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1.63 has a respawn issue that either has to be scripted away or version rolled back to 1.62 where the problem doesn't occur.
http://forums.bistudio.com/showthread.php?180972-How-to-Fix-Respawn-Failure-in-Warfare2-Editor-Missions
I couldn't roll back, so use 1.63 and script away the problems. Casual gamers would roll back. Can't help with that, it didn't work for me (Steam thingy said "missing exe"). Worked for others though.
I can walk you through warfare setup, that's pretty simple.
Also, Darren Brant posted some good how-to's online a number of years back:
http://sandbox.darrenbrant.com/arma_ii/how-to-setup-the-arma-ii-warfare-module
how do you set up warfare?
2. Make One unit player, the other units playable (for multiplayer).
3. Place a Warfare module and synchronize it to each unit.
4. In the warfare module Init field enter:
BIS_WF_Common SetVariable ["sidePlacement",[true,-1,-1]];
Side placement true tells it to use the map's built-in logics for start locations. Without it they start where you place them. (Most addon maps don't have logics built in so you have to place start location logics for random placement to occur).
5. Save. Create a description.ext file in the mission folder containing this (for multiplayer):
respawn = 3;
respawnDelay = 15;
That's the bare-bones beginning. There's a lot more that can be done, with first aid modules, surrender module, expanding the description.ext to get params (enable artillery is one), a custom Init Common script to change starting money and supplies, but this will get a Warfare mission started.
If you do run into the respawn bug, go to the fix in the prior post. Warfare has a lot of script errors (previously undetected until 1.63), so run -noLogs as a launch option. It disables the error log which piles up over time and drags down performance.
https://www.youtube.com/watch?v=2YD6oGUFJy4&index=338&list=UUYSYP12tB03sBI4Pf_sL2LQ
For in game you could synchronize (not group) an Ambient Combat Manager (ACM) module to each of the player units:
https://community.bistudio.com/wiki/Ambient_Combat_Manager
ACM is really sporadic, could be quick or take a while to see some combat.
If you know how to script, you could use triggers that would spawn groups and use scripts to generate waypoints for them.
There are also mods available on Pw6 or ArmaHolic that handle AI random spawn generations, like DAC is one (really good, has a learning curve to it though):
https://www.youtube.com/watch?v=_8aHLNXR9ak
A bit of work and a custom script is needed for the Config_Structures as well since the base structures are specifically set to factions USMC and Russia. In the custom script you change the structure to versions CDF and insurgent, and change faction to CDF and Insurgent. Use the custom Init_Common to compile and run the custom Config_Structures.
The other dependant configs: loadout, barracks, light, heavy, air, teams and squads are defined for CDF and Insurgent, but can be custom scripted as well if you choose, they're pretty limited. There is another dependency with the Teams and Squads config - any changes there need to be checked against the Server/Config/Config_DefaultTown script. Any defense teams and squads listed in DefaultTown must be defined in the Team and Squad configs.