Author: Jezuro
Author Website:

Requirements: No addons required
Island(s): Altis, Stratis
Playable options: Multiplayer compatible / Singleplayer compatible

Version: 0.96

Date: 2015-09-23 19:32

Comments: (4)




Warlords for Arma 3 is a multiplayer mode set up as a sort of Sector Control / CTI hybrid supporting TvT, PvP as well as COOP and even solo play against the AI.

Core mechanics:
  • There are three contesting factions: BLUFOR, OPFOR and Independents (AAF). BLUFOR and OPFOR can be controlled by players, AAF is always AI only.
  • BLUFOR and OPFOR start in their bases and respawn there. In every scenario, there are multiple sectors linked with each other and with the bases themselves.
    • All sectors except faction bases are initially controlled by AAF.
    • All sectors except the player's faction's base are initially locked and inaccessible (zone restriction).
  • At the start of the game, players vote for the sector to unlock and attack via the Sector voting tab in the map screen.
    • Players can vote only for sectors directly linked with a sector controlled by their faction (at the start it's only those connected to their faction's base).
  • Once a sector is selected, it's unlocked and zone restriction is removed for the entirety of the game.
    • This means that even if a faction seizes a sector and then loses control over it, the sector can be reclaimed by that faction even without being selected again.
  • A sector is seized when the attacking faction is the dominating presence in its area.
    • Seizing progress is shown by a HUD in the bottom right corner of the screen.
  • Once the selected sector is seized, players vote for another sector, then another, ... until they select the enemy faction's base.
  • If a sector is targeted and was previously seized by the other faction, garrison of that faction will be spawned and defend the sector. This can happen only once per sector.
  • When a faction's base is targeted by the enemy, the members no longer respawn in the base but some distance away.
    • After a while after the base is targeted, Fast travel to the base is disabled as well.
  • The game ends when either BLUFOR or OPFOR lose control over their base.

  • Command Points:
  • Each sector periodically (every 60 seconds) generates Command Points (CPs).
    • The amount of CPs generated by each sector might be different. It depends mainly on the sector side, its importance and how heavily it's guarded.
  • CPs are stored for each player individually.
  • Current amount of CPs and their income rate is shown by a HUD in the bottom right corner of the screen.
  • CPs are used to request soldiers, vehicles, gear etc.
  • Seizing a sector for the first time generates CPs equivalent to 10 minutes of controlling the sector.
  • Small amount of CPs is generated by eliminating enemy units and vehicles.

  • Request menu:

    Troops & hardware
  • Players can make various requests in exchange for Command Points via the Request tab in the map screen.
  • If a player requests soldiers, vehicles or an ammo box, he has to airdrop them on a specified location.
    • The location can be either a controlled sector or the player's position.
    • Maximum size of player's group is 10 men. This number is lower at the game start and increases over time, but can also decrease if subordinates die rapidly. This is to prevent zerg rushes and give some value to their lives.
    • Current available subordiate slots are shown by a HUD in the bottom right corner of the screen.
  • Planes, helicopters and naval hardware can be requested only if the player's faction currently holds a sector with the proper disposition. When requesting one of these:
    • Aircraft is delivered to the neirest sector with required disposition (heliport or airstrip).
    • Boats and SDVs are deployed anywhere on a water surface (player clicks on map).
  • Static defences are placed manually by the player.
  • With the exception of ammoboxes and static defences, all requested hardware will be deleted if not used for a specific time to prevent performance loss in long sessions.

  • Fast travel
  • If no enemies are nearby, Fast travel can be used to instantly travel to any currently held sector (for free) or close to a sector your faction is attacking (for CPs).
  • Fast travel can be used only on foot.
  • Subordinated units will travel along with their leader if they're on foot and closer to him than 200 meters.

  • Sector scan
  • Sector scan reveals all enemies inside an unlocked sector to a faction which requested it.

  • Parameters:
    These can be changed in the MP lobby before launching the mission.

  • Starting time of day Self-explanatory
  • Time acceleration Accelerated day-night cycles
  • Sectors progress Initial sector ownership; factions can start with various portion of sectors under their control
  • Fast travel Enables / disables Fast travel
  • Sector scan Enables / disables Sector scan
  • AI sector voting Enables / disables autonomoues AI sector voting when there's a player present in their faction
  • HUD sector icons transparency Transparency of sector icons in the scene; 100% transparency effectively disables them
  • HUD player icons transparency Transparency of player icons in the scene; 100% transparency effectively disables them
  • Music Enables / disables music
  • Voice notifications Enables / disables voice notifications
  • Starting Command Points CPs available at the start
  • CP Income Multiplier CPs earned by all contestants are multiplied by this
  • Voting Timeout Sector voting timeout (in seconds)
  • Vehicle Removal Timeout Delay before vehicles are deleted when left abandoned (in minutes)

  • Installation:
    Extract into the ArmA 3 Directory, by default this is located in:
    32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\
    64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\
    After extraction it should look like this:
    Steam\Steamapps\Common\ArmA 3\@your_mod_folder_name\addons\

    You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
    mydocuments\Arma3 Alpha\@your_mod_folder_name1\addons\
    mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\
    mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\

    When present place the "userconfig" folder into your game install folder, usually:
    "C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
    You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.

    You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
    For using multiple mods you would then do so like this:

    You can also use -nosplash to get rid of the splash art and intro videos.

    And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!

    When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods.

    Sample mission:
    It contains a sample mission for Stratis island.

    Extract the content in your "my documents/arma 3 profile/mission" folder and load it in the editor.

    Warlords system is fully modular. Following is the list of available modules and their functionality. They are accessible ingame in category Modules > Warlords.

    Modules & functionality

    Warlords Init
    • Initializes Warlords game mode.
    • All arguments are described in the table above with the exception of these:
      • After the End What will happen when either playable side wins (nothing or mission end).
      • Custom Debriefings CfgDebriefing classname to be shown in various outcomes.
      • Asset List Assets available in the Request menu. Array of CfgWLRequisitionPresets entries (see Custom asset list definition further on for details).
          Available presets:
          - A3DefaultAll
          - A3DefaultInfantry
          - A3DefaultVehicles
          - A3DefaultAircraft
          - A3DefaultNaval
          - A3DefaultGear
          - A3DefaultDefences

        You want to disable aircraft and naval units in you scenario. Asset list entry would then be:
        ["A3DefaultInfantry", "A3DefaultVehicles", "A3DefaultGear", "A3DefaultDefences"]

    Warlords Base
    • Faction base and starting / respawn position.
    • Arguments:
      • In-game Name In-game base name. If left empty, 'BLUFOR Base' or 'OPFOR Base' will be used.
      • Side Which side will be using this sector as its base.
      • Size All sectors are square-shaped. Input is the square side in meters.
      • Command Points Production Command Points generated by this sector each payoff cycle.
      • Harbour Side controlling this sector will be able to purchase ships.
      • Helipad Side controlling this sector will be able to purchase helicopters.
      • Runway Side controlling this sector will be able to purchase planes.

    Warlords Sector
    • Common sector.
    • Synchronize these modules and Bases via F5.
    • Most arguments are described under Warlords Base with the exception of this one:
        Owned By Default means Independents unless forced progress is used in the Init module.

    Warlords Response Team
    • When AAF loses a sector, random response team from the linked sectors still condtrolled by this faction is selected and sent to the seized sector in an attempt to reclaim it. Has only one argument:
        Group Type of group. AAF group config is used. Can be:
          - Random
          - Synchronized vehicles: Empty vehicles can be synchronized to this module. When activated, the module spawns these vehicles and correct crew.
          - Infantry
          - Mechanized
          - Motorized
          - Armored

    Warlords Spawn Point
  • AAF garrison is spawned randomly in the sector area by default. If you want more control over the spawn positions, you can use these modules and synchronize them with the sector module. Their position will be used when calculating a spawn point.
  • It is possible you'll reach the maximum group limit (144) when creating larger scenarios. In that case, feel free to use triggers instead. Just syncronize them with the sector module as you'd do with Spawn Point modules.

  • Custom asset list definition

    Assets available in the Request menu can be customized by creating new class in CfgWLRequisitionPresets. 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;
                class Aircraft
                    class B_Plane_CAS_01_F
                        cost = 7500;
                class Naval
                    class O_Boat_Armed_01_hmg_F
                        cost = 500;
                class Gear
                    class Box_NATO_Ammo_F
                        cost = 200;
                class Defences
                    class B_HMG_01_F
                        cost = 250;
            class EAST                      // --- assets available for OPFOR
                ...                         // --- rest of input

    Mission setup:
    Setting up a custom scenario is fairly simple.

    1. Set up all playable units (BLUFOR + OPFOR) on locations you'll be using as faction bases.Warlords sample editor setup
    2. Place the Warlords Init module.
      • All Warlords modules are located under Modules > Warlords.
      • For details on various modules, check the Modules and functionality section above.
      • Set up game rules via arguments in the module window.
    3. Place both faction bases using Warlords Base modules.
      • Set up their parameters via arguments in the module window.
    4. Place the rest of the sectors using Warlords Sector modules.
      • Set up their parameters via arguments in the module window.
      • If you want to spawn some vehicles in a sector, place them as you would normally, give them some waypoints and synchronize them all with the sector.
    5. Link sectors together in a way which makes sense for game progress.
    6. If you don't want to rely on random spawn positions, you can use Warlords Spawn Point modules.
      • You can also use empty triggers in the same way (in case you reach maximum group limit).
    7. Set up Warlords Response Team modules if you wish.
    8. Done!

    1. To make sure respawn will work as intended, copy this line into the file:
      respawn = 3;
    2. If you want players to be able to change game rules set up in the Warlords Init module, use:
      #include "\A3\JEZ_Warlords\cfgWLMissionParams.hpp"
    3. Done!


    Although I'm a BIS employee, this is an UNOFFICIAL mod and should be treated as any other usermade content.

  • Added: RHS scenarios now use the newly introduced RHS ammoboxes (latest RHS mod version required)
  • Added: You can now configure custom ammobox loadout (see Asset list definition in documentation on the forums)
  • Fixed: Backpacks are now correctly listed in ammoboxes in Gear Request tab

  • v0.95
  • Fixed: Scaling of map markers on unofficial islands
  • Fixed: Plane landing on unofficial islands
  • Added: Module icons
  • Added: You can now configure fortifications in your custom asset lists (section Defences)
  • Fixed: UAV behaviour when purchased (could be defined in custom asset lists)
  • Added: Arsenal support (experimental; currently disabled by default, you can enable it in mission parameters when setting up a game)

  • v0.94
  • Fixed: AI would sometimes get stuck after the last update
  • Fixed: Various performance tweaks

  • v0.93
  • Added: Fatigue on / off mission parameter
  • Added: Mod icon in the main menu
  • Fixed: Various minor issues

  • v0.92
  • Added: Faction parameters in the Init module (you can specify the faction of units to garrison sectors, check the forum thread for description)
  • Added: New scenario on Alits (Pyrgos Gulf) along with RHS version
  • Added: New 'Whole Altis' scenario for 64 players (no AI)
  • Added: New Fast Travel parameter (enabled only to owned sectors)
  • Added: Progress saving for LAN host (check the forum thread for description)
  • Changed: Airdrop on your location is now considerably more expansive than on an owned sector

  • v0.91
  • Added: RHS versions of all scenarios
  • Added: RHS requisition preset (RHSDefaultAll, RHSDefaultInfantry, RHSDefaultVehicles, RHSDefaultAircraft, RHSDefaultDefences)
  • Added: Airdrop sound FX
  • Changed: Various cost balances
  • Added: Fast travel availability is optional for both AI and players in module / scenario parameters
  • Added: Airdrop refund policy

  • Steam Workshop:
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    Forum topic:
    - BI forums

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