Arma 3
WARGAME MOD INIT COMPOSITION
65 Comments
Jacktheviper  [author] 18 Aug, 2024 @ 6:10am 
After the latest update, I recommend using the new Eden Editor modules for scenario creation:
https://youtu.be/idyaujO_nYg
Jacktheviper  [author] 7 Aug, 2024 @ 5:13pm 
@honger
I'm sorry, but at this moment there isn't an option to do that.
I'm adding an option similar to the recruit option in the next update that will be available to the normal Zeus mode.

Also based on this feedback, I'll also add the option to disable the "Insert mode" when creating a mission in the editor, I'm creating custom editor modules that will simplify the set up process.


For the moment, you can work around this:
If you want to prevent the player from using the "Insert mode", you can click on the game master module and check the option to force Zeus interface, the player will automatically start the mission already in the proper Zeus mode and will be unable to leave.

The recruit option is limited to units that are in the same side as the player, so you can just set the units you don't want the player to recruit to a neutral or friendly side, you can do that by grouping the unit to another unit of the desired side.
honger 7 Aug, 2024 @ 4:13pm 
Ok, I think I understand the issue now, thanks for the help. In that case, can I somehow disable the "Insert mode" in a scenario that was designed specifically for Wargame already? It seems that once player presses the button and then exits it, they can no longer go back to the actual Zeus menu. I'd love to override and disable the Insert button in this case.

And how about the "Recruit" option? I see that it's available only in that "Insert mode". Can I add it to the normal Wargame mode? Can I restrict the groups that can be added with that action?
Jacktheviper  [author] 7 Aug, 2024 @ 3:35pm 
@honger
This is likely because the Add objects module is not synchronized to the correct Game master module or the Game master module is not assigned to the correct player character.
honger 7 Aug, 2024 @ 1:30pm 
Ok, so how can I set up/modify the composition so I can start the mission in the same way as in, for example, your Mechanized Assault mission? When I start it in Editor I can control the units just fine, they are autoassigned to my Zeus. When I want to use your composition instead, this does not happen.
Jacktheviper  [author] 7 Aug, 2024 @ 1:14pm 
@honger
I see, the wargame mode that you can enter with INSERT is meant for missions that don't have a Zeus already set up, for example the single player campaign missions, it's meant as a little extra fun mode.

When you set up Zeus in the editor like in the composition, you should access Zeus by using the default Zeus key, which is 'Y'.
honger 7 Aug, 2024 @ 12:41pm 
@Jacktheviper I am aware of this, your composition by default has a player unit set up as Zeus and several infantry and vehicle groups that are synchronized with add objects module and several triggers. Thing is, I can't control them unless I specifically select the Recruit option.
Jacktheviper  [author] 7 Aug, 2024 @ 12:30pm 
@honger
Using this composition, to give control of units pre-placed in the Editor, you must synchronize them to the Add objects module.

You synchronize by right clicking on a selected unit, clicking the synchronize option in the drop down menu and then left clicking on the Add objects module, you will know that the units are synchronized if there's a blue line connecting the unit to the module.
honger 7 Aug, 2024 @ 12:00pm 
I can gain control over the units through the Recruit option but I don't think this is the actual solution to this. Please advise.

And regarding Recruit option, can I set which units player CANNOT recruit? Don't see an option or any snippet for this.
honger 7 Aug, 2024 @ 11:52am 
This doesn't seem to work? In a default configuration, when I click Insert the only unit I have control of is my own, the pre-placed ones can't be selected.
Jacktheviper  [author] 29 Jul, 2024 @ 12:57pm 
@hamster
What are some things you are having trouble understanding? I'll try to explain them better.
Duck 29 Jul, 2024 @ 9:58am 
this mod doesn't make sense... no tutorial or anything
Jacktheviper  [author] 27 Jul, 2024 @ 1:10pm 
@Banshii
Right now the only controls available to aircraft are waypoints and you can set the flying altitude by pressing page up and down, helicopters that have gun turrets can also use the suppression command.

It's possible that in future updates I'll implement a CAS system similar to the artillery support system.
Banshii 27 Jul, 2024 @ 12:10pm 
Hello, I have been very interested in playing around with this mod and wondered if it is possible to use aircraft with this as I haven't been able to find a way
Judío Furtivo 23 Jul, 2024 @ 8:17am 
Cool, I love RTS and this is like the best chance to create my own "game", very good mod my dude
Jacktheviper  [author] 22 Jul, 2024 @ 10:54pm 
@Judío Gaming
Yes, I already made a few example PVP missions you can find in this list:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2932626341

I'm also going to release some Editor modules to make it easier to set up new missions soon.
Judío Furtivo 22 Jul, 2024 @ 6:32pm 
is it possible to make a PvP game or play agaisnt an AI commander? I would like to create my own dynamic battles with this
Jacktheviper  [author] 2 Apr, 2024 @ 9:30am 
@hj gameplay
From what I tested it's working, but there a couple of quirks with the system at the moment, you need to place the artillery vehicle with crew inside and you can't group it with other vehicles, always keep vehicles in their own individual group.
hj gameplay 2 Apr, 2024 @ 6:46am 
hello, your mod is incredible, I've never seen anything like it in Arma 3, but I have a small problem, when synchronizing the M4 Scorcher (or any artillery vehicle) with the Zeus, the mod is defining the vehicle as armored and not as self-propelled artillery, and when using the tactical menu with an FO to call an artillery barrage the following message appears "there are no artillery units available at the moment" even though there is an artillery unit synchronized with the zeus and within radio range, with the only artillery units that I am able to use are the mortars.

Apart from this problem, your mod is excellent and I hope you continue to update it
Jacktheviper  [author] 31 Mar, 2024 @ 2:44pm 
@deltashoot12
To find a downloaded composition you go to COMPOSITIONs > CUSTOM then scroll down to Steam subscribed content.

If you can't find it, I'm not really sure what the problem is, I can see it just fine, try unsubscribing and subscribing again and reloading the game.
deltashoot12 31 Mar, 2024 @ 1:15pm 
now it doesn't appear in the list of "mods" before it magically disappeared, it worked fine and everything, I get that it is downloaded but it doesn't appear in the eden editor.
deltashoot12 31 Mar, 2024 @ 1:12pm 
@Jacktheviper yea thats i mean for eden editor
Jacktheviper  [author] 31 Mar, 2024 @ 12:22pm 
@deltashoot12
This is not the mod, this is a composition aimed to assist creators make a wargame scenario in the Eden Editor.

The actual mod is here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2932697000
deltashoot12 31 Mar, 2024 @ 10:58am 
Hello good afternoon, let me see if you can solve this little problem I have; happens that when I subscribe to this mod; WARGAME INIT COMPOSITION the launcher does not download it, before I had it but in some strange way it disappeared from the modManager of the Arma3 Launcher.
And the strange thing is that it only happens to me with your mod only and exclusively with this one.
nOr1904 11 Mar, 2024 @ 1:31pm 
@Jacktheviper yo i know what the problem was and it was because of the player_1 was in blue team . i changed it to green team and it works . mod works as intended. thx for the reply
Jacktheviper  [author] 11 Mar, 2024 @ 1:17pm 
@buu
I just tested and it seems to be working just fine, the best way to use mortars and artillery is to place each vehicle or mortar turret as a single unit in the editor or in zeus.

You'll know that the system recognized the artillery unit by the information displayed in the group's information card and by the group icon that will have a single dot in the center which is the NATO symbol for artillery units.
nOr1904 11 Mar, 2024 @ 12:53pm 
hey im using the spearhead dlc and it seems like the US mortar doesnt work as a indirect fire support
the german units do work
so i tried the US on a german mortar and it still dont work .
surpress does work with the US
any fix?
Jacktheviper  [author] 16 Feb, 2024 @ 11:22pm 
@Sergeant Stutters
If you have the "Activate the AI base skill bonus", the AI skill will automatically be set to 100 at the start, but you can disable the option or change the skill value later and it will affect them as normal.
Sergeant Stutters 16 Feb, 2024 @ 7:18pm 
Does changing the AI skill of the units under your control matter when playing with these mods?
gonzo89er 28 Sep, 2023 @ 8:32pm 
Been wanting this for years and finally something havent touched the game in like 5 years so lets go give it a try now
Jacktheviper  [author] 23 Aug, 2023 @ 5:47pm 
@Black Dust
That seems like an interesting idea, are you thinking of having a list of units and spawning them in the game? Some kind of point buy system?
Just send it.
DarkestBlackDust 23 Aug, 2023 @ 4:34pm 
I'd like to ask is there a way to set up some form of requisition system from scratch on my end.
I'm currently working on a scenario that is inspired by Fire in The Lake COIN Game.
Also I'd like to send you a request to ask some questions.
Jacktheviper  [author] 9 Aug, 2023 @ 11:11am 
@Black Dust
I can't make a full tutorial right now, but you can make a new topic or use one of the topics present here for your questions and I'll respond them as best as I can.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/discussions/2932697000
DarkestBlackDust 9 Aug, 2023 @ 6:12am 
I don't want to beat the dead horse but is there a guide or manual for creating missions?
I was hoping to set up a possible campaign/mission entirely in Cam_Lao_Nam.
Jacktheviper  [author] 3 Aug, 2023 @ 6:09am 
@Marek "Blackbeard"
I think it works with LAMBS, but VCOM uses waypoints that are probably going to interfere with the mod.
Marek "Blackbeard" 3 Aug, 2023 @ 3:21am 
Hello!
I have a question, has anyone tried this mod with stuff like LAMBs, VCOM etc. etc. ?
(Basically mods that can alter the AI behavior)
Could that maybe interfere with this mod?

also Jacktheviper, I hope you can fix your problems easily, I cant wait for some video tutorials on how to use your mod
Jacktheviper  [author] 2 Aug, 2023 @ 2:49pm 
@Kchayyyy
I can't record videos at the moment because my graphics card decided to die, when I get that fixed I'll make new videos about the mod.
Вікуся 2 Aug, 2023 @ 8:49am 
Make a video on how to do the mission
Kolovrax715x 29 Jul, 2023 @ 3:00am 
Thank you very much:steamthumbsup:
Jacktheviper  [author] 28 Jul, 2023 @ 4:13pm 
@Kolovrax715x
Yes, I do have plans to release more videos better explaining how to use the mod.
Kolovrax715x 28 Jul, 2023 @ 1:52pm 
Could you please make a manual or a video about the modules and triggers that are used in the presets
friscogayon1982 3 Jun, 2023 @ 2:12pm 
@jacktheviper your mod is amazing sir!
and I just want to ask if in the future is there any chance you will put " Force suppressive fire"
option on AI? I mean I love to make Scenario AI vs AI but it's boring AI doing single to burst shot only
Jacktheviper  [author] 20 May, 2023 @ 10:49pm 
@Kx
Thanks a lot! I appreciate the comment.
Yes, I'll upload more videos on youtube explaining the mod in better details after I have updated it more, otherwise the video wouldn't touch on all the new mechanics that'll come.
Kxx 20 May, 2023 @ 7:23pm 
hi can you explain how creat to A - Z one scenarios please ? VIDEO explain ? I LOVE YOUR MOD
Jacktheviper  [author] 14 May, 2023 @ 11:32am 
@NoTenshi
This is a Composition, you can find it in the Compositions > Custom tab.
EllieLove 14 May, 2023 @ 7:39am 
This mod does not show up in the mod manager. Is it a bug?
Jacktheviper  [author] 5 Apr, 2023 @ 1:11pm 
@wolfblue
The camera area will be centered on the object or unit that is synched to the trigger, in the example it's a logic object.

You can delete the logic object and then synch an unit to the trigger and the area will be centered on that unit, if the unit moves, the area 'moves' with it.

If you click on the trigger in the Editor you can edit the first two variables:
_cameraCeiling =150; //how high the camera can go
_cameraAreaSize = 1000; //the size of the area the camera move in, it's a circle and this number determines its radius
wolfblue1 5 Apr, 2023 @ 10:44am 
How exactly do I sync the camera to units on my side? In order to not extend my bounds and cheat.
JackieDaytona 26 Mar, 2023 @ 9:42pm 
@owl I was able to make custom squad compositions, each member with a custom loadout built with CUP/RHS/3CB. Then I added the custom squads I wanted, synced the group/members to the same triggers that the example squads are synced to in this composition. worked pretty well.
Owl 25 Mar, 2023 @ 4:55pm 
K...well time to learn how to work this thing