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Found 34 results

  1. 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
  2. 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.
  3. 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?
  4. 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
  5. 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.)
  6. 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&redirect=no im also pretty new in arma editing/scripting.
  7. 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.
  8. 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.
  9. 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".
  10. 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:
  11. 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
  12. 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)?
  13. 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
  14. 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
  15. 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 ...
  16. 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!
  17. Morning All, Been looking into mission building with the Warlords modules recently, but am having trouble actually getting the AI to spawn and assist with the points. Going by what I can see, the gamemode revolves around taking point against either players, or an AI opponent. In this sense it is Sector Control with a few extra shiny's attached. However, I would like AI to ambiently spawn from either side and assist with taking the points, separate to the requisition menu. I have tried using the Spawn AI modules that came along with the Helicopters DLC for Sector Control but they just spawn and stand there, without any AI direction to dynamically take the points. Is there a module I am missing in relation to this, or is Warlords not able to also have AI spawning alongside the players and requisitioned troops? Cheers -Val
  18. First post, hello! I made a thing and wanted to share! How to play Warlords in Arma 3. https://youtu.be/A-I4QQELVNk I hope it helps new players learn the game! Servers have had so many new players, it's frustrating explaining the same thing so many times! :)
  19. Here's the server log: https://pastebin.com/hbyiXFJK I use LGSM, the machine has 96gb ram, 3ghz 8core 16 thread dual cpu (intel). Ubuntu 18. I was getting another error before this one when it kicked me: 12:42:28 BattlEye Server: Connected to BE Master 12:42:33 BEServer: cannot find channel #481584431, users.card=0 12:42:35 BEServer: cannot find channel #481584431, users.card=0 12:42:40 BEServer: cannot find channel #481584431, users.card=0 12:42:43 BEServer::finishDestroyPlayer(481584431): users.get failed I did a reinstall, changed some elements of the mission file and now I don't get that error, but I still get kicked and the console is flooded with: 5:04:30 File A3\Functions_F_Warlords\Warlords\fn_WLSectorPopulate.sqf [BIS_fnc_WLSectorPopulate]..., line 118 5:04:30 Error in expression <ts _newGrp < 3} do { _newUnit = _newGrp createUnit [_unitArr # floor random _uni> 5:04:30 Error position: <createUnit [_unitArr # floor random _uni> 5:04:30 Error Type Any, expected String The server seems to be up and running, it shows on the server list, just when I connect I get sent back to the server list with no pop up message.
  20. I am trying to finish my custom warlords mission, but have ran into a snag and cannot seem to locate the answer I seek. The unoccupied player slots are not able to be disabled due to the "DisabledAI" command breaking the warlords module spawns. Therefore, all the unplayed player slots are just idle until the sector has been assigned, then get teleported near the target by use of BIS_fnc_relPos. I was able to disable the movement by code and set the condition for code activation by the isPlayer command; but due to the base placement, the warlords units spawned still need the teleport ability to avoid a very lengthy swim time. The units should still be able to use all the options if a player takes the slot, or is JIP. I was going to have them utilize the Zen_OccupyHouse if they are staying at base (hopefully I can enable movement and they don't try to just swim there). This is needed for both West and East playable units. Any help to bypass the teleport initialized by Warlords would be wonderful.
  21. Jordy-ELITE

    WARLORDS BUGS

    hello guys, is there someone on this planet that can fix some warlords bugs. i think it is a verry nice game mode.... but unplayble !! 1: there are no admin ??? sooo give player more control over the game, exemple : you play a match for 3 hours...and someone is joining your team,and is teamkilling on spawn point. HOW CAN WE AS A GROUP KICK THAT PLAYER ? fix : if 5 people vote for KICK that guy must kicked off from the server !!!!! 2 : why the hell are people can speak too enemy in global !! its sooo fucked up when someone is screaming in global ! yes i know you can mute them....they leave and come back in the server,and do it again. 3: how the hell is it possible that sometimes ENEMY AND FRIENDLY verhicles keep spawning sooo exemple..i capture a point and i see enemy verhicles with parachut in air (3 of them) i destroy them in the air. 10 sec later....3 new enemy tanks are spawning in the air....how the hell is that playble ?? COME ONnnn 4: give a pawnee a warning incoming missle sound !! so it can be fun to fly a damn chopper with 45.000.000 AA verhicles on the ground !! i have 5000 hours of arma 3 and i think what i say is no bullshit...and i read so much frustration of people online ! they leave the server and maybe even game.... its almost perfect BOYSSSSSSSSS see ya ! Jordy-ELITE NoMoneyNoHoney The-pHilOsOphor Jordy
  22. steam-76561198006613780

    Warlord Mission in Second World War Setting

    Hi everyone, A friend of mine and me discovered Warlords a couple of month ago and we created our own mission on an Island Map which was working fine. Now we thought it would be cool to create a more complex mission. So we loaded a Map (Baranow, we are using quite a lot of WW2 maps and mods atm) and set a lot of Sectors already. Then we Placed playable characters for Blurfor and Opfor and we checked if everything is loading in, spawning enemys and so on . The Basic Stuff you know 😉 Now let's get to the actual "Problem" and I think some of this we should be able to do it, becuase I seem to remember to have seen this somewhere... 1. Tech-Level: I would like to have certain Vehicles available at the Main Base "for free" but not at the start but later on. For example, you can see a couple of JS2s and IL-2 standing on the main Base but you won't be able to use those at the beginning. They should be triggered once a certain sector or a certain amount of sectors has been captured. (Example Whilst the Germans should be able to call in Panzer IVs the Tiger should be quite limited so that there might be one parked in a (closed) Hangar... and will be available at a certain point. Also if that is not possible, is it possible to let them fly/drive to the mainbase and wait there ( like the Airplane flying in) as soon as you fullfilled requirement XYZ. 2. Tanks: I would like to have them spawn somewhere nearby (or the Mainbase) and drive to their location instead of dropping them via Parachute. is that possible? Would it be possible to trigger tanks rolling in from somewhere ( with crew) but they wouldn't advance. I know that I can set waypoints but for example the Tank spawning in, and driving to it's location (a castle or another fortified position where it would establish a defensive perimeter and not advance with the group commanders? 3. Planes Is it possible to have Transport Planes fly in every 60 seconds or so, circle your base and then go off after 60 more seconds? Also can they drop crates somehow? 😄 4. Defences and Cannons Is there a way to Trigger the Spawn in of Defensive Weapons /w Crew as soon as you capture an Point. Nothing big. Mostly like a Squad and maybe a PAK or a Mortar. Or do I have to place them just down empty and use my squad to actually man them? Also is there a way to reload static cannons like PAKs? 5. Ambushes TBA 6. Random Battles TBA
  23. how to set the warlords kill point , i mean when i kill an enemy in warlords i will get 1 CP point ,how can i set it to 10 our 1000?
  24. I haven't posted here in a while so I'm not completely sure if this question should go here, but I'm just wondering where everybody is at on custom versions of Warlords. Basically what I'm looking for is just the vanilla Warlords scenario but ported to other maps, like the CUP maps or perhaps a whole-map Tanoa version. Also, is it possible to port Warlords into an SP scenario where you can pause and save? I see there are a few versions on Steam Community but it doesn't seem to be a very prominent thing there. Is it simply expected that you do the porting yourself as per the directions on the Arma 3 Dev wiki? Thanks.
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