View Full Version : Warfare Module - How to use ?
Futurenote
Jun 12 2009, 18:21
Hey guys, does anyone have a clue how to use the warfare module in the editor corectly ? Do I just link everything to the game logic ? I mean the depots with ther linked camps and so on. And would I use the construction module also ? Thanks in advance.
Manzilla
Jun 18 2009, 13:47
I'd like to know the same thing. I've tried to setup warfare in a SP mission but the game gets stuck on the loading screen after I hit Preview in the Editor. I've tried to set it up like it is in the SP mission freedom fighters but I can't get it to work.
Does anyone have a quick example mission they could post? It doesn't have to be too in depth, just a basic warfare example. I'd like to see what's going on with my mission.
Here's an example, i've ripped it off some pbo, it migth be bugged, but here you go: Download (http://www.2shared.com/file/6362263/273267ca/WarfareExampleChernarus.html)
You might want to unPBO warfare2.pbo found in AddOns folder, there are some examples provided in warfare2.pbo/MPMissions...
Cheers
sorry for my noobness, but what is the warfare module?
blackhawkdown
Jun 19 2009, 21:19
gord i have the same question as you.
glad im not the only one hehe. from what i read it sounds cool.
blackhawkdown
Jun 19 2009, 21:32
im gonna guess it something that makes the ai more believable. such as taking cover and what not. but im only guessing.
Futurenote
Jun 20 2009, 07:05
Ok. Here is what I've done so far. For some reason I didn't get the Warfare module to run by creating a mission from scratch with the WF module synced to players and vehicles. So - I de pbo'ed 1st example missions from the warfare2.pbo. Most of them you can't preview in the editor as they need some scripting work i think. But defnitly worth a look. Then I used the Superpowermission from the missions pbo. Really simple setup in the editor. I added SOM and ACM for a bit more dynamic. So - Superpowers itself in the editor doesn't contain any markers for the depots and camps. One of the example mission in the warfare folder shows a simple setup for this. If I recall it right there were like a few depots synced to camps sync to game logic an the logic synced to the warfare module.
I also looked at the Strategic layer reference module pbo ( actul file is not called like that) which seemed to contain information about towns - airports - camps. So it would be intresting to know what ecxactly the Warfare logic does what the Construction Interface - and Strategic layer reference don't. So what if you would use CoIn and Strategic layer for all the camps and tows ? Isn't that ecxactly what Warfare is ?
Will mess a bit more with the editor over the weekend.
---------- Post added at 07:05 PM ---------- Previous post was at 07:02 PM ----------
im gonna guess it something that makes the ai more believable. such as taking cover and what not. but im only guessing.
You might be right. Prob triggers certain AI behaviour, like capturing towns and building units.
talkingtoaj
Mar 6 2011, 05:06
See http://forums.bistudio.com/showthread.php?t=91022
That shows you how to set up warefare missions
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