MP Warlords – Arma 3
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* Next time you start your scenario in multiplayer, you should see a button labelled ''Paramters'' in the lobby.  | * Next time you start your scenario in multiplayer, you should see a button labelled ''Paramters'' in the lobby.  | ||
** Here you will be able to set up Warlords rules to your liking.  | ** Here you will be able to set up Warlords rules to your liking.  | ||
==== 2. Custom asset lists ====  | |||
* Assets available in the Request menu can be customized by creating new class in ''CfgWLRequisitionPresets''.  | |||
* You can have the config entry in an addon or put it directly into your missions's ''description.ext'' file which we covered in the previous section. Syntax is following:   | |||
<code><nowiki>class CfgWLRequisitionPresets  | |||
{  | |||
    class MyWLAssetList // --- class name used in the Init module  | |||
    {  | |||
        class WEST // --- assets available for BLUFOR  | |||
        {  | |||
            class Infantry  | |||
            {  | |||
                class B_Soldier_F // --- must be asset class name  | |||
                {  | |||
                    cost = 100; // --- Command Points required  | |||
                    requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour))  | |||
                };  | |||
            };  | |||
            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[]={};  | |||
                };  | |||
            };  | |||
        };  | |||
        class EAST // --- assets available for OPFOR  | |||
        {  | |||
            ... // --- rest of input  | |||
        };  | |||
    };  | |||
};</nowiki></code>  | |||
[[Category:Multiplayer]]  | [[Category:Multiplayer]]  | ||
Revision as of 15:36, 8 November 2018
-wrong parameter ("a3") defined!-[[:Category:Introduced with a3 version 1.86 | 1.86]]
Eden editor
Here you will find the summary of work that needs to be done in the scenario editor.
1. Place Warlords modules
- All Warlords modules can be found under Systems > Warlords.
 
- Place the Warlords Init module anywhere on the map (its position is irrelevant).
- Feel free to tweak the settings in the module window (you open this window by double clicking on a placed module icon). Check the tooltips for each parameter.
 
 
- Place two Warlords Base modules (one for each faction) on the locations you want to have the starting faction bases.
- Don't forget to properly set up the side parameter in the module window!
 
 - Place Warlords Sector modules on desired sector locations.
- You can change various parameters for individual sectors and bases in their module windows.
 
 - Connect the bases and the sectors by right clicking on any of them, selecting "Connect > Sync to" and left clicking on the sector or base you want to connect.
 
- Repeat this for other sectors until you've got all the sectors and bases linked in a reasonable way.
 
- Feel free to experiment with the other Warlords modules as well, you will find details on how to use them in their module windows.
 
2. Place playable units
- You should place the playable units inside their respective faction bases.
 - The type or number of playable units is up to you.
 - Make sure all of them are set as Player or Playable.
 - Make sure that all playable units are in separate groups.
 
3. Set up multiplayer rules
- You will find these settings under Attributes > Multiplayer... in the toolbar at the top of the screen.
 
- You can set most of these to your liking, however there is one attribute that needs to be set up specifically in order wor the mode to work properly:
- Respawn has to be set to Respawn on Custom Position
 - Respawn delay is up to you, the default used in all official missions is 20 seconds.
 
 
4. Done!
Congratulations, your scenario is ready! These were all steps required to have a fully working Warlords mission. Following are some more in-depth customization options.
Additional options
Here you will learn how to enable Warlords parameters in teh multiplayer lobby, and how to use your custom assets in the in-game Request menu.
1. Parameters
- If you enable these Parameters in your scenario, players will be able to tweak and override the scenario rules set up in the Init module.
 - Save your scenario via Scenario > Save As... from the toolbar at the top of the screen.
 - Name the scenario, select the MPMissions folder and hit Save.
 - Switch to your desktop and open your scenario folder. You can find it in Documents\Arma 3\MPMissions\ (you should see a file called mission.sqm here).
 - Inside this folder, create a file called description.ext.
 - Copypaste this line into the file and save it:
 
#include "\A3\Missions_F_Warlords\cfgMissionParams.inc"
- Next time you start your scenario in multiplayer, you should see a button labelled Paramters in the lobby.
- Here you will be able to set up Warlords rules to your liking.
 
 
2. Custom asset lists
- Assets available in the Request menu can be customized by creating new class in CfgWLRequisitionPresets.
 - You can have the config entry in an addon or put it directly into your missions's description.ext file which we covered in the previous section. Syntax is following:
 
class CfgWLRequisitionPresets
{
    class MyWLAssetList // --- class name used in the Init module
    {
        class WEST // --- assets available for BLUFOR
        {
            class Infantry
            {
                class B_Soldier_F // --- must be asset class name
                {
                    cost = 100; // --- Command Points required
                    requirements[]={}; // --- dispositions required ("A" = airstrip, "H" = helipad, "W" = water (harbour))
                };
            };
            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[]={};
                };
            };
        };
        class EAST // --- assets available for OPFOR
        {
            ... // --- rest of input
        };
    };
};