View Full Version : ArmA Warfare 1.1
Interim ArmA Warfare update to version 1.1 is available from armedassault.com (http://www.armedassault.com/downloads/ArmA_Warfare11beta.zip). Please report your feedback to Warfare version 1.1 to this topic.
Quote[/b] ]************************************************************************************
************************* ARMA WARFARE 1.1 BETA README *******************************
************************************************************************************
Copyright © 2008 [http://www.bistudio.com Bohemia Interactive]. All rights reserved.
This archive contains interim update of ArmA Warfare to version 1.1
'''YOU CAN BUY AND DOWNLOAD ARMA: GOLD EDITION (THE ORIGINAL GAME ARMED ASSAULT / COMBAT OPERATIONS INCLUDING THE OFFICIAL EXPANSION PACK QUEEN'S GAMBIT) VERSION 1.08 NOW DIRECTLY FROM THE DEVELOPERS AT SPROCKETIDEA.COM'''
===SYSTEM REQUIREMENTS===
* ANY ORIGINAL VERSION OF ARMA 1.14.
Visit [http://www.armedassault.com/dwnl_update.html updates section at armedassault.com] to update your ArmA as necessary.
===HOW TO INSTALL ARMA WARFARE 1.1===
If you want to host a game with ArmA Warfare 1.1, you need to copy WarfareV11beta.SaraLite.pbo (or (Warfare32V11beta.SaraLite.pbo
for 32 player version) to your MPMissions folder in the main server game directory (default is c:\program files\bohemia interactive or c:\program files\atari). Clients do not need to install the mission as it should be downloaded from the server automatically.
===NEW FEATURES===
====Team Status====
In the Team Menu, click on Team Status. You can see
the condition of your troops and disband them and to unflip vehicles.
====Command Teams====
You can respawn an AI team back at the base by
selecting it and clicking the Respawn button.
==MANUAL ERRATA==
Warfare 1.1 changes pricing of the following items to:
$9000 - KA50
$8000 - AH1Z
$2500 - M119/D30
2000 Supplies - Aircraft Factory
===CHANGELOG===
Changes:
* Fast Travel safety check for enemy presence now slightly less strict.
* Now requires enough supplies to deploy MHQ when packing up.
* Restricted deploying MHQ too close to a town depot.
* Increased Aircraft Factory cost to 2000 supplies.
* Increased KA50 cost to $9000.
* Increased AH1Z cost to $8000.
* Increased artillery cost to $2500.
* Increased delay between fire missions to 4 minutes.
* Increased town/camp capture rewards by 50%.
* Decreased kill rewards by 50%.
* Increased starting distance between sides by 50%.
* Increased salvager travel distance.
* Added respawn AI team option to Command Teams UI.
* Added Unflip vehicles option to Team Menu.
* Added Disaband Unit option to Team Menu.
* Added Team Status to Team Menu.
* Fixed JIP bug where player would receive money if joining a slot used by a previous player.
* Fixed JIP bug where player did not see current status of captured depots and camps.
* Possible fix for end-game bug when packing MHQ.
Sweet http://forums.bistudio.com/oldsmileys/yay.gif http://forums.bistudio.com/oldsmileys/yay.gif
Sickboy
Jun 12 2008, 09:33
Free Patches, Updates and Expansions FTW! http://forums.bistudio.com/oldsmileys/yay.gif
Thanks Maruk & Co!
Nice One Guys. http://forums.bistudio.com/oldsmileys/yay.gif
ModaFlanker
Jun 12 2008, 10:14
* Added respawn AI team option to Command Teams UI.
* Added Unflip vehicles option to Team Menu.
* Added Disband Unit option to Team Menu.
* Added Team Status to Team Menu.
* Fixed JIP bug where player did not see current status of captured depots and camps.
* Possible fix for end-game bug when packing MHQ.
My favorite changes! Thanks so much!!!
http://forums.bistudio.com/oldsmileys/notworthy.gif
IceBreakr
Jun 12 2008, 10:21
Thank you Maruk, I'll test it out with my team today at ~2200 hours. Before that we have a MP coop campaign on Schmalfelden to complete http://forums.bistudio.com/oldsmileys/wink_o.gif
stegman
Jun 12 2008, 11:46
You know, i havn't played ArmA for quite some time.
But this "Warfare" looks amazing!
I will be playing it tonight! http://forums.bistudio.com/oldsmileys/yay.gif
BUT I have some questions:
1) Are there any servers out there running it?
Last time i played there was only Evolution. On almost all the servers out there!!
1a)Is there an official server running Warfare?
2)How long would a game last?
MadDogX
Jun 12 2008, 11:53
You know, i havn't played ArmA for quite some time.
But this "Warfare" looks amazing!
I will be playing it tonight! http://forums.bistudio.com/oldsmileys/yay.gif
BUT I have some questions:
1) Are there any servers out there running it?
Last time i played there was only Evolution. On almost all the servers out there!!
1a)Is there an official server running Warfare?
2)How long would a game last?
If you want to search specifically for servers running Warfare, you can type Warfare as mission into the server filter. There are usually quite a few servers running it.
I don't think there is an "official" public server at all. As far as I know, all public servers are run by the community.
stegman
Jun 12 2008, 11:55
http://forums.bistudio.com/oldsmileys/wow_o.gif wow!
Thanks for the speedy reply!
I'll check it out tonight.
Also, what are these new USMC units??
MadDogX
Jun 12 2008, 12:07
what are these new USMC units??
They are mostly reskinned versions of the standard units and seem to have been made to more closely reflect proper USMC doctrine. Though this is just an assumption on my part, since I'm not and never have been directly involved with the military.
You will also find that there are now two new units with woodland cammo if you look in the editor - but only a medic and a standard soldier, so it is usually necessary to re-equip them if you want to use them in missions.
Quote[/b] ]2)How long would a game last?
Depends on how quickly one side can spot the base of the other side. If both commanders manage to keep the position of their base fairly concealed (and artillery is off) a single match can last a very long time (several hours).
On the other hand of a base is discovered quickly, the other side will often tend to go straight for it, which can lead to the game ending fairly quickly. Especially if artillery is used.
stegman
Jun 12 2008, 12:33
Interesting.
See you on the battle field then. http://forums.bistudio.com/oldsmileys/pistols.gif
IceBreakr
Jun 12 2008, 13:59
AFAIK AI playing commander will not move the base (even if under attack), so usually when commander is human games take longer, because spotted base can be moved to a completely new location http://forums.bistudio.com/oldsmileys/wink_o.gif
stegman
Jun 12 2008, 14:05
AFAIK AI playing commander will not move the base (even if under attack), so usually when commander is human games take longer, because spotted base can be moved to a completely new location http://forums.bistudio.com/oldsmileys/wink_o.gif
AH, splendid. You answered my next question; "are there AI players too".
I am real exited about this mission!
I haven’t felt this way about ArmA for a long time!!
I will be skipping home from work in about an hour!!
http://forums.bistudio.com/oldsmileys/yay.gif
Przemek_kondor
Jun 12 2008, 15:38
AH, splendid. You answered my next question; "are there AI players too".
AI players (including commander) are so stupid, that fighting against them is very easy coop
Great http://forums.bistudio.com/oldsmileys/smile_o.gif
Could you add ability to recruit human players into your teams too?
RumpleForeSkin
Jun 12 2008, 15:50
sounds great but 4 minutes between fire missions? is that realistic? a good gun unit can put steel on target much quicker than that!
I put the missions in the MPMissions folder in our dedicated(linux), but when I try to join I get a "Session Lost" error. Server has no addons running. What's wrong? :|
Frank-O
Jun 12 2008, 20:04
Ty Maruk, Mike, and the Warfare team for the new update. I'm sure the servers will be busy this weekend. : P
From the 1.0 reply topic, I consider these items closed.
5--JIP correctly identifies status of camps and Town Supply depots.
8--Support upgrade; Support APC from light fact to unflip vehicle. Option to hitch damaged vehicle and move via towing.
18-Minimum build distance from MHQ to town supply depot 500m
20-Decrease kill reward by 90%. eg $45 for killing a M113, not $450.
51-Triple the cannon cost, and increase the reload time 4 times. Both artillery types fire a volley of 3 (mortars reload time 90 sec. Cannons reload time 6 min)
58-Release ai units from your control.
***
what does;
* Increased salvager travel distance.
mean?
5133p39
Jun 12 2008, 22:01
I am sorry to post incomplete info like this, and i ma not 100% sure whether this is the right topic for bug reports so don't kill me please, but i think there is still the same problem which was present in Warfare 1.0 :
I haven't got time to properly test it, but my guess is, that when you destroy enemy vehicle before its crew was created and assigned, the created crew is then assigned to non-existing vehicle which produces some error,
OR maybe it is the opposite - you kill the crew which is then being assigned to a vehicle, and that produces the error.
Also let me clarify, that the error may not be produced directly by the 'AssignAs*' or 'MoveIn*' commands, but by some "Compile Format[...]" which is beign called probably in conjunction with these actions.
Happens for example when you start bombing enemy base with artillery.
...but let me make this clear: it is only my guess, i have too much work now (maybe sometime during the weekend i will find the time), so i can't test it properly now (but that doesn't stop me to post this ?nonsense? here), so if somebody is up to it, please check it.
sounds great but 4 minutes between fire missions? is that realistic? a good gun unit can put steel on target much quicker than that!
Yeah, but problem is no server could handle the artillery abuse 1.0 allowed.
DragoFire
Jun 13 2008, 03:35
sounds great but 4 minutes between fire missions? is that realistic? a good gun unit can put steel on target much quicker than that!
Yeah, but problem is no server could handle the artillery abuse 1.0 allowed.
Be nice that when you place more than just the gunner on the guns their have a reduced delay before arty is available again.
As most know if you get a full team (gunner and 2 others) on one the ROF is increased when used as a AT gun, same should be true for arty.
CarlGustaffa
Jun 13 2008, 06:58
I'm capable of adjusting prices for my own, and setting artillery reload times back to where I need them to be.
What I sincerely DO miss however, is illumination artillery rounds, and AIs useage of them.
How about the following idea:
While placing the artillery position and dispersion, a check is made against city centers. If inside a city center, the HE option is shadowed making it impossible to use. Only flares can be used to "spare civilian life". If HE can be used, flares will still be used 50% by the AI if during night hours (not by the night game option, since mission time can vary after editing the mission).
I think it is sad that the only firesupport you can get is of the HE type. That goes also for grenade launcher vehicles, why not be able to support the troops with light, and have a much cooler night mission?
Since AI couldn't care less about smoke, I think it is inappropriate to use this with artillery for now. I'm using ECS where AI will pop smoke and flares automatically sometimes. But I really miss prolonged illumination firemissions. Illumination rounds should also be infinite and not require reloads.
sounds great but 4 minutes between fire missions? is that realistic? a good gun unit can put steel on target much quicker than that!
Yeah, but problem is no server could handle the artillery abuse 1.0 allowed.
Be nice that when you place more than just the gunner on the guns their have a reduced delay before arty is available again.
As most know if you get a full team (gunner and 2 others) on one the ROF is increased when used as a AT gun, same should be true for arty.
But those cant really create massive desync, and when i say massive i mean massive. You can make a game totally unplayable for the opposing team with artillery in 1.0
stegman
Jun 13 2008, 09:01
The only thing that really annoyed me, was that all the servers i played on had 3rd person turned off!!
In real life you have spatial awareness. you know what’s around you, how far across the road your car is, etc.
I know ArmA has those silly little light balls at the edge of the screen, but I need the 3rd person view.
I don't find it more realistic, i find it a pain to not know how close to a wall i am.
They also turn the cross hair off. That mimics your hand eye coordination. i know i cant see a magic floating cross hair in real life but ArmA is a game and, again, I need the cross hair!!
Don't try to tell me I’m not a good player, or i need to practice like this. I've had 29 years of practicing my hand eye coordination and spatial awareness. To have no way (except the light balls) to replicate this in the game, I’m screwed.
<..cough..> Warfare is great. Well Done BI.
Lets have three cheers for Bohemia Interactive.
(not being sarcastic, i love it.)
Hipp-hipp..
CarlGustaffa
Jun 13 2008, 13:20
Yes and no. I don't usually like 3rd person because it enables you to see enemies over walls etc. That's not realistic. Besides, in a tank, you as a driver or gunner is supposed to get input from the commander who has a better view. On public servers playing with strangers, this info is sparse. 3rd person don't belong in a tactical shooter.
However... This has a strong element of strategy to it. So yes, I would actually prefer 3rd person on this specific map.
As for crosshairs, the only reason we have it enabled on our server is because we need to see what the Javelin etc locks onto. Other than that, we would turn crosshairs off. In order to hit anything from the hip, you need to adjust fire by tracer indication. I would prefer having to look down the sights in order to hit anything, but unfortunately the default engine doesn't allow us to do this.
What I really don't like however, is that this mission has squad leaders use regular rifleman model. This means he doesn't get the benefit of a GPS. We have extended map info turned off, and only showing friendly tags (mostly to reduce teamspeak "noise"). But I've changed the mission to use squad leaders, so that everyone gets a GPS.
whisper
Jun 13 2008, 13:58
3rd person can be exploited easily to see things you should not be able to see, behind walls, house or any structure, and gain an edge on your opponent you should not have.
I don't see how you lose "spatial awareness", though, without 3rd person view. I suggest you use the "Alt" key more, it's really invaluable, even as a soldier.
As for crosshair, I rather agree.
1st, out of ironsight view, you're NOT firing from the hip, the animation still shows the weapon on your shoulder, you just don't have the eyes aligned on sights. Which means that IRL, you should have a rather good guess of where you are aiming, guess you do not have without the crosshair.
Forcing to use ironsight is just limiting the shooting to stopped position, reflex shooting on the move, which is already limited by the animation system, should not be further limited, imho. You cannot be accurate on the move anyway because of anims.
Though I don't have much issues with crosshair off, I'm not sure it's that enhancing realism. But I'm not enough of a shooting expert to really comment. That's just my feelings.
NoRailgunner
Jun 13 2008, 14:19
# Repairing, rearming and refueling at depots - whats about making an message like "Repair/Rearm/Refuel complete" if 100% done and disable menu option?
# AI goes and drives way too straight forward into towns
# AI trucks (supply, salvage) should use roads until there is a high threat.
# Warfare buildings need some improvements because AI don't find a path in+out or even walk through barriers. Like to see some tough AI defending depots and other buildings from inside. http://forums.bistudio.com/oldsmileys/smile_o.gif
What about some little random extras like hidden camps, support/trouble from residents and thunderstorms? Only ideas...
SAbre4809
Jun 13 2008, 14:29
Funny I was just playing 1.0 and was bugged at how my sqaud can sometimes get horribly scattered in this mission and thought about suggesting a disband option and voila. Thanks BIS. On the issue of 3rd person and crosshairs, I think there should be no 3rd person but crosshairs maybe replaced by a large(ish) circle just so you know where your pointing your weapon (especially with the new FOV).
tedbell
Jun 13 2008, 22:01
BRAVO BIS!
Goodbye third person - that is for console jockeys.
Crosshair - this kills usability - must have crosshair. Ironsight will give you better accuracy and zoom, so there is a benefit to using it, but no crosshair is BAD BAD BAD!
Andersson[SWEC]
Jun 14 2008, 05:51
Removing crosshair is like removing the abillity to write
messeges in chat...
You can shoot from hip/shoulder IRL without IRON and still
have a good chance of getting a fair result. But without
crosshair in game its like 5% chance of hitting anything.
IRL you can speek to your mates, giving info. Without
chatt in game you must use some kind of wierd body
language..
It does NOT highten the amount of realism when crosshair
is removed..
AND, the line of sight is WRONG even from the start.
As i recall the line of sight is set to much to the left.
That would be ok if the person was lefthanded. BUT
ALL persons/characters in game are righthanded..
Sorry "nocrosshairworshippers"...Your just WRONG..
MadDogX
Jun 14 2008, 12:06
What the hell do serverside settings have to do with Warfare? Does Warfare have special settings for 3rd person or crosshairs? I doubt it.
ModaFlanker
Jun 14 2008, 14:59
Correct--
Servers decide whether you can have 3rd person, whether you have crosshairs or not.
Some like it veteran (no crosshair, no 3rd, etc) and some like it at regular difficulty...
Warfare does not determine the difficulty.
What the hell do serverside settings have to do with Warfare? Does Warfare have special settings for 3rd person or crosshairs? I doubt it.
exactly.
Bugs: After a cetain amount of time usualy 2 hours into the the game the player can loose his contruction menu then thats bad if your the commander.
hank_officer
Jun 14 2008, 15:34
there is a bug in Gear
I can't remove handgun from my LoadOut http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
Jakerod
Jun 14 2008, 20:19
I think it would be nice to make it so that you can buy boats at any town with a dock . For example, Geraldo, Estrella, Iguana, Dolores, Corazol, and Rashidah. You could make it so that you can only buy the CRRC for like $400 or the PBX for about $200. It would kind of be like the airport in the sense that no one would control them but anyone could use them. It would just add another small element so that if its too hard to get to something by ground or air you can use a boat. Best use would probably be to capture Dolores, Iguana or Arcadia since they are all relativly close to each other and boats can take a while.
Just my thoughts though. So far I am liking 1.1
CarlGustaffa
Jun 15 2008, 10:14
There will be personal differences in why some like crosshairs or not, "wrong" or not. But sure, 3rd person view really increases your spatial awareness, no doubt about it. As a tank driver you see nothing. Switch to 3rd person and you see the whole world around you, but unfortunately also the units. The rest of any AI tank crew doesn't give you any idea as to what is around you. You can turn out to get a better view, but sometimes a bug happen where turning out doesn't work. But I do agree, realism settings doesn't really belong here. You can't fight server admins desire to use server realism settings, as you can't fight him to use signed addon packs only (which is a bit weird setting for coop). Setup your own server or locate those which has the settings you desire.
Back to Warfare. I really like the new prices, rewards and such. I once had a huge problem of AIs getting stuck near the waters of Dolores though. Had to respawn most of the teams. Thanks for this option! Lifesaver.
I need some help for editing warfare mission here (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=71;t=74042;r=1;&#top), thank http://forums.bistudio.com/oldsmileys/smile_o.gif
Leopard2
Jun 15 2008, 18:14
Did anyone else notice this in Common\Config\Config_Airport.sqs:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
;EAST
_u = ["SU34"]
_d = [Localize "STR_DN_SU34"]
_c = [7000]
_m = [7000 + (westBarracksCosts Select WPILOTTYPE)]
_o = [true]
_t = [50]
_p = [50]
_i = ["\ca\air3\SU34\data\UI\Picture_su34_CA.paa"]
[/QUOTE]
In case you didn't notice, the price of a west pilot (maybe a spy???) is added to Su34 cost. http://forums.bistudio.com/oldsmileys/rofl.gif
I know it's not a big problem but should be fixed anyway.
hey would it be possible to include a new type of objective to win, maybe capture the HQ instead of destroying it, once captured which ever tema has it they need to get back to there base to win, something like that anyway
stegman
Jun 15 2008, 22:16
I think it would be nice to make it so that you can buy boats at any town with a dock . For example, Geraldo, Estrella, Iguana, Dolores, Corazol, and Rashidah. You could make it so that you can only buy the CRRC for like $400 or the PBX for about $200. It would kind of be like the airport in the sense that no one would control them but anyone could use them. It would just add another small element so that if its too hard to get to something by ground or air you can use a boat. Best use would probably be to capture Dolores, Iguana or Arcadia since they are all relativly close to each other and boats can take a while.
Just my thoughts though. So far I am liking 1.1
I agre. This would be a cool feature.
I was thinking of porting the mission to the OFP world map (all 4 OFP islands on one map) youd need boats for that.
Also, can I just say about the 3rd person / crosshair issue;
I think we should drop it. Or start a new thread abou it.
I only just mentioned it, but this thread is about Warfare.
Lets stop talking of anything else before the admins tell us off, http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Could the "sounds[]={...};" array be deleted from Warfare addon cfgSounds config?
It causes sounds to be inaccessible in some cases (addons with cfgSounds etc., it's better not to use it in ArmA anymore), I keep having warnings about missing sounds. http://forums.bistudio.com/oldsmileys/whistle.gif
edit: fixed language xD
Inkslinger
Jun 16 2008, 10:03
I'm not entirely sure what you just said but ive started getting a warning about a missing suppression sound.
Ive been running CSM and RugDSAI.
That array can spawn conflicts inside cfgSounds class. It's definitely not working as "units[]" array in cfgPatches. All addonmakers should pay attention and avoid using it.
[DirTyDeeDs]-Ziggy-
Jun 16 2008, 15:09
I think it would be nice to make it so that you can buy boats at any town with a dock . For example, Geraldo, Estrella, Iguana, Dolores, Corazol, and Rashidah. You could make it so that you can only buy the CRRC for like $400 or the PBX for about $200. It would kind of be like the airport in the sense that no one would control them but anyone could use them. It would just add another small element so that if its too hard to get to something by ground or air you can use a boat. Best use would probably be to capture Dolores, Iguana or Arcadia since they are all relativly close to each other and boats can take a while.
Just my thoughts though. So far I am liking 1.1
seconded! http://forums.bistudio.com/oldsmileys/thumbs-up.gif
#bug
- when looking at team menu the message that alerts you a town is under attack doesn't show on screen
#suggestion
- add option for commander to set spawn point of supply trucks around HQ and spawn point for players
Frank-O
Jun 16 2008, 23:42
In one of my suggestions, I proposed a Bank for pay to be deposited for each player until withdrawn.
Why not have the commander build a "payroll depot". This is where supply/repair trucks spawn unless there's none, then it spawns near the MHQ?
It is a valid game tactic to not kill enemy supply trucks on first contact, but rather follow it until you see where their MHQ/base is.
Why people don't use more night option in this mission?
ArmA looks beautifull at night. Clear night and you don't even need the nv all the time. All the explosions etc. Great atmosphere. It's a nice change for the normal bright day battles.
And i don't know if it's the latest ArmA patch or NVIDIA drivers, but NV + HDR is much better nowdays. You can actually see clearly with nv-goggles. http://forums.bistudio.com/oldsmileys/smile_o.gif
And i don't know if it's the latest ArmA patch or NVIDIA drivers, but NV + HDR is much better nowdays. You can actually see clearly with nv-goggles. http://forums.bistudio.com/oldsmileys/smile_o.gif
Please let me know what settings you're using, because NV + HDR on my machine (XP, Nvidia 8800GT) makes it impossible to see at night. If you're looking down at the ground, with no light source around you it's just peachy.
However, as soon as there's light in the sky (not explosions, just a little hint of light appearing) and everything gets pitch black under NVG. You can't see anything at all.
Now around light sources it gets overly bright, which is fine, but distance light sources and the sky itself shouldn't completely cripple night vision.
Please let me know what settings you're using
Vista x64, 8800GT, Latest official nvidia drivers.
1280x1024, all high, except postprocess low, AA and AF normal.
Also i have @<hidden> NVGoggles in use. But that shouldn't effect. It's just larger view. I remember having all the same problems as you do since the beginning. But now after the latest patch it's not that bad at all. Have not changed anything from ArmA settings. So it's either the 1.14 patch or nvidia drivers. ...or i'm grazy. http://forums.bistudio.com/oldsmileys/whistle.gif
stegman
Jun 18 2008, 12:17
...first of all Im sorry for asking a dumb question.
Where is the warfare mission? I can't find it in MP Missions folder or in the Missions folder!
I can start my own server with the mission so i know it's there, i just can't find it in the folders.. http://forums.bistudio.com/oldsmileys/help.gif
whisper
Jun 18 2008, 13:35
It is embedded in an addon .pbo file.
Search, if I remember well, Addons\warfare.pbo or something like that
Where is the warfare mission? I can't find it in MP Missions folder or in the Missions folder!
Simply download the Warfare 1.1 update linked in the first post (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=81;t=74073;st=0) of this thread. It contains all the latest mission files. It should eventually be placed in the MPMissions folder http://forums.bistudio.com/oldsmileys/smile_o.gif
FunkDooBiesT
Jun 18 2008, 21:01
What I'd like to see in a future version is the RPG-7VR for OPFOR on the gear menu ATM they are very weak againts armor since one hit might if they are very lucky get the crew out but the AT guy will get shot by them. Only way I know how to get these baby's atm is from trucks, that makes them rather expencive. Well worth it tho.
Frank-O
Jun 18 2008, 21:14
it's only 100 point difference between the 7V and 7VR. At 500/600, the only veh above 600 is the T72 at 750, next closest veh are the Shilka and BMP at 250. M113 (150), Vulcan (180), Stryker (200), M1A1 (900).
Maybe you're referring to hits on the engine box (rear) which is the only weak area on the 72 besides the tracks and barrel.
In my previous suggestion on this topic (RPG-7), in RL 7V's only penetrate about 260, and the 7VR at 600-700 at 1/3 the max range taking up more space in inventory. The M-136 AT should do about 500-600 (currently at 470), able to fire indoors, and both are missing aimpoint like scopes variants. Ranges for 7V (500) 7VR(200) 136 (300).
http://world.guns.ru/grenade/gl11-e.htm
http://world.guns.ru/grenade/gl02-e.htm
FunkDooBiesT
Jun 19 2008, 05:35
Indeed RL stats would be nice, however in my experiance in game I have found the 7VR more effective than the 7V. But regardless of that it's missing from the availible gear and I'd like it to be there.
stegman
Jun 19 2008, 07:59
Where is the warfare mission? I can't find it in MP Missions folder or in the Missions folder!
Simply download the Warfare 1.1 update linked in the first post (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=81;t=74073;st=0) of this thread. It contains all the latest mission files. It should eventually be placed in the MPMissions folder http://forums.bistudio.com/oldsmileys/smile_o.gif
I see, so version 1 has the missions hidden in the addon, while version 1.1 has separate mission files?
OK, thanks for the info guys.
Warfare 1.1 beta (16 players version)
# bug
- sometimes it is not possible to recapture depot after it is captured by resistance
- it happened to me in Corazol where depot seemed clear of enemies but no progress bar appears
- it could be a resistance soldier stuck inside a building near depot (didn't notice this just an idea)
# bug (maybe an arma bug)
- some soldiers in AI teams have no weapons (even for resistance)
- I noticed this near cities close to water (Corazol), maybe soldiers try to keep formation and go into the water losing their equipment
# bug
- a supply truck that has a dead driver will not explode automatically (I noticed such a truck camped near depot for more than 45 minutes)
- suggestion : make supply trucks spawn at base after a period of immobility and/or add possibility for human players to reposition the truck on road or make it spawn at base
# minor bug
- help text in warfare menu is a bit cut off
Quote[/b] ]Bozo, June 19 2008,12:37
# bug
- sometimes it is not possible to recapture depot after it is captured by resistance
- it happened to me in Corazol where depot seemed clear of enemies but no progress bar appears
- it could be a resistance soldier stuck inside a building near depot (didn't notice this just an idea)
Had the exact same thing happening in Paraiso. I extensively checked all surrounding buildings, but couldn't find any resistence or opfor left. The capturing-bar just didn't appear.
# bug
- airport marker color doesn't change when captured
# bug
- when placing tripods with Mobile HQ there are soldiers spawning around it but not using the tripods
- they walk around MHQ and if I kill them they respawn and use the tripods
- there is no info in briefing about these soldiers that spawn around MHQ
# minor bug
- briefing description about canon and air factory costs not updated
# minor bug
- when commander and choosing a "capture city" mission in missions tab if you click on "command teams" button the "abort mission button" still shows behind the mission assignment buttons
# bug (could be)
- AI tanks don't shoot enemy deployed HQ
# bug
- when HQ is mobile and it is destroyed near base buildings game ends
# bug
- I joined a game today where there were markers of buildings on map but the buildings were destroyed
- it seems markers of destroyed buildings aren't deleted
Quote[/b] ]Bozo, June 19 2008,12:37
# bug
- sometimes it is not possible to recapture depot after it is captured by resistance
- it happened to me in Corazol where depot seemed clear of enemies but no progress bar appears
- it could be a resistance soldier stuck inside a building near depot (didn't notice this just an idea)
Had the exact same thing happening in Paraiso. I extensively checked all surrounding buildings, but couldn't find any resistence or opfor left. The capturing-bar just didn't appear.
I experienced this problem too. I checked a town quite carefully and did not see enemies anywhere but it was impossible to capture a depot.
Other things I have noticed:
- Vehicles at a base can be in horizontal position even though the ground is not horizontal. Like a UAZ had its front wheels high up in the air on a slope. When I got into the vehicle, the front wheels dropped to the ground and I could control it normally.
- Soldiers are sitting in weird way at a base. Like two soldiers are in a sitting animation pose at almost the same location. There are no chairs, vehicles, weapons or anything under them or close to them, they are sitting on nothing. And they can be buried to ground, like about half of them. I don't know what those dudes are doing but it surely doesn't look right.
Quote[/b] ]Soldiers are sitting in weird way at a base
I noticed this and their position seems to be the one they have when inside vehicles.
When vehicles just spawn they are horizontal even if terrain is not flat. If you fire a shot at them they drop on ground.
This is very probably an Arma bug.
Frank-O
Jun 19 2008, 19:15
Resistance or opposing team ai that spawn from a stronger rated town may be inside a building. If this is the case then the capture bar may not show up. Just like when I approach a town that's in the process of being captured by the enemy or RACS, the progress bar actually goes higher as I approach the supply depot.
There was a case where in 1.1.2, a RACS soldier was inside a building next to the supply depot at Masbete. I heard gunfire at one point from inside the building, but could not located the soldier. The building was one of those that had no doors or windows you can use. My teammate then satcheled the building, destroying the building and killed the soldier. Capture progress bar then showed up.
Yes. RACS near water towns may have no weapons. Especially true at Dolores, Corazol. I thought AI code had allowed them to grab a wpn off a body if one was near it from 1.1.4? I guess not. Some of them do have pistols, though.
You don't capture airports in 1.1, or 1.1.2 MR. You just buy aircraft from there.
Base defense has ai units that either spawn on its own near the MHQ, or if ai commander, can order ai units to "defend the base", in which soldiers then occupy defensive structures. In my experience it's a hit and miss. When I command, I'll lay down defensive structures, order 1-3 squads to defend, and if a mount is unoccupied after 2 min, I'll buy a crew and man it under my direct control.
I have seen cases where mounts get occupied right away, then the ai dismounts from it. Go figure.
A deployed MHQ is not a vehicle. It's a structure. You can only grenade, FFAR, satchel, cannon, RPG it. Stingers and Javelins will not fire on it. I think it's still a target that shows up later down the list if you "zero" down the interface.
I have seen that. Destroy a MHQ that just packed up, and game ends. I guess the code is saying that factories AFTER you deploy a MHQ is counted as the victory condition. So if you pack up the MHQ, by mission code there is no structure within 300m of the MHQ. This is separate from the lack of supply and packing it up bug, or the reported desync and pack it up/lose bug.
@<hidden>
The ground level "sitting" soldiers is the result of purchasing a crewed vehicle when you're near the max limit for your squad.
eg. you have 11 soldiers, and decid to buy a tank with crew. Tanks come with 2 crewmen, so the extra ends up near the MHQ, sitting on the floor. It's just a case of bad number counting that allows this to occur.
The non terrain conforming empty vehicle that spawns from purchases is an old OFP bug. I always thought that the spawn area should be a flattened platform area, and must be cleared for new purchases to spawn.
@<hidden> Melvin
Is there anyway to implement a check script so that any kamikazi aircraft that takes out a building results in automatic victory for the non-kamikazi side? Very unsportmanlike.
Thanks for all the feedback everyone. This is really useful and I can see I will be busy. http://forums.bistudio.com/oldsmileys/wink_o.gif
Quote[/b] ]Is there anyway to implement a check script so that any kamikazi aircraft that takes out a building results in automatic victory for the non-kamikazi side?
From a scripting POV it should be possible. For example I have seen scripts that detect the killer when a victim is run over by a truck.
Quote[/b] ]Very unsportmanlike.
True, but then war is not very sportsmanlike and an A10 is an expensive missile. http://forums.bistudio.com/oldsmileys/smile_o.gif
ModaFlanker
Jun 20 2008, 13:20
Does the AH-6 have some kind of laser on it that the pilot can use, that I'm not aware of?
I had setup a base in Warfare 1.1, moving north of Geraldo to avoid incoming artillery, stopping midway to Corazol by the shore.
The MHQ was in a depression by the shore where no one could lase it unless they came up to the ridges around the base, which were already crawling with protective infantry [and I also had stationed spec ops soldiers around the base to detect incoming enemy infantry]. There were none, and I had already taken out a couple that tried to sneak in.
Two precision strikes took out a factory and the MHQ. The jet was way too high for me to get a lock on either, so it was not like it came straight in and dropped blind.
The MHQ was hit EXACTLY in the center where it was. The factory could have been seen from the distance because I had placed it near the road, but not the MHQ which was hidden in the depression, which confused me.
I was by the shore, pointing the AA rocket around to find any helicopters or jets coming from out to sea [or from any other direction], but couldn't find any as there were no lock ons.
Suddenly, out from the shore came an AH-6 that became visible, on some kind of kamikaze approach [rapidly approaching]. It was only then that I could lockon and fire a missile.
If the AH-6 was out at sea and managed to see PAST the viewdistance fog and had a laser, it could have placed a laser on the MHQ. That was only one possibility I could think of, and I vaguely remember someone talking about AH-6 and lasers [but thought this was an addon-only thing].
The only other possibility I could see is that a friendly on our side sabotaged us by pointing a laser at the targets instead. Would that have worked for the enemy or not?
I'm just trying to figure out what happened, how someone was able to lase something that no distant mountain was able to see at all.
stegman
Jun 20 2008, 13:43
Quote[/b] ]Soldiers are sitting in weird way at a base
When vehicles just spawn they are horizontal even if terrain is not flat. If you fire a shot at them they drop on ground.
This is very probably an Arma bug.
This happened in OFP too.
If you placed a car inside a garage, it's wheels would be stuck in the foundations of the building. If you get in the vehicle, or indeed shoot it, it jumps up or falls down to it's correct orientation.
A really simple way to get around this it to spawn the vehicle in mid air, allowing it to fall into the correct position.
I'm not talking about placing it WAY up in the clouds!
Just a little above ground level. Like about 0.02.
As I said, the vehicle will then fall and come to a natural resting position.
kanotson
Jun 20 2008, 19:50
I've played the mission various times with two friends, we versus the AI, one of us as commander (we like to play private coops), and though it's very fun, it seems very very easy. The IA takes towns very slowly and it is no match. Even the independents are more problematic because their continuous spawns.
I don't know if the IA could be programmed better, or maybe give them some advantages with a difficulty setting at the start, but right now I think this mission it's no very replayable in coop mode. We used to play mfcti and crcti in flashpoint and the IA was a lot more aggresive.
Frank-O
Jun 20 2008, 20:42
@<hidden>
Was there a follow up mortar/grenade attack that followed the hits on the MHQ/factory? I was in Corazol in one game, and the MHQ was partially visible and factories were also 75% visible from the middle south camp.
I had used a TOW mount and the autoGL to fire on their position. I don't think it's your game though, because they had packed it up after taking the hits and moved to Geraldo.
There is no LD on the MH6, and standing at the MHQ, was any position within 1km visible? Mountains NW of Ortego? Ortego itself? Water tower? What about the beaches NE and S of your position? If a player is smart, and only LD's the structures, your defensive ai will not fire on them until the first GBU hits. The spotter will be left alone if he re-establishes concealment or goes back in hiding then re-acquires the 2nd target.
SF/Especas and snipers have a longer detection range compared to normal troops. Place them on hilltops or hillsides and minimize silhouetting 500m-800m out from the base.
Personally I want all weapons and scopes to have the same viewdistance/airviewdistance for everyone and every gear. You control weapon ranges by limiting when lock-on is enabled. So say viewdistance is 2.5km, Vulcans/Shilka and AA/AT missiles won't engage until 2km, and maybe a variable like pollution index mixes it up, maybe even by region or altitude so people won't know exactly when lock on is achievable.
@<hidden>
Try this; play human only, or human + a few ai on your side vs 2-3x ai on the opposite side. Also install one of the mods that increase AI detection range and cover fires. SLX/FFN, ECS? and a few others come to mind. I was on one server where the admin loaded up an alternate version where the ai was multi-platoon strength, had ample armor, and respawn to make each town capture look like Chechnya vs the vanilla Warfare 1.1. They also engaged you much further out, and would cover fire and flank. With the larger numbers, their flanking maneuvers were actually pretty lethal.
As Matt has stated, the vanilla AI script does not let them buy Helos or aircraft. You would need to modify/add this ability to the scripts that control how ai buys reinforcements.
Remember those 20+ armor assaults on base and the wave after wave of attack helos on your base on "hardest" in MFCTI? Wish there was a setting like that on Warfare.
To sum up. Try playing Warfare with one of those mods, and play with more AI opponents compared to your side.
kanotson
Jun 21 2008, 01:10
Try this; play human only, or human + a few ai on your side vs 2-3x ai on the opposite side. Also install one of the mods that increase AI detection range and cover fires. SLX/FFN, ECS? and a few others come to mind. I was on one server where the admin loaded up an alternate version where the ai was multi-platoon strength, had ample armor, and respawn to make each town capture look like Chechnya vs the vanilla Warfare 1.1. They also engaged you much further out, and would cover fire and flank. With the larger numbers, their flanking maneuvers were actually pretty lethal.
As Matt has stated, the vanilla AI script does not let them buy Helos or aircraft. You would need to modify/add this ability to the scripts that control how ai buys reinforcements.
Remember those 20+ armor assaults on base and the wave after wave of attack helos on your base on "hardest" in MFCTI? Wish there was a setting like that on Warfare.
To sum up. Try playing Warfare with one of those mods, and play with more AI opponents compared to your side.
It's a good idea, though the IA seems to have problems conquering the independents more than us. But disabling friendly IAs maybe they have more time to get stronger.
I have tried SLX, but it is very laggy, it has some errors, etc. I think FFN had problems also (I don't remember very well). Is there any addon for get better IA and nothing else? SLX and FFN add more features that I don't want, like wounds, effects, etc...
layne_suhr
Jun 21 2008, 02:02
@<hidden>
In the zGuba config fix the MH-6 and AH-6 have a Laser Designator. They could have been using that addon. http://forums.bistudio.com/oldsmileys/tounge2.gif
ModaFlanker
Jun 21 2008, 11:46
@<hidden>
In the zGuba config fix the MH-6 and AH-6 have a Laser Designator. They could have been using that addon. http://forums.bistudio.com/oldsmileys/tounge2.gif
Ah, I knew I had read something about that somewhere.
That wouldn't work on a server that isn't set to use that addon? Or would that addon be able to slip by undetected on a server that doesn't have strict parameters?
I took a second look at the place where I had placed the MHQ. The location is north of Geraldo, halfway to Corazol, by the coast where there is a sideways V in the shoreline. There's a depression caused by that V, and I parked the MHQ by a tree in that location.
Only thing I could figure if someone was being a human using a designator is if someone was on the island to the east... but it'd be really hard to get there with a helicopter without being detected, and anyone who tries to swim drops their inventory [including designator]. Very puzzling.
Thanks for the responses everyone... I'm dropping the issue, maybe it was just a stray bomb that was actually aimed at one of the visible vehicle buildings that were placed by the road, and it was sheer chance that it landed squarely centered on the MHQ.
Issues (http://community.bistudio.com/wiki/ArmA_Warfare/1.1/Issues) page on biki and the README (http://community.bistudio.com/wiki/ArmA_Warfare/1.1) copied from the OP.
I choosed Arma_Warfare because already referenced here (http://community.bistudio.com/wiki/ArmA:_Unique_Features).
@<hidden>Frank-O: check the issues page, mabye your list can be copied there.
ModaFlanker
Jun 23 2008, 17:28
Can the Ortego "Fast Travel" location be adjusted?
Soldiers and AI drivers get stuck or confused in the location they spawn into in the middle of town. A more wide open space would help.
The rest of the towns seem okay in their placement.
Could there also be a way to only take in Fast Travel with you only the AI that are in formation with you? Sometimes there is AI you have setup as a defense that you DONT want to take with you in Fast Travel.
Frank-O
Jun 23 2008, 21:55
@<hidden>
I hope you meant the Warfare 1.0 list. Posted there now.
@<hidden>
I hope you meant the Warfare 1.0 list. Posted there now.
Yes. I just saw you updated the 1.0 with 1.1 fixes. Thanks.
[OF]katzenscheisse
Jun 24 2008, 10:34
i am very happy about warfare and the new involvement of the community. i feel arma made a capital jump forward during the last month. thank u all.
my wishes for warfare:
i would like to see all the ai of my side on the map.
it would be great if the ai of my squad would be marked by its numbers.
# suggestion
- allow commander to place a HQ building (like the one there is already in the editor)
- a commander could place a fixed number of these structures (maybe 2 or 3)
- players will be able to choose a respawn location on one of these buildings as if they were deployed MHQs
- the victory condition could be changed and allow a side to win only if it destroys all these HQ buildings and the MHQ, and the surrounding buildings
- this can allow players to respawn in more bases and avoid a base being shelled by artillery or respawn in a base where there's an air factory
- for long lasting games
# bug (markers)
- there is still a markers color problem
- I noticed this when enemy side captured a town (camps and depot were red) then I reconnected and the camps now were blue for me and red for the other players
- Also, in specific conditions I can't remember, when you capture a town the depot turns green but the camps stay red and for other players is the opposite (camps green and depot red)
- as a suggestion, when a player detects an enemy camp its marker color should become red instead of being blue
# bug (AA pods and resistance MG nests)
- they are not aggressive enough
- once I saw an enemy plane fly just over the head of one AA pod manned by AI : the AI didn't move or fire any missile
- MG nests are almost as bad, sometimes I can drive through its fire zone and park just behind it and shoot the gunner
- this seems to happen when the vehicle is moving very fast
- as a suggestion for MG nests, when the AI rifleman inside is aware that an enemy vehicle just stopped outside his fire zone he should get out and attack and if he succeeds he returns to gun the MG
Frank-O
Jun 24 2008, 21:58
Check out my complied wish list from the community;
http://community.bistudio.com/wiki/ArmA_Warfare/1.1/Issues#Wishes
AI will not automatically fire on valid targets until you order them to;
1. Fire at will
2. Danger (more so for infantry)
3. Scan Horizon or Scan a direction (eg 3-8-3 = scan East)
If a target comes into view, they will report this to you as;
"A-10, 1,000m"
You need to respond by saying;
target #, where number is the A-10 on the target list.
They respond with; "Engaging".
This is your fire command for the AI AA mount. Once the first target is engaged, the AA AI will continue to fire on any other targets that come into view, so I usually set them to 3-7 (scan horizon).
Similarly, MG mounts will continue to fire once the first target is engaged and fired upon.
It can get confusing, when multiple AI report targets, and you're not sure which "Machinegunner" is the one referenced by the ai reporting the contact. I usually tell them to hide or go prone, then sort it out later when only one type is listed on the target list. I wish they can update the target list by saying "AT Soldier, 300m, 32", and you can just say "target 32".
I can see a problem on AI that is automatically generated by a non-captain team, like the ones that spawn at base. They don't have a leader to order them to engage a target when in a mount, so they just sit there, untill fired upon.
A better example of the mg effect can be seen from the cobra with AI gunner on 20mm gun, or the BRDM with AI Gunner. Once the first target infantry is engaged, the gunner will continue to take out other infantry in its line of sight.
I wish they can update the target list by saying "AT Soldier, 300m, 32", and you can just say "target 32".
I noticed that the targets are sorted by distance from you.
The first targets in the list are the ones close to you and the last targets are the ones that are far.
For example if your group is split in 2 in your target list you will have the first targets that are spotted by the group you are in and the last targets at the end of the list are spotted by the other group that is far.
# bug (AA pods and resistance MG nests)
[...]
- once I saw an enemy plane fly just over the head of one AA pod manned by AI : the AI didn't move or fire any missile
I saw that too, many times. But in the last session, a kamov flew over my head while near a camp with AI in AA pods. No AI move nor fired, as usual.
The news: as I fired some bullets from my rifle to the kamov (just because in ArmA you can't throw stones), AI reacted, and started to move and engaging the chopper. It's maybe related to a change in behaviour/combatMode as someone fires in the nearby.
whisper
Jun 26 2008, 13:05
# bug (AA pods and resistance MG nests)
[...]
- once I saw an enemy plane fly just over the head of one AA pod manned by AI : the AI didn't move or fire any missile
I saw that too, many times. But in the last session, a kamov flew over my head while near a camp with AI in AA pods. No AI move nor fired, as usual.
The news: as I fired some bullets from my rifle to the kamov (just because in ArmA you can't throw stones), AI reacted, and started to move and engaging the chopper. It's maybe related to a change in behaviour/combatMode as someone fires in the nearby.
Most probably because someone in their side got knowledge of the Kamov (knowsAbout going above a certain value), information relayed to the Center of said side, which then pass the info to squads.
The fact you aimed at the Kamov perhaps raised your knowsAbout value for this Kamov enough to be passed to your side's Center?
Frank-O
Jun 26 2008, 19:22
Same effect when you're the squad leader and use binoculars and identify the target. AI under your control will fire on them unless ordered to hold fire.
A screenshot of of a base :
http://img147.imageshack.us/my.php?image=tmp01ey0.jpg
http://img147.imageshack.us/img147/8597/tmp01ey0.th.jpg (http://img147.imageshack.us/my.php?image=tmp01ey0.jpg)
EDIT :
vehicles spawning at base:
http://img168.imageshack.us/img168/3990/tmp02pc6.th.jpg (http://img168.imageshack.us/my.php?image=tmp02pc6.jpg)
resistance without weapons in Corazol :
http://img255.imageshack.us/img255/3648/tmp03op2.th.jpg (http://img255.imageshack.us/my.php?image=tmp03op2.jpg)
# suggestion
- add a new role for AI team : engineers
- commander can order it to deploy minefield (like patrol, defend, capture towns ...) and like for fire missions it can choose how large the minefield is and its location
# suggestion
- add a new game option where HQ is deployed once and for all and factories cant be destroyed
- the only win condition will be capture all cities or time or score
# bug
- when joining a game, buildings that were destroyed still have their markers on map
ModaFlanker
Jul 5 2008, 04:24
This game needs a *HEADBUG FIX SCRIPT*!!!
Some slots bug out while being played, in such a way that anyone who joins in the future in that particular slot WILL spawn with the headbug.
There is no way around it.
Possible lead as to the cause or related symptom; when I decided to play anyways on a very full server, using AI to support my team instead, I asked my troopers to "Rejoin Formation" and after a while I realized they had run a very long distance away.
The direction they went makes me suspect that they were running to the island that we are supposedly held at while we are dead, and before we have respawned.
Would the "headbug fix" script from Evolution and other maps from 1.08 work here, or does this require a more detailed fix?
ModaFlanker
Jul 7 2008, 02:06
Possible source of HEADBUG:
I was driving a humvee that had an AI soldier [from the Human/AI player slot, not from something bought at base] inside of it. The AI soldier was inside because someone had disconnected while riding in it.
Someone else joined the game and connected in that slot.
While this other person was connecting into that AI slot, I drove the humvee off the edge of a steep drop at Estrella, and the front end hit the ground so hard that it got on fire a few seconds later, killing me and the new player that was in the middle of joining the game [AI had turned to human, but he was still joining/loading the game when the death occurred.]
A few minutes later that guy is walking around where the humvee burnt, complaining he has a headbug.
What caught my attention was that the game had JUST started... so this was not an old headbug... and that something must have happened just now to cause it.
So, I theorize that if someone joins the game and is in the middle of the loading screen [or JIP progress bar] and the AI soldier that they are taking over for dies during this period, it breaks.
Hope this helps.
# suggestion
- increase limit of AI soldiers a player can buy to 18 (19 with leader)
- 18 is to be able to buy a manned Mi17 (2 pilots) and fill it with a 17 soldiers infantry squad (1 leader + 8 soldiers on each flank, it can also be split using color teams and have 4 teams of 4 soldiers)
- if that could hurt performance too much increase limit to 15 (13 soldiers squad and a UH-60 helicopter with pilot and 2 gunners = 16)
- in the worse case increase this limit to 13 from 12 (1 leader + 4 x 3 soldiers team)
Just looked into the cti_buildings config... OMG. Looks like somebody missed ArmA release and is still working on old good Flashpoint http://forums.bistudio.com/oldsmileys/smile_o.gif
I hope that the parency tree won't change anymore http://forums.bistudio.com/oldsmileys/whistle.gif
# bug arma/warfare
Found a bug that looks like an ArmA bug but it affects Warfare gameplay too.
While playing the game I noticed by looking at the map 3 supply trucks that were stuck for some time near Rashidah town. I went near them to see what was happening and I saw they were trying to go horizontally through a hill. I couldn't take a screenshot because as soon as I approached them they started to climb the hill instead of trying to go through it horizontally.
When I'll have another chance I'll take a screenshot.
stegman
Jul 25 2008, 11:24
# bug arma/warfare
Found a bug that looks like an ArmA bug but it affects Warfare gameplay too.
While playing the game I noticed by looking at the map 3 supply trucks that were stuck for some time near Rashidah town. I went near them to see what was happening and I saw they were trying to go horizontally through a hill. I couldn't take a screenshot because as soon as I approached them they started to climb the hill instead of trying to go through it horizontally.
When I'll have another chance I'll take a screenshot.
How strange.
I've never seen any such a thing.
were they trying to go 'through' the hill? So they were like, digging into the ground or somehting?
1. Ability to remote build units. If not that, ability to keep AI in base and command action 6 for them to preform the action.
2. Repair vehicles script.
3. Repair options at airports.
4. More emphasis on PVP rather than making it Evolution Coop with 2 sides, no rank, and bases.
5. Research Research Research & taxes!
6. Stat sheet of you and your AI's kills and points awarded.
7. Gain rewards like UAV's at limited distances for preforming well.
8. Ability to lock owned vehicles. If inoperable for 5 minutes delete it.
9. Base concealment. This is nothing like CTI for OFP, even with a smaller map in OFP it was much more difficult to find eachothers base... with this its so easy.
10. Commander AI limit higher than normal players (base defense etc).
What about it?
Thats your wish list is it? http://forums.bistudio.com/oldsmileys/huh.gif
Might be nice to explain that before launching into it.. http://forums.bistudio.com/oldsmileys/thumbs-up.gif
It is probably a problem with Rommels... which is why it should be posted in his thread and not here.
Sneaker-78-
Aug 11 2008, 09:42
i want to use "CMCD_USA_1ID_Infantry_Replacements" and want not see the "standard" uniforms, so can i change that ?
CrazyAce
Aug 11 2008, 14:32
i want to use "CMCD_USA_1ID_Infantry_Replacements" and want not see the "standard" uniforms, so can i change that ?
You can and it’s fairly easy once you get the hang of Warfare editing. First get the class names of the 1st ID soldiers and replace those with the class of the marines in the Warfare… Config_Barracks.sqs. For startup soldiers open the mission in the editor and replace the marines with ones from the 1st ID mod.
If you want more help you can PM me or start a new post for this.
ModaFlanker
Aug 19 2008, 18:50
Maruk,
You guys still read these threads? Is there still more work being done on a newer version of Warfare?
You have a PM I sent quite a while ago, but it still shows as being unread by you. It's about how a griefer can ruin hours of gameplay on a server, which is pretty damaging to the appeal of Warfare if no one wants to go through that again.
Things have been getting quiet and so I was wondering about whats in store for the future of Warfare.
CrazyAce
Aug 20 2008, 18:32
I guess to answer your questions bluntly, Maruk is not supporting this mod anymore with ArmA 2 in development so this mod would be considered dead http://forums.bistudio.com/oldsmileys/confused_o.gif
Shame really, I would like to see more done with this mod that only the developers can help with, like the ability to build more structures.
ModaFlanker
Aug 21 2008, 10:22
I guess to answer your questions bluntly, Maruk is not supporting this mod anymore with ArmA 2 in development so this mod would be considered dead http://forums.bistudio.com/oldsmileys/confused_o.gif
Shame really, I would like to see more done with this mod that only the developers can help with, like the ability to build more structures.
Yeah, very disappointing.
Oh well, they got to earn a paycheck in order to live... else they'd not be able to create anything more. Thanks for updating me CrazyAce
ShrubMiK
Aug 21 2008, 15:06
I suspect we'll see Warfare in ArmA 2, and hopefully developed much further. I seriously doubt they would go to so much effort to release a new game mode this late in the lifecycle of ArmA 1 otherwise!
I'd like to see auto-kicking for excessive team killing in ArmA 2, followed by auto-ban for repeat offenders. I'm sure that idea could be extended to destroying friendly structures.
colligpip
Aug 21 2008, 15:54
Hell yeah please put warfare in Arma 2 BIS
CrazyAce
Aug 21 2008, 16:31
Maruk you reading this?
It’s because of Warfare the reason I bought ArmA1, if Warfare is incorporated into ArmA 2 then I'll buy that game also.
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