantages. Respawn will return players to the Survivor Stronghold (BLUFOR Base). Mission Parameters to customise the experience. Fast Travel between seized sectors is enabled by default. (Can be disabled in Mission Parameters} Players hunger and thirst has to be managed, loot the land for essential supplies. If you amass enough Command Points, airdrop a Survival Crate! Be cautious, shambling Walkers roam the Highlands. Be extra cautious, the bodies of the dead will return to life. For single-players, the mission can be played solo by disabling AI in the server lobby. Alternatively, AI can be individually selected to join the single-player. AI units selected this way cannot be commanded, they will participate on their own, these AI units will also respawn at the Survivor base if killed then make their way back to the battleground. Mod requirements are listed on the Workshop. Known Issues: Feedback is welcome. (Please note, mission has only been tested in Single Player over LAN.)
  15. Help! im trying to make a warlords scenario with custom factions. I have no idea what am i doing wrong. but everytime i try to test it (play in eden editor) it gives me this error: The script i used: This script i used is copied from https://community.bistudio.com/wiki?title=Arma_3_MP_Warlords&amp;redirect=no im also pretty new in arma editing/scripting.
  16. Hello I'm trying to make a custom WL assets list but when I try to add more units to my list then one it just gives me a error.
  17. Is there a way to edit Bohemia Interactives default game modes? For example, I wanted to make a Multiplayer Advance and Secure scenario and the already implemented game mode "Warlords" covers a lot of the needed mechanics. The problem is there's a lot of extra mechanics and UI that I don't really need in the scenario and the modules don't give me enough control. I have tried using light mods like MCC but I wanna keep the mission as light as possible even if it means more work on my end. If any one can just give me A TLDR, point me in the right direction, or even tell me if whether or not what I want to do is possible that would save me a lot of time. Thanks.
  18. I have a problem, i get this Error when i enter the WL shop, everything is working just i got everytime this Error, what did i wrong/how can i fix this? It says "error not defined variable in expression: _category".
  19. Hello, soldiers! Welcome to my latest mission: Eradication. Eradication is a mod/variant which combines the new Warlords mode and the Ravage Mod, creating a post-apocalyptic type Warlords scenario. Story: 10 years ago, a deadly sickness spread throughout the island. The island had been closed off and quarantined, left to rot and be consumed. Within the chaos, two major factions rose to the top. The year is now 2019, and a highly trained US Marine Task-Force has been deployed to establish a foothold on the island, neutralize the two major factions in the region, and attempt to eradicate as many infected as possible. BLUFOR players will control the US Marines, OPFOR players will control one of the major factions on the island, and the INDEPENDENT faction will be AI controlled and will defend all towns and cities with their lives. Renegades and lone survivors will also roam the island killing everything on sight. Both teams of players will have to loot and scavenge the area to ensure they never run out of ammo or resources. However there is NO hunger/thirst system as I thought it would take away from the main idea of the mission. You will be able to tweak some parameters before playing to make it customizable to suit your needs. To play solo/with AI: Host a LAN server normally and keep the AI in the player slots. Everything else is basically the same as the Warlords mode, but has been modified to fit the setting. If this mission is well received, I will make versions for other maps. More Info: - The Independents represent the 2nd major faction in the region, the 1st being the OPFOR faction. - You can search any wreckage or furniture piece. All buildings have been fully furnished. - Renegades and bandits will sometimes be carrying important Ravage items. - The OPFOR faction has slightly weaker units, but they make up for it by being cheaper to recruit. Required Mods: - All RHS Mods - Ravage - Derelict - CUP Terrains (For CUP maps) DOWNLOADS: Malden 2035 Malden 2035 LITE Takistan Stratis (Coming soon) Tanoa (Coming soon) Altis (Coming soon) Please leave any suggestions or feedback in the comments! MEDIA:
  20. Liberation of Altis is a single-player mission with multiplayer support for a maximum of 3 total players. Currently, the mission uses the Warlords systems as it comes closest to the mission I want to make and I'm not good enough at coding to write my own systems to make it exactly how I'd like. That being said I am still actively working on the mission and it is still in beta, the goal of posting this early is to get feedback on what people think of my project and to get feedback as to how I can improve it as I go. I am looking for help in developing the mission whether you're a graphic designer or scripter, or even a map builder. Colonel Willian Hill, a NATO peace-keeper has been sent to lead a small task force in Altis in response to reports of OpFor launching a total hostile takeover. Due to the nature of the situation and current relations between NATO and Altis, only two other men we allowed to accompany Hill. NATO believes that if the reports are true, Hill should be able to gain the support of local rebels to help return Altis to a free state. NATO has also authorized Hill to seize any vehicle he deems beneficial to the mission. At the very beginning of the mission, the player will spawn in as Colonel William Hill, a regular squad leader unit with 2 accompanying riflemen. On the map will be marked the location of "survivors" who are currently being hunted by OpFor forces. if the player manages to save the squads from OpFor they will join the player in their mission. There will also be some trucks marked as "utility vehicles' but will be guarded by OpFor troops. Upon spawning in the player will also notice a Prowler at the spawn point which is intended to be used to quickly get around the map in the beginning. After the player rescues the survivors the player should choose the first town to liberate, which should be the town in between the player and the AAC airport (which will be used as the player's base of operations after it's been cleared) and then head for the AAC airport and clear it of hostiles and prepare for a long warlords-like campaign. It was intended to be where the player could lead a massive army divided up into teams (using red team, white team, blue team, so on so forth) where players could attack multiple locations at once which is why multiplayer support was added. However, due to the limitations of the Warlords systems, this is currently not possible. The player is still able to assign units to teams and have them attack locations independently (i.e. the player could order their teams to attack sectors while the player stays back at the base since there are currently no respawn mechanics in place). Sector income has been reduced to make the rescue objectives more critical. There have also been different vehicles scattered throughout the map for the player to acquire, from offroads to tanks. Downloads Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2278581768 Github: (coming soon) Other links Discord: https://discord.gg/cRgrH54BKs
  21. If I run an empty mission and type hint "Hello."; I get a "Hello" in the upper right corner. If I put down a Warlords Init and Base modules and do the same, the hint appears for a mere fraction of a second and dissapears. Can't be read. It seems as if they've put a hint ""; in every tick of the Warlords Init module, which, of course, would make zero sense. Does anyone know why hints appear and immidiately dissapear in the Warlords gamemode? Also, what alternatives to the classic "hint" would you suggest (not titleText)?
  22. Hi: I'm creating a WWII-themed mission based on the map @IwoJimaV2 and the mod IFA3, facing up the fow_uscm faction agains fow_ija. I had previously created 2 different missions of the spanish FFAA Mod vs the CUP Russians, using the guide of the wiki (https://community.bistudio.com/wiki/Arma_3_MP_Warlords) with no trouble at all, even with custom asset lists, but this time I'm getting several errors that are preventing me from leaving enabled AI slots and buying troops. This mission, however, has some oddities: ·I've chosen as REDFOR the fow_usmc faction (which is coded as independent (greens), but I don't think that's the problem, as I tested changing them for genuine redfor factions, and the fow_ija (BLUFOR)was already in that faction. ·I haven't left any neutral Warlord Sector. All of the island is controled by BLUFOR, except for REDFOR Base (a beachhead). ·There are double REDFOR (american) slots than BLUFOR (japanesse). Japan players are expected to reinforce/help the AI to create a more interesting game, not to push like in a regular Warlords game. ·There are a lot of BLUFOR ambush groups, and random minefields (the System) covering some routes. I don't think this configuration is causing any problems, but the point is I don't even know what else to do, so I'll copy the broken_script alerts I get while opening my game in multiplayer: (I got this logs from ~:\Users\~~\AppData\Local\Arma 3\Arma3_x64_2020-10-13_22-26-51.rpt) This"paragraph" creates a loop that repeats several times. If I let AI playable teammates enabled, I algo get this error: All of my sectors (the 2 bases and 4 sectors) are properly configured and synced ingame. But with AI enabled, they don't even show up. If I disable them, I can play (but the 1st error keeps me from buying troops) Finally, I'm showing you my CfgWLRequisitionPresets. It should allow me already to buy a few fow_ija infantrymen but not even the Infantry category shows up. I'n my file there's also the parameters codeblock, also copied from the wiki, and that (at least) works properly when testing from multiplayer. Well, I think I have more or less explained my problem, and contributed most of the relevant information (just ask me if I should provide more complete logs, the mission files or whatever xD) In case any of my enabled mods is messing up, I'm also sharing my modlist. Most are WWII Assets, along with their dependencies, the Iwo Jima Map, and 3 movement-enhancement mods. I will deeply appreciate any clues about what I could do. This battle wasn't (afaik) represented in any Arma Scenario and I'd like to bring to fruition this project. Regards. This is my modlist: Enhanced MovementSteam http://steamcommunity.com/sharedfiles/filedetails/?id=333310405 CUP Terrains - CoreSteam http://steamcommunity.com/sharedfiles/filedetails/?id=583496184 CBA_A3 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=450814997 Advanced Towing Steam http://steamcommunity.com/sharedfiles/filedetails/?id=639837898 Advanced Sling Loading Steam http://steamcommunity.com/sharedfiles/filedetails/?id=615007497 IFA3_AIO_LITE Steam http://steamcommunity.com/sharedfiles/filedetails/?id=660460283 IFA3 liberationSteam http://steamcommunity.com/sharedfiles/filedetails/?id=950999958 7Y Assets WW2Steamhttp://steamcommunity.com/sharedfiles/filedetails/?id=1202636528 IFA3 liberation compatibility 7Y WW2 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1215887665 Iron Front ArmA 3 : Faces of War Compatibility patch Steam http://steamcommunity.com/sharedfiles/filedetails/?id=828493030 Flying LegendsSteam http://steamcommunity.com/sharedfiles/filedetails/?id=2012417505 Faces of WarSteam http://steamcommunity.com/sharedfiles/filedetails/?id=891433622 Enhanced Movement Rework Steam http://steamcommunity.com/sharedfiles/filedetails/?id=2034363662 Cyprus Autorun By A. Cyprus Steam http://steamcommunity.com/sharedfiles/filedetails/?id=1433000796 @IwoJimaV2 Steam http://steamcommunity.com/sharedfiles/filedetails/?id=2017579768
  23. Miroslav Slavchev

    ARMA 3 Warlords

    I am asking the community if you know the name of the woman that speaks in warlords for the OPFOR Team. I really like how she talks and i want to know who she is. Thanks
  24. In warlords mode, there are players who specially install autonomous machine guns and grenade launchers in the textures of destroyed houses, as well as in iron containers, because of which they cannot be destroyed, they do not receive any damage !!! And sectors cannot be captured !!! Please consider the possibilities for eliminating this texture bug. The meaning of the game is lost ...
  25. I've tired so hard to get this to work, I keep running into a prompt "description.ext, line 13: '/CfgWLRequisitionPresets/MSNT8AssetList/WEST/Infantry/CUP_B_US_Soldier.':'{' encountered instead of '=' Heres my work: class CfgWLRequisitionPresets { class MSTN8AssetList // --- class name used in the Init module { class WEST // --- assets available for BLUFOR { class Infantry { class CUP_B_US_Soldier // --- must be asset class name { cost = 100; // --- Command Points required requirements[] = {}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbor)) }; }; class Vehicles { class B_Quadbike_01_F { cost = 50; requirements[] = {}; }; }; class Aircraft { class B_Plane_CAS_01_F { cost = 7500; requirements[] = { "A" }; }; }; class Naval { class O_Boat_Armed_01_hmg_F { cost = 500; requirements[] = { "W" }; }; }; class Gear { class Box_NATO_Ammo_F { cost = 200; requirements[] = {}; }; }; class Defences { class B_HMG_01_F { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) }; }; }; class EAST // --- assets available for OPFOR { class Infantry { class CUP_O_TK_INS_Soldier // --- must be asset class name { cost = 100; // --- Command Points required requirements[] = {}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbor)) }; }; class Vehicles { class B_Quadbike_01_F { cost = 50; requirements[] = {}; }; }; class Aircraft { class B_Plane_CAS_01_F { cost = 7500; requirements[] = { "A" }; }; }; class Naval { class O_Boat_Armed_01_hmg_F { cost = 500; requirements[] = { "W" }; }; }; class Gear { class Box_NATO_Ammo_F { cost = 200; requirements[] = {}; }; }; class Defences { class B_HMG_01_F { cost = 250; requirements[] = {}; offset[] = { 0, 5.3, 0 }; // --- custom offset (optional) // --- rest of input }; }; }; class CfgWLFactionAssets class WEST { class InfantryGroups { groups[] = :] "'West' >> 'CUP_B_US_Army' >> 'Infantry' >> 'CUP_B_US_Army_RifleSquad'", "'West' >> 'CUP_B_US_Army' >> 'Infantry' >> 'CUP_B_US_Army_Team'", "'West' >> 'CUP_B_US_Army' >> 'Infantry' >> 'CUP_B_US_Army_TeamAT'", "'West' >> 'CUP_B_US_Army' >> 'Infantry' >> 'CUP_B_US_Army_TeamMG'", "'West' >> 'CUP_B_US_Army' >> 'Infantry' >> 'CUP_B_US_Army_TeamSupport'", "'West' >> 'CUP_B_US_Army' >> 'Infantry' >> 'CUP_B_US_Army_WeaponsSquad'", "'West' >> 'CUP_B_US_Army' >> 'Infantry' >> 'CUP_B_US_Army_HeavyATTeam'", "'West' >> 'CUP_B_US_Army' >> 'Infantry' >> 'CUP_B_US_Army_SniperTeam'", "'West' >> 'CUP_B_US_Army' >> 'Infantry' >> 'CUP_B_US_Army_DeltaForceTeam'" {; {; class MotorizedGroups { groups[] = {}; "'West' >> 'CUP_B_US_Army' >> 'Motorized' >> 'CUP_B_US_Army_MotorizedSection'", "'West' >> 'CUP_B_US_Army' >> 'Motorized' >> 'CUP_B_US_Army_MotorizedSectionAT'", "'West' >> 'CUP_B_US_Army' >> 'Motorized' >> 'CUP_B_US_Army_DeltaPatrolHMMWV'" {; {; class MechanizedGroups { groups[] = {}; "'West' >> 'CUP_B_US_Army' >> 'Mechanized' >> 'CUP_B_US_Army_MechanizedInfantrySquadICVM2'", "'West' >> 'CUP_B_US_Army' >> 'Mechanized' >> 'CUP_B_US_Army_MechanizedInfantrySquadICVMK19'", "'West' >> 'CUP_B_US_Army' >> 'Mechanized' >> 'CUP_B_US_Army_MechanizedReconSection'" {; {; class ArmoredGroups { groups[] = {}; "'West' >> 'CUP_B_US_Army' >> 'Armored' >> 'CUP_B_US_Army_M1A1Platoon'", "'West' >> 'CUP_B_US_Army' >> 'Armored' >> 'CUP_B_US_Army_M1A2Platoon'", "'West' >> 'CUP_B_US_Army' >> 'Armored' >> 'CUP_B_US_Army_M1A2Section'", "'West' >> 'CUP_B_US_Army' >> 'Armored' >> 'CUP_B_US_Army_MGSPlatoon'" {; {; class AirGroups { groups [] = {}; "'West' >> 'CUP_B_US_Army' >> 'Air' >> 'CUP_B_US_Army_AH64DFlight'", "'West' >> 'CUP_B_US_Army' >> 'Air' >> 'CUP_B_US_Army_A10Flight'" {; {; class EAST { class InfantryGroups { groups[] = {}; "'East' >> 'CUP_O_TK_MILITIA' >> 'Infantry' >> 'CUP_O_TK_MILITIA_Patrol'", "'East' >> 'CUP_O_TK_MILITIA' >> 'Infantry' >> 'CUP_O_TK_MILITIA_Group'", "'East' >> 'CUP_O_TK_MILITIA' >> 'Infantry' >> 'CUP_O_TK_MILITIA_Demosquad'", "'East' >> 'CUP_O_TK_MILITIA' >> 'Infantry' >> 'CUP_O_TK_MILITIA_ATTeam'", "'East' >> 'CUP_O_TK_MILITIA' >> 'Infantry' >> 'CUP_O_TK_MILITIA_AATeam'" {; {; class MotorizedGroups { groups[] = {}; "'East' >> 'CUP_O_TK_MILITIA' >> 'Motorized' >> 'CUP_O_TK_MILITIA_MotorizedGroup'", "'East' >> 'CUP_O_TK_MILITIA' >> 'Motorized' >> 'CUP_O_TK_MILITIA_Technicals'", "'East' >> 'CUP_O_TK_MILITIA' >> 'Motorized' >> 'CUP_O_TK_MILITIA_MotorizedPatrolBTR40'" {; {; class IND { class InfantryGroups { groups[] = {}; "'Indep' >> 'CUP_I_TK_GUE' >> 'Infantry' >> 'CUP_I_TK_GUE_Patrol'", "'Indep' >> 'CUP_I_TK_GUE' >> 'Infantry' >> 'CUP_I_TK_GUE_GroupWeapons'", "'Indep' >> 'CUP_I_TK_GUE' >> 'Infantry' >> 'CUP_I_TK_GUE_Group'", "'Indep' >> 'CUP_I_TK_GUE' >> 'Infantry' >> 'CUP_I_TK_GUE_Demosquad'", "'Indep' >> 'CUP_I_TK_GUE' >> 'Infantry' >> 'CUP_I_TK_GUE_SniperTeam'", "'Indep' >> 'CUP_I_TK_GUE' >> 'Infantry' >> 'CUP_I_TK_GUE_ATTeam'", "'Indep' >> 'CUP_I_TK_GUE' >> 'Infantry' >> 'CUP_I_TK_GUE_AATeam'" {; {; class MotorizedGroups { groups[] = {}; "'Indep' >> 'CUP_I_TK_GUE' >> 'Motorized' >> 'CUP_I_TK_GUE_MotorizedPatrol'" {; {; {; {; {; Any help is appreciated!!! Thanks!
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