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lightspeed_aust

Ghost Recon:Island Thunder Campaign

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One question (another :) ) ... I know your not a save point fan, but if a user wants to have unlimited saves in his difficulty setting (so he can save as and when) have you tested it SP with save games and save slots?

I found a few script bugs with game save points sometimes, how does it act in different states of High Command and after leader dying and respawning (then save, then revert) does it open up any bugs or weird results?

Not suggesting it will, but just wondered.

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i told you i wasnt going to use Save and now you're telling me it's buggy - you're not helping your case for a Save feature. :p

i will look into it for you ;)

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No, not saying its buggy, saying it can have a bug dependent on script or if script is not tested with SP saves (some arent and bite you in the ass later :) )

What im actually saying is, test it out with some saves just to see for the SP playing folk.

No need for save feature if you got the spawning sorted with HCS, I only brought that up based on work around save slot if user wanted to return to a HCS working "moment" before getting killed and loosing control, but you got that covered.

Also user has option to have unlimited saving in difficulty settings so no real need to have save in the mission if you hate them to death :)

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i'll look at the save function later - it really would be a last option. i would rather players focus on team preservation and complete the mission without a save - i wont make mission too hard but just enough so player feels like they achieved it with skill.

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quick update -

well Icebreakr gave me a newer version of Lingor to explore and as suspected the new area he was working on was much more suitable for mission 5 - a Search and Rescue mission which took place at night on a map called Bridges in the original. in this version, it takes place in a swampy area with bamboo huts and bridges of a different sort (the man made water bridges of Arma2). it still has the feel of the open expansive map of the original but with a slightly different play area - and your approach in this mission could be from many different angles.

this also leaves me with the extra mission (mentioned in an earlier thread) which i had already constructed for mission 5 - and will now become a bonus 9th mission for this campaign.

i have also had a look at some of the units that will be present in Lingor (excellent units) and will also use stock Arma2 guerillas as opfor who fit beautifully into this environment.

i have also decided that besides using UPSMON scripts, i will also blend the urban regions with the Random House patrol scripts that should really bring the AI alive and make for some excellent replayability a la GR.

Edited by Lightspeed_aust

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i have also decided that besides using UPSMON scripts, i will also blend the urban regions with the Random House patrol scripts that should really bring the AI alive and make for some excellent replayability a la GR.
Just watch out about peoples FPS with AI path-finding and gameplay, this can add some more cycles to the list. Great idea but make sure its ok for lower end machines if poss. Having said that, yes both those scripts are great to use and add that random element, especially patrolling huts and inside buildings. Its either that or will the mission have some kind of clean up of AI that spawn only when you get into a certain range, instead of an island with AI taking up CPU.

BTW ... I cant remember from the Island thunder if there ever was a night using SD weapons mission? If not, could there be a load-out pre mission option to kit out units with SD weapons purely for people who might want to try some sneaking about? Unless you want to add a bonus mission that deals with sneaking in and SD, maybe a lone/2 man op? Maybe having to find documents, a bit like steal the car but a package randomly placed on island to be searched and un detected.

Then again, thats going a bit off from the campaign :)

I guess you have mission briefing loudout options to kit out ala OGR? Also will you include weapons from OA with thermal (or is that a bit too easy :) ... and what about weapons kitted with flashlights? Now the AI are more aware of light source so react when in light cone etc so that's good at night, having to be wary of lighting around you and lighting use.

And my final blurb, would you ever make an ACE version of it?

Edited by mrcash2009

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- ive never seen any fps issues with upsmon - will see how house patrol affects.

- i won't spawn any enemy - they will all be in the map.

- some missions will have SD weapons while others will "be loud n proud".

- i will include OA weapons but the weapons are pre-selected for each class and definitely no thermal. some weapons will have flashlights for night ops.

- ACE may come after i've done the vanilla version, however, given the style of missions and pre-loaded kits etc i dont think ACE will really be necessary for this (there would not be enough ACE stuff required to be implemented to make it noticably different from not having it - if that makes sense).

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quick update -

still working on the new mission 5 - placing a few 100 objects to try to bring some bamboo villages to life - extremely boring but necessary lol. fortunately, nearly finished or i would shoot myself - i try to do blocks of half hour of placing, small break, another half hour. if i could just dump them in would be great but many of them are off the ground in houses and need to be rotated.

how i miss the crysis editor at times like these... :(

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Press alt-e in the main menu of the game. You'll get the 3d editor, which starts in map mode first, its not perfect but might help you.

- ive never seen any fps issues with upsmon - will see how house patrol affects.
Ok its mainly on high unit use and duplicates using more than one marker etc, can start to show after time, but if not then ignore what I said. I should of said "although its dependent on how many are running on the map all the time and size of mission and amount of AI".
- ACE may come after i've done the vanilla version, however, given the style of missions and pre-loaded kits etc i dont think ACE will really be necessary for this (there would not be enough ACE stuff required to be implemented to make it noticably different from not having it - if that makes sense).
Mainly I was thinking of MP usage with ace things to use, no biggy if not but thought id throw it in :)

BTW have you tried Bon Infs loadout script if this is used for MP .. pretty sweet to setup cusom loadouts for players to grab from a menu system from a object ini, no SP freindly with saves but good if it was a more ace/online MP release version.

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i will definitely look into that loadout setup - if i can keep the loadouts per class restricted then it would be gr8 to give players the choice of several different weapons to use. for example, choice of 2 or 3 AT Launchers, choice of SD weapons, machinegunner can choose from 3 or 4 heavy weapons, etc would be very cool...and add a little more replayability too.

mission 5 update - finished placing all of those objects and the bambo hut villages have come to life.

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OGR and the two expansions run fine on my windows 7 machine, no problemo senors. I believe there might be a steam offer out there as well, for those so inclined.

For custom loadouts, I can heartily recommend Bon Inf's loadout doodad script . You can find it on the Chernarus Force website (along with other goodies).

Edited by Hund

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BTw just to add that Bon inf scripts both recruit and load-outs are not 100 percent compatible with SP and save slots, they stop to function right after resuming. So for that reason they are MP only to a point, just to say based on a balance of SP/MP friendly.

Id say have MP only versions using that load out script, and set load out options via briefing kit out option with a nice selection of weapons to kit out pre mission in SP.

But ... that's just my view and you may have better ideas anyway, you probably want to ban me from this thread soon, infractions for mentioning save slots way too many times :)

Oh and yes Red Storm entertainment really did create future proof software, OGR can handle split screen and wide-screen etc even after all this time.

Edited by mrcash2009

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quick update - mission 5 is done so just to recap -

missions 1, 2, 3, 4, 5, and 7 have all objectives working from start to finish and just waiting for units and then testing can start.

mission 6 - work has begun on objectives.

mission 8 - not yet started - but location and mission planned.

mission 9 - (was first mission 5, now an extra mission) main objective scripted for fireworks and will add new objectives to make it another GR classic.

mission 10 - i've got 9 in the pipeline, why not just make it 10.

these will all be made for 7 and 14 player coop (dedi server compatible) and sp with team switch, revives, and hybrid high command for better command of squad.

mp kits will have the Bon inf selection for each class - sp are fixed.

there will be no save function. lol thats for you Cash ;)

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Good news all sounds "spiffing" sir.

The saves thing, as said before users can set unlimited saves using the difficutly settings and using ESC/Save option in game if they wish anyway, so only reason that ever came about for saves in the mission was the high command workaround, and thats sorted so ..well .... sorted :)

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ah those Bon inf scripts are the shit - and I will use basically what he has already but modify one or 2 things and add in the demolitions specialist.

should not take nearly as long as i first thought it would.

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Yes indeed, the fact it uses the clipboard script to create the kit loadouts, its almost too easy :)

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quick update -

well ive just put down some opfor on mission 1 for testing using upsmon and really happy with the first run - i did in a SP mode with 6 AI in support.

with upsmon i use a blend of nowait and nomove and for these missions i keep the radio distance to about 200 meters so AI dont travel half the map to find you. with the random house patrol script which i have also tested (i think its better then upsmon fortify) these AI should behave in a realistic and challenging fashion.

what im really impressed with is how well you can keep your stealth on the approach in Lingor - and carefully planning the assault and fall back positions to defend against flanking leads to excellent results.

attacking from the ridge lines is extremely difficult as it has always been in Arma2 which leads one to descend into the valleys and use the lowground.

the AI (Lingor Rebels) are pretty accurate, fortunately the large number of rocks dotted around the place provide excellent cover.

the AI of Ghost Recon were some of the best seen in tactical shooters and with upsmon and house patrol - they are also excellent but behave very differently in Arma2.

Edited by Lightspeed_aust

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what im really impressed with is how well you can keep your stealth on the approach in Lingor - and carefully planning the assault and fall back positions to defend against flanking leads to excellent results.
Are you using vanilla and these scripts, or any AI scripts (ace / GL4 / ASR / Zeus) ? Or have you tried what they are like. I know thats not good for mission testing but was just a thought.
the AI of Ghost Recon were some of the best seen in tactical shooters and with upsmon and house patrol - they are also excellent but behave very differently in Arma2.
Completely agree, amazed on how that game holds its own with enemy AI up to this day. Although with scripts and other AI tweaks, its getting better.

I notice you posting ref crocks and snakes ... are you thinking of including them for some more wildlife?

BTW, reading this thread anyone would think your making this for me only ... I need to stop replying :)

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If you use house patrol script, you might want to also have that unit on UPSMON using one of the NOWP paramaters - "NOWP" means AI will not be controlled by UPSMON until an enemy is detected, "NOWP2" will mean the AI will not be controlled by UPSMON until someone in its group takes damage, and "NOWP3" means it will not be controlled by UPSMON. In all cases though it will report spotted enemies to other UPSMON groups normally. Of course if you use "NOWP" or "NOWP2" you will want to make sure the house patrol script is aborted as soon as UPSMON takes cover (aka when they go into combat mode and/or when one of the group members take damage).

Also, to answer one of your older questions about SAFE/AWARE/COMBAT: http://community.bistudio.com/wiki/setBehaviour

Most of the time you will want to have AI on "AWARE". Both stealth and combat are simply too low on the mobility side of things for out of combat situations, and stealth isn't really all that stealthy.

Also this really does seem to be a "user missions" thing, since you're basically "just" making missions.

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@ mrcash

i am using vanilla AI for testing purposes - if ppl want to add enhanced AI addons later then thats up to them.

i am hoping Ice will include snakes and crocs within next release of Lingor and he is also adding dope plants which i am incorporating into one of my missions.

@ galzohar

dint realize you could use both which is excellent - quick question how would i abort the house patrol script on the units? actually, i thought they aborted patrol on engagement with enemy.

if admin wants to move this thread to "user missions" thats fine by me

---------- Post added at 07:29 PM ---------- Previous post was at 06:47 PM ----------

just did a kwik test of the housepatrol with upsmon - on seeing me the AI in houses would radio in support but also leave their houses and hunt for me within the village - after killing me they return to the house and recommence patrol.

two words for this: F'N AWESOME!!

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You will have to actually look at the script to see what it does and edit it to do what you want. There is also the terminate command but I never tried it so it may or may not work as intended, and you'll still have to perform some kind of a check to tell when the script needs to be aborted, so might as well just do it right and check at some point in the script's loop - If condition is met, don't loop again... If the script aborts automatically even better, but I would look at the script to see exactly what it does. AFAIK it's a rather simple script, shouldn't be hard to understand.

Not sure whether the behavior you were getting is actually what is supposed to happen nor whether it will definitely happen every time. Though maybe the documentation on the NOWP parameters in UPSMON is inaccurate, because as far as I understood UPSMON simply takes over the unit as soon as the appropriate condition is met and removes any previous waypoints (of course, house patrol script adds waypoints dynamically, would could cause trouble if it happens at the same time that UPSMON is giving it waypoints). So to get proper behavior you do want them to never give move orders/waypoints at the same time.

Edited by galzohar

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thanx for the advice - makes sense too - i wonder though one upsmon finishes dealing with threats that waypoints with "nowp" cease and then random house patrol would resume - i'll test it some more and if it looks dodgy i will look at how to cancel the script.

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I would just look at the house patrol script to see exactly what it does. Unlike UPSMON, it's a rather small script that shouldn't be hard to figure out (and modify if needed).

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On another note, the GR missions you have on Armaholic have some obvious bugs. The first one I loaded gave a script error as well as a UPS marker does not exist error. You may want to give your missions another run-through to fix any additional bugs.

Run the game with the -showscripterrors parameter in the command line in order to see script errors during the game. Otherwise you can find the errors in the arma2.rpt file.

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