Arma 2: Operation Arrowhead

Arma 2: Operation Arrowhead

Liam Jul 30, 2014 @ 9:32am
editor help needed!
does anybody know how to use the warfare module in the editor? i've been in warfare games online but whenever i try to use it in my edited missions it never quite works the same.
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Showing 1-7 of 7 comments
opusfmspol Jul 30, 2014 @ 6:58pm 
Are you playing 1.63 or did you roll back to 1.62?

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
Last edited by opusfmspol; Jul 30, 2014 @ 7:29pm
Liam Aug 1, 2014 @ 11:10am 
I'm currently running 1.63, i havent had any problems with respawning so far.
how do you set up warfare?
opusfmspol Aug 1, 2014 @ 9:02pm 
1. Place units. Un-group them. They will be the team leaders. Place two side or three; if you place East and West, Resistance will hold the towns. If you place three the towns will be up for grabs.

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.
Last edited by opusfmspol; Aug 1, 2014 @ 9:10pm
Liam Aug 5, 2014 @ 6:46am 
thanks :) do you know how to randomly spawn opfor around the map?
opusfmspol Aug 5, 2014 @ 9:35pm 
For mission start you could place patrols with large placement radius having cycled waypoints with large completion radius, and synchronize a bunch of markers to the leaders (basically doing what MulleDK19 shows at the 5 minute mark for random spawn points, but with waypoints added):
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

Last edited by opusfmspol; Aug 5, 2014 @ 9:35pm
Liam Aug 17, 2014 @ 8:35am 
thanks, btw do you know how to change the warfare factions i.e. bluefor being the CDF instead of the US and the redfor being insurgents instead of Russia?
opusfmspol Aug 17, 2014 @ 10:18am 
The script Common\Config\Config_Factions.sqf defines the principal factions as well as all factions configured for the mission. Use a custom Init_Common script to compile and run a custom Config_Factions.

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.
Last edited by opusfmspol; Aug 17, 2014 @ 10:26am
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Date Posted: Jul 30, 2014 @ 9:32am
Posts: 7