Arma Warfare 2 is a blend of a team-based multiplayer mission and realtime strategy present in Arma 2, Arma 2: Operation Arrowhead and Arma 2: Combined Operations. Two sides (BLUFOR vs. OPFOR) fight for control of the whole map. The side that loses their headquarters, loses the game. Players capture cities to gain resources (supply points). Another resource - money - is gained from killing enemies and also in part from capturing cities. Each side has one commander, who can build a base and various buildings within and around it. Those are either structures providing vehicles and barracks or defense buildings and barriers. As long as you have enough money, you can use the base's respective structures to produce soldiers, weapons and vehicles. These add to your team and you can command them normally. Defensive structures can be used to defend the base and the units stationed there. Players of each side are divided into 8 teams. The commander can give these teams missions and can specify tasks for the teams.
The Warfare scenarios are started as normal multiplayer missions. However, unlike most other MP scenarios, you can change many mission parameters influencing the gameplay. In the lobby an admin can change the mission parameters as follows:
arma 2 warfare missions
There are two roles: team leaders and commanders. A team leader usually completes tasks/missions like capturing towns. They may also build defenses in towns, deliver supplies, or attack the enemy. There is one commander for each side, who is selected from the side's human team leaders or is represented by AI center based on a vote. The commander is responsible for building the base and its defenses, creating missions for players (main capture town missions), and controlling the AI teams.
The most important roles of the commander are base construction and creating missions. A base is needed so teams can buy equipment. Missions are needed to give teams objectives. A commander should not neglect these duties. It is usually more effective for the commander to stay at base and manage than to go out on missions personally. You should ensure there are Capture missions for towns. And when teams complete these missions you should create new ones. You can also use High Command to issue direct orders.
The commander can use High Command to order teams. When the HC Bar is enabled, it is also possible to right-click on the map to create missions or open the City Menu by right-clicking on a captured town's Depot.
Creating missions gives the players and AI teams objectives to follow and allows you to guide the overall strategy for your side. To create a new task/mission go to the map, turn on High Command, and then right-click on the desired location. A menu will open and allow you to create a mission there. If you click on a hostile town's depot you can create a Capture mission. You can cancel a mission by right-clicking on it and selecting cancel.
Tasks can be created for players and AI. Teams gain rewards for completing tasks. It is also a useful way to control the strategy of teams. If there are no tasks then the AI teams will do nothing unless ordered to with HC. You should always create some capture missions for nearby towns.
If there are lots of AI teams it can be a good strategy to create very few capture tasks at a time so they will concentrate all their forces on one task at a time. Be sure to monitor the status of tasks and create new capture missions when the old ones are completed.
Tasks/missions are different from HC orders. A task is available to all teams and many teams may choose the same task. AI teams will chose nearby tasks. If you order an AI team with HC, it will wait a few minutes before choosing a new task. You can re-enable it to take tasks again with the Automatic option in the Teams menu.
The commander should send all teams to combat ASAP - they need money for equipment. Teams intended for use in heavy attack missions later (in Armored roles for example) should be on the front line immediately, earning money for equipment.
By complete accident and just by simply tinkering as I said. While using a PBO unpacker (Found here: :_Community_Tools) I recommend arma PBOview. I ended up searching around the arma directory and found a PBO in Arma 2/Add ons/warfare2.pbo
I opened it up and found some files listed as Warfare example missions, these contained basic Chernarus warfare missions. What you can do with the biggest folder is put it in your My Documents/Arma 2/Missions/ folder.
You can now open it up in your mission editor in Chernarus. But, within the folder for the mission itself are a bunch of Config files and .sqf files that you can open up with in notepad. These files contain variables you can alter such as starting money, weapons to buy. A lot of it is very complicated script stuff which no one seems to want to help with teaching without compensation(they'll probably tell you to take a class). But I was able to figure out how to stop the random start locations, add a bunch more guns, I basically adapted the warfare mission for Takistan. And what you can do is search back in your Arma 2 directory for another pbo titled Warfare2_e. That pbo contains all the config files adapted for takistan play, such as specific buy menus.
I'm having trouble inserting equipment from Arma 2 Basic into Arrowheads warfare though. I can add any weapon to the US Army buy menu, but I cant add other vehicles into their respective buy menus... kinda irritating. I also want to add a rangefinder instead of binoculars to the default troops, but I had to settle for putting an ammo crate at the static starting point I created full of like 20 of each rangefinders, binocs, and nvgoggles.
You can also download a simple vehicle respawn script from here: =76445 and put it in your My Documents/Arma 2/Missions/yourwarfaremission/ folder. Read about how to use it, it's pretty simple. This way you can have some respawning vehicles.
Its not that noone wants to help, you or someone else, it basically means that the people that do know warfare have not seen this thread, do not have the proper time available to tell you about it or that the people that have seen this thread must themselves delve far into the scripts etc exploring it all (doing what you should have done at first) before telling you again what you should have figured out on your own, like you did with depboing the mission.
hmmmm. i joined recently to ask a few warfare editing questions. I've had zero replies to them. It's been about a week. My threads will be buried, probably never to be answered. I don't want to keep ringing up or bumping the threads because I'll probably get bashed for it like any other forum on the internet. I'm doing "my part" now by learning on my own without help, and I just submitted my assistance to the OP of this thread in the post you replied to. Such is life. no harm no foul
I'm almost done reloading all of my stuff onto my computer after my upgrades. I was playing around with the warfare mission I've created for myself now. Noticing I'm probably going to need to figure out how to put a forward construction vehicle into the fray so I don't have to travel all the way back all the time. Just setup some barracks and factories closer to the front lines and leave the HQ toward the back. I don't really care if the AI uses it or not, but it will save me time.
Namalsk Crisis is a campaign for Arma II and Arma II Combined Operations with over 22 missions. You will be a part of conflict on the island called Namalsk. Namalsk become as a target for an unknown corporation called NAC (Namalsk corporation). After several months of researches on an unknow alien object, which they found on Namalsk, and with a very dangerous experiments, armies of Russia and USA are trying to stop them. Unfortunately, they don't know with whom have honor. 2ff7e9595c
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