I'm definitely going to make a takistan takeover warlords scenario with the CUP mods. With roaming pkp pickups, and massive entrenchments of insurgents everywhere!
So if I wanted to say.... have the US Army woodland go against the CSAT Pacific, how would I set that up? I got the factions out but they still pull from the normal nato and csat pools
Is there anyway to edit the list themselves and add additional vehicles and infantry to the list? I know about the .ext text file way but I just want to add a couple things without the need to write out the entire 'NATO default' list from scratch just to add a couple things. I want to recruit a mk6 gunner and his asst. so i can assemble mortar teams. and a sandstorm vehicle for rocket strikes. 1.Is there a way to include the entire NATO default list in a .ext then just add my additions without having to type each unit of the default list seperately? Basically just a quick way of adding a thing or two to the default lists already in place. 2. Is there a way to edit the default list itself in the config viewer to add the additional recruit options without the need for a .ext? I also have the PBO manager but have no clue how to approach accessing/editing these lists. Any help would be greatly appreciated, I'm going crazy trying to figure this out.
How do I get the Sector Spawn modules to work properly? I have them synced to the sector for which I want them to serve as garrison spawn points, but I keep being sent to the random spawn point the game assigns, which in some cases is in a very precarious spot (i.e. 5 feet from walking off a rather tall rock). It's very annoying, and it rather sours the otherwise pretty well done and fleshed out Warlords map I've spent now 6 hours making...
Is there a way to allow fast travel to contested sector even if it is captured by enemies? I play single player and its a pain to see AI slug it on foot for that long.
Yeah that's something that annoys me a bit too. A trick I use is I place a trigger down with square shape and adjust the radius until I get the size I want, then set the sector to the same radius.
As in they can't see the requisition menu? I saw someone post something similar on my other video. Apparently they fixed it by syncing the init module to the blufor base... weird, but it worked apparently
Really helpful vid... Making my first warlords mission and got thinking, do you think it's possible to make a small city sized warlords mission, i.e fighting through Agios K. to Kavala. A more CQB focus... Also, triggers and other effects you'd normally use in campaign type mission. Is that a bit much or might it work?
I gave that kind of thing a try. It can be done, you just have to be prepared to trial-and-error your way through the sector placement - too close together and the auto-kill for locked sectors overlap. I might add another tutorial about adding specific things to the sectors and triggers etc.
Not to my knowledge unfortunately. Also I think there isn't actually a pacific sniper (without using marksmen DLC). You may need to set up a custom list to add the sniper (lush) to the list.
@@milsimsyhrus5662 thanks for the update 👍 never thought you'd remember a lil ol comment. Haven't touched arma since before the update so I haven't even seen it. But sounds like the perfect WL CQC style scenario might just be possible
Hi, amazing vid, quick question. the cfgwl preset list... is it possible to change it to say a modded force? trying to find it but im kinda lost in all this editing stuff. P.S i love the video subtitles XD
I'm definitely going to make a takistan takeover warlords scenario with the CUP mods. With roaming pkp pickups, and massive entrenchments of insurgents everywhere!
Make sure to upload it to the workshop so I can play
You saved my custom scenario! The other guides neglect the custom spawn marker and that you don't sync all the units to the OPFOR/BLUFOR base. Thanks!
This was so helpful, now I can make an all asset warlords. Actual tanks here we come
Thanks man so much my buds and I are gonna have fun now bc of this, ty for choosing good music too btw.
Brilliant I set up a warlords Tanoa after watching this absolutely brilliant, thanks
Do you or anyone reading this know how to add a runway to call in in aircraft at?
how to make respawn in SP mode? i mean i have no problem if it played in MP but i don't figured out how to able respawn if played in SP
Single player respawn is a bit different to multiplayer. You'd need to handle deaths differently. I might add a video about it this week.
Can you say me the name of the music please?? I want it!! THANKS!!!
Hungarian Rhapsody number 2
@@milsimsyhrus5662 thank you very much!!! :)
I have a cuestion, the ai start with infantry but later on they spawn tanks?
So if I wanted to say.... have the US Army woodland go against the CSAT Pacific, how would I set that up? I got the factions out but they still pull from the normal nato and csat pools
Is there anyway to edit the list themselves and add additional vehicles and infantry to the list? I know about the .ext text file way but I just want to add a couple things without the need to write out the entire 'NATO default' list from scratch just to add a couple things.
I want to recruit a mk6 gunner and his asst. so i can assemble mortar teams. and a sandstorm vehicle for rocket strikes.
1.Is there a way to include the entire NATO default list in a .ext then just add my additions without having to type each unit of the default list seperately? Basically just a quick way of adding a thing or two to the default lists already in place.
2. Is there a way to edit the default list itself in the config viewer to add the additional recruit options without the need for a .ext?
I also have the PBO manager but have no clue how to approach accessing/editing these lists. Any help would be greatly appreciated, I'm going crazy trying to figure this out.
audio warning?
How do I get the Sector Spawn modules to work properly? I have them synced to the sector for which I want them to serve as garrison spawn points, but I keep being sent to the random spawn point the game assigns, which in some cases is in a very precarious spot (i.e. 5 feet from walking off a rather tall rock). It's very annoying, and it rather sours the otherwise pretty well done and fleshed out Warlords map I've spent now 6 hours making...
Is there a way to allow fast travel to contested sector even if it is captured by enemies? I play single player and its a pain to see AI slug it on foot for that long.
you know how to get CUP units in Warlords
How do I see how big the sectors are? Without guessing the distance with in the settings of the sector?
Yeah that's something that annoys me a bit too. A trick I use is I place a trigger down with square shape and adjust the radius until I get the size I want, then set the sector to the same radius.
Milsim Syhrus ahh, that’s a tad annoying, thanks though!
is that Tchaikovsky
How would you set it up so that it is PVE?
What's a good size for sectors? Is 250 the max I should do? I'm doing Altis
Hey I made a warlords game with no mods but my friends cannot see asset list. Do you know what would cause this? I can see it.
As in they can't see the requisition menu?
I saw someone post something similar on my other video. Apparently they fixed it by syncing the init module to the blufor base... weird, but it worked apparently
wait why don't i have the cfg stuff you do?
This is a pretty old video. I think they changed some of the menus since then.
Really helpful vid... Making my first warlords mission and got thinking, do you think it's possible to make a small city sized warlords mission, i.e fighting through Agios K. to Kavala. A more CQB focus...
Also, triggers and other effects you'd normally use in campaign type mission. Is that a bit much or might it work?
I gave that kind of thing a try. It can be done, you just have to be prepared to trial-and-error your way through the sector placement - too close together and the auto-kill for locked sectors overlap.
I might add another tutorial about adding specific things to the sectors and triggers etc.
Is it possible to drop the auto kill zone?
Also all Blufor snipers are Altis units even though I used A3PacficInfantry, help
Not to my knowledge unfortunately. Also I think there isn't actually a pacific sniper (without using marksmen DLC). You may need to set up a custom list to add the sniper (lush) to the list.
Hey Chinx, the new update added the ability to reduce the zone fyi ;)
@@milsimsyhrus5662 thanks for the update 👍 never thought you'd remember a lil ol comment. Haven't touched arma since before the update so I haven't even seen it. But sounds like the perfect WL CQC style scenario might just be possible
Hi, amazing vid, quick question. the cfgwl preset list... is it possible to change it to say a modded force? trying to find it but im kinda lost in all this editing stuff. P.S i love the video subtitles XD
Yep. Have a browse through my videos. I did a quick breakdown of it
thanks..
fk this music but nice tuto