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.kju

A&S ProMode (Advance And Secure) Game Mode

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wow amazing,fantastic!!!! great job

one Q:Are the zones always in a strait line in random pack?

Edited by TeilX

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Woot! thanks. been wanting this on community map

Edit: is there a way for me to ensure AI don't spawn as transport vehicle such as C130 or quad bikes? They don't serves any purpose but to drive/fly around aimlessly.

Edited by Muahaha

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My only fear with the randomness is that sometimes you might get an area that is plain open, or an area where you can fire directly at the target objective from your spawn point. I know there are scripts in place to prevent spawn killing, but it still ends up with some pretty messy behavior. I've even had this happen on the official A&D map I did actually manage to get enough people to try out (attackers couldn't leave their spawn because we were in a position to shoot them as soon as they leave the "bubble").

As for defining new loadouts, few questions:

1. Is there a way to define more than 1 primary and secondary weapon, so there is a choice? Will placing it in "extra weps" work?

2. Can names of classes be changed (say, replace "ammo bearer" with something else)?

3. I see you have "extra mags" classes, so I assume there are already default mags. Which mags are already included by default? All magazines that the primary weapon can use? Only some of them (ex: are c-mags usable by default or not)? Grenades? Smokes? Anything else? Are extra mags something you can choose from or built in to the loadout?

4. Do you actually have a way to change the unit model in-game based on player's choice? If so, how? I thought it wasn't possible and you'll always be stuck with the model of the character that was placed in the editor/sqm?

As for AI driving around aimlessly, are drivers not scripted to dismount in combat? Because they probably should be for unarmed vehicles :)

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You are welcome :bounce3:

@ TeilX

There will be more patterns in the next release(s) like:

ans_zone_patterns.png

(see the issue list for more)

@ Muahaha

Right now not - you can only remove them from X-Ray altogether.

The plan is to make AI parachute over zones from unarmed air units.

They already do use unarmed ground vehicles to rush to the zones and get

out once there. :)

As for the C130 - maybe it will be possible to make it an AC-130 for AI. ;)

@ galzohar

Of course at times the random selection will be no good - the only solution I

see is a restart or some admin interaction to adjust the zone positions.

The later would be doable, yet quite some effort to realize.

Right now you can change the distance between zone via mission

parameters. In addition AI does use smoke grenades quite a lot to reduce

the problem somewhat.

to 1)

Not possible right now - I can see that playing with AI this would be nice to

have. For PvP play weapon selection leads to a set of issues though.

On top without scoped weapons (and OA only at disposal / faction specific

equipment) it is already tough to find enough rifles for the different classes.

to 2)

It could be made possible - right now the names are hardcoded to the "class

index". That said some class availabilities are hardcoded to them as well.

One could change this as well - not sure if its worth the effort though.

to 3)

The magazine type and count for the weapons is defined in the weapons

definition file: http://pastebin.jonasscholz.de/1376

The extra mags are for magazines in addition - like in ACE this can be used

for IEDs or the various grenades.

The smoke and handgrenades are defined in the end of the given class file.

(for the grenadier its rifle smoke grenades and flares)

to 4)

http://community.bistudio.com/wiki/selectPlayer

AI in general have one waypoint in between to the next zone (when far away

enough) to flank at times and not head all the same route.

AI in unarmed ground vehicles get out once they reach the target zone.

> Make AI in motorbikes/jeeps eject and move on as infantry when driving slowly and getting hit.

http://dev-heaven.net/issues/17989

As for AI not speeding well with ground vehicles, thats only something BI can fix.

Especially the broken setWaypointCompletionRadius makes AI slow down.

I already use a workaround, yet it is not that much better:

setWaypointCompletionRadius or how to make AI complete before reaching the exact pos?

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Wait, so some classes only get 4 mags for their primary weapon? Or am I misunderstanding how it works?

Regarding weapon selection, what I meant is that you don't HAVE to give each class more than 1 weapon, but make it possible to define more than 1 weapon in cases where there is more than 1 reasonable option.

I still don't fully understand whether the loadouts are fixed (as in you get the defined number of mags, no more and no less), or can you choose which mags you want out of the pool of available mags?

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No weapons nor magazines to choose from. Each class has one predefined loadout.

You cannot change it as player, you cannot customize it.

AAS like other game mode have shown very clearly that ammo crates and weapon

selection leads to various issues and player complaints. Of course some want free

choice, yet this is not possible here for good reasons.

You have the classes to choose from and need to work in a team to succeed.

The ammo is limited to make sure people play together and to give the ammo bearer

a purpose (he can rearm twice another player). Currently this does not yet work with

AI ammo bearers - yet it will be soon.

Finally some units also have rucks to for additional ammo (while the content probably

needs to be reviewed - suggestions welcome).

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What I meant was less "pick whatever weapon you want" and more "pick X weapon or Y weapon" or "pick extra mag or an AT mine or a claymore" (since some might be useless in some situations) or "pick between a javelin and a smaw" (again since one of those might be useless in some situations) kind of thing. Fixed loadouts work too of course, but may sometimes need adjusting on a per-mission basis. So I suppose if I make new loadouts I need to make sure I don't go over the 12 slots then and that everything I list will end up in the player's inventory automatically.

I am not too keen of limited ammo, though, at least not to such extreme levels. In PvP you will most of the time die before you use up 4 magazines, and if you don't, then you will most likely die before you can pick more up from the ammo bearer. And of course limiting ammo would result in people scavenging dead bodies as often as possible, unless those are deleted immediately, but then again deleting bodies immediately also hurts gameplay and immersion to some degree.

As for ammo bearers, is there a way to define ruck contents? I haven't found much info about how the BIS backpacks actually work (beyond what you can figure out by just playing with the BIS units), other than a lot of complaints about how buggy they are... In any case I never found much need for backpacks in any mission I ever made since 12 inventory slots is 99% of the time way more than enough for any class I might think about creating, with the only exception being a medic using ACE medical system in a long coop mission (but in PvP where dying is frequent even a medic with ACE medical system probably has enough slots)...

Speaking of medics, does AAS spawn medical facilities somewhere in the zone? If not, that would probably be nice even as default behavior, so that people can heal in vanilla, and more importantly in ACE with ACE medical system where a medical facility is actually required to get fully healed (at least when using default ACE medical system). But then again I'm not even sure if using ACE medical system in a PvP mission is a great idea to start with.

Edited by galzohar

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galzohar check the ACE2 modset that was done for a2.

One can overload equipment (12 slots is not the max with scripting as you know).

Right now there is an AT Gunner (light) and AT Specialist (heavy). In ACE you can give

the ammo bearer a second rocket for each launcher for example.

If you need something in a specific mission, my advice would be adjust the mission code

/ scripts itself or add some hack in the init.sqf (updating of the class/equipment array

for example).

ACE2 is certainly very different in terms of ammo compared to vanilla - sadly even the lower

ammo is hardly a problem when playing vs AI - only if you play very safe and do not die

for a long time.

Yet again my goal is to make you play together with AI as well (AI ammo bearer, ruck

use or calling in an ammo drop).

Dead bodies are gone once players spawn (so rather quick) - for AI this still needs to be

synced; right now they are gone after three seconds already.

Define ruck content: Not yet possible, yet could be done easily. I think rucks work OK

in the recent patches now. The interaction is not perfect, yet it should do the job.

ACE still has its own system anyway, does it not?

We have disabled the ACE wounding sys back in the a2 version. Read about the system

present: Heal and revive

Edited by .kju [PvPscene]

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ACE has it's own ruck system, but doesn't disable the BIS ruck system. So BIS rucks still work like BIS rucks.

If low ammo is not a problem against AI, then it's even less of a problem against players. In any case, though, there is nothing stopping players from taking ammo from the ammo bearer before they actually need it, since they should have plenty of free space with only 4 mags in their inventory (other equipment - they can choose whether they want to keep it or dump it... Going back to why not just letting them choose it from the start, unless it's a "gains vs work/effort required" kind of thing).

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As explained it is low ammo by design and on purpose.

Yes you can somewhat abuse the ammo bearer's rearm ability, yet it takes time and is

clumsy - in effect no one is doing it (and remember he do so only twice per life).

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Thirteenth release of A&S ProMode (2011-04-05)

Quick update to amend improvements to the random mode, like the U and zigzag

pattern, or random vehicle sets. You may also want to try the CSLA modset or

the random mode for Vostok and its winter version by Old Bear.

U.jpg Zigzag.jpg

From now on you will find a second pack in the file base called AnS_ProMode_OA_AI_DATE.7z.

This one has the AI mode active by default.

You can see the planned additions for the next release in the roadmap.

I am looking for people interested to submit new modsets for community mods,

like ACE2, FDF and others. It is a easy job - you only need to define the unit

class and its equipment: west side or east side.

2011-04-05 changelog

  • Added: parameter to use the random vehicle set also for players on any or both sides.
  • Added: make it possible to set the vehicles types available for AI and their amount as parameters.
  • Added: make AI able to revive human players when nearby.
  • Added: CSLA modsets.

  • Changed: Added zigzag pattern for random mode.
  • Changed: Added U pattern for random mode.
  • Changed: Adjust angle of random vehicles to the next target zone at mission start.
  • Changed: Adjust angle of player to the next target zone at mission start in the random mode.
  • Changed: Added random mode version for Vostok and its winter version.

  • Fixed: The player spawns in/on-top of the base create in X-Ray.
  • Fixed: AI units have no NVGoggles despite AAS_Params_NightvisionForAI mission parameter setting.
  • Fixed: AAS_Params_ReviveAbility mission parameter also disables healing ability of medics.

The optional AI mode can be used for enjoyment while waiting for the server

to fill or as training. See the details in the features section of the wiki.

You can review the list of changes in detail.

The A&S ProMode (2011-04-05) pack is available in the filebase.

Find more about A&S ProMode, its features and countless configuration options in the wiki.

Leave your feedback in the forum and enjoy!

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Couldn't really test these since cpbo wouldn't depbo the mission, but I think I got the classnames right.

Note:

- ACE weapons need to be defined, no special magazines used though so should be straight-forward - Just regular 5.56 mags for all west weapons (including SD weapon), and 5.45 for AKs. RPK-74 needs more magazines than normal, since ACE converts the 75-round mags into 45-round.

- MG ammo bags might be a bit heavy for ACE, so you may want to make them a bit lighter (less ammo).

- RPG pack needs its contents (and possibly model) replaced to have a metis missile instead.

// infantry kits
AAS_WestClasses =
[
// model class			backpack			primary weapon		secondary weapon	pistol weapon	extra weps		extra mags
// Grenadier
["US_Soldier_GL_EP1",		"US_Backpack_AmmoMG_EP1",	"ACE_M4A1_GL",		"",			"",		[],			[]],
// Assault
["US_Soldier_B_EP1",		"",				"ACE_M4A1_GL",	"ACE_M72A2",		"",		[],			[]],
// MachineGunner
["US_Soldier_AR_EP1",		"",				"M249_EP1",		"",			"",		[],			[]],
// Heavy Gunner
["US_Soldier_MG_EP1",		"",				"M240",		"",			"",		[],			[]],
// AT Gunner
["US_Soldier_LAT_EP1",		"",				"ACE_M4A1_Eotech",		"M136",			"",		[],			[]],
// AT Specialist
["US_Soldier_HAT_EP1",		"",				"ACE_M4A1_Eotech",		"Javelin",		"",		[],			[]],
// AA Gunner
["US_Soldier_AA_EP1",		"",				"ACE_M4A1_Eotech",		"Stinger",		"",		[],			[]],
// Engineer
["US_Soldier_Engineer_EP1",	"US_Assault_Pack_Explosives_EP1","ACE_M4A1_Eotech",	"",			"",		["Binocular"],		[["ACE_Claymore_M",1]]],
// Ammo Bearer
["US_Soldier_AMG_EP1",		"US_Backpack_AT_EP1",	"ACE_M4A1_Eotech",	"Laserdesignator",	"",	[],			[]],
// Heavy Sniper
["US_Soldier_SniperH_EP1",	"",				"M107",			"",			"M9",		[],			[]],
// Saboteur
["US_Delta_Force_EP1",		"US_Assault_Pack_Explosives_EP1",		"ACE_SOC_M4A1_AIM_SD",	"",			"M9SD",		[],			[["PipeBomb",1],["IR_Strobe_Marker",1],["IR_Strobe_Target",1]]],
// Officer
["US_Soldier_Officer_EP1",	"",				"ACE_M4A1_RCO_GL",		"",			"M9",	["ACE_Rangefinder_OD"],	[["ACE_Battery_Rangefinder",1]]]
];

// infantry kits
AAS_EastClasses =
[
// model class			backpack			primary weapon		secondary weapon	pistol weapon	extra weps		extra mags
// Grenadier
["TK_Soldier_GL_EP1",		"TK_ALICE_Pack_AmmoMG_EP1",	"ACE_AK74M_GL_Kobra",		"",			"",		[],			[]],
// Assault
["TK_Soldier_B_EP1",		"",				"ACE_AK74M_Kobra",		"ACE_RPOM",		"",		[],			[]],
// MachineGunner
["TK_Soldier_AR_EP1",		"",				"ACE_RPK74M",		"",			"",		[],			[]],
// Heavy Gunner
["TK_Soldier_MG_EP1",		"",				"PK",			"",			"",		[],			[]],
// AT Gunner
["TK_Soldier_LAT_EP1",		"",				"ACE_AK74M_Kobra",		"ACE_RPG27",		"",		[],			[]],
// AT Specialist
["TK_Soldier_HAT_EP1",		"",				"ACE_AK74M",		"MetisLauncher",	"",		[],			[]],
// AA Gunner
["TK_Soldier_AA_EP1",		"",				"ACE_AK74M",		"Igla",			"",		[],			[]],
// Engineer
["TK_Soldier_Engineer_EP1",	"TK_ALICE_Pack_Explosives_EP1",	"ACE_AK74M",		"",			"",		["Binocular"],		[["ACE_MON50_M",1]]],
// Ammo Bearer
["TK_Soldier_AMG_EP1",		"TK_RPG_Backpack_EP1",		"ACE_AK74M_Kobra",		"Laserdesignator",	"revolver_EP1",	[],			[]],
// Heavy Sniper
["TK_Soldier_SniperH_EP1",	"",				"KSVK",			"",			"Makarov",	[],			[]],
// Saboteur
["TK_Special_Forces_TL_EP1",	"TK_ALICE_Pack_Explosives_EP1",		"ACE_AKS74_UN",	"",			"MakarovSD",	[],			[["pipebomb",1],["IR_Strobe_Marker",1],["IR_Strobe_Target",1]]],
// Officer
["TK_Soldier_Officer_EP1",	"",				"ACE_AK74M_GL_PSO",		"",			"Makarov",	["Binocular_Vector"],	[]]
];

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Thanks galzohar! Will include in the next update.

Do you think any ACE modules need to be deactivated?

---

What do you guys think about an AI config tweaking *addon for AnS?

What aspects of AI infantry, AI vehicles, AI weapon use, AI behavior should be different?

Edited by .kju [PvPscene]

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NM, i come back later

Edited by Katipo66

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Well for starters I think AI need to be better at getting in the zone. Currently AI don't move very much in combat, but for A&S if they're outside the zone it doesn't make sense that they are being overly careful (aka "camping").

The only ACE feature I am aware of that might break any scripts is the ACE armor system, however it's probably better to just make the scripts compatible rather than disabling the ACE armor system. ACE armor system basically means a lot of times an armored vehicle will be disabled or have parts of it disabled, but getDammage would still return 0. getDAmamge would only return 1 when the vehicle is 100% destroyed (turned into a wreck), which doesn't happen all that often (and rightfully so).

Other than that, all ACE modules that might cause trouble IMO are the modules you need to place in the editor in order to activate them, so by default they are off. Though stuff like AI talk and vehicle radio chatter are harmless and are fun to use (may want to check ACE documentation regarding how to activate them by script instead of by placing in editor). Also you may want to enable this (off by default).

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Help yourselves with AI Promod

b_560_95_1.png

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Fifteenth release of A&S ProMode (2011-05-11)

After one non promoted release a few weeks ago, this updated turns out quite large again.

Most importantly you will modsets for AAW, I44 and VME PLA (needs the soon-to-be-released

MOD update) as well as a couple new worlds supported in the random mode:

DBO Deluxe Terrain, ElephantIsland, I44 Omaha and Qom.

Finally more options for the random mode and various AI improvements and fixes.

Sf1IwIFF0Ds

From now on you will find a second pack in the file base called AnS_ProMode_OA_AI_DATE.7z.

This one has the AI mode active by default.

You can see the planned additions for the next release in the roadmap.

I am looking for people interested to submit new modsets for community mods,

like ACE2, FDF and others. It is a easy job - you only need to define the unit

class and its equipment: west side or east side.

2011-05-11 changelog

  • Added: AAW modsets.
  • Added: I44 modsets.
  • Added: VME PLA modsets.
  • Added: Make AI medic type units heal other friendly AI nearby.
  • Added: parameter to show AI kills.
  • Added: Make it possible to select the number of zones in the random mode.
  • Added: parameter to limit the total amount of random vehicles.
  • Added: parameter to set the zone size in random mode.
  • Added: quickstart action to randomly generated planes.

  • Changed: Add random mode version for DBO Deluxe Terrain.
  • Changed: Add random mode version for ElephantIsland.
  • Changed: Add random mode version for I44 Omaha.
  • Changed: Add random mode version for Qom.
  • Changed: Change intro text to show only the mission daytime.
  • Changed: Hide vehicle summary in the notes section when random vehicles set are active for the player side.
  • Changed: Improve system to determine vehicle type.
  • Changed: Make AA/AT AI classes not use combat vehicles.
  • Changed: Make AI choppers not spawn directly at the flag in X Ray.
  • Changed: Make AI dead bodies stay until they respawn or get revived
  • Changed: Make AI to react on the event of a zone getting decapped to zero.
  • Changed: Make sure the complete zone area is not in water in the random mode.
  • Changed: Make vehicleRespawn script use set/getVar and one loop to check all.
  • Changed: Reduce smoke grenade use of AI on hit.
  • Changed: Remove obsolete reload anim over network system.

  • Fixed: TerrainGrid and viewdistance not reset, if you die inside a plane.
  • Fixed: AI selection of AA/AT classes does not handle random vehicles.
  • Fixed: Vehicle features are not getting initialized for dynamically created vehicles.
  • Fixed: At mission start defenders do not spawn in the first zone they control, if more than one zone is contested.

The optional AI mode can be used for enjoyment while waiting for the server

to fill or as training. See the details in the features section of the wiki.

You can review the list of changes in detail.

The A&S ProMode (2011-05-11) pack is available in the filebase.

Find more about A&S ProMode, its features and countless configuration options in the wiki.

Leave your feedback in the forum and enjoy!

----------------------------------------------------------------------------------------------------

@ SnR

Cheers mate! Hope to see the server up again with the AAW modset running. :bounce3:

@ galzohar

Thanks for the advice on the ACE2 version!

The AI stupidity is unfortunately due to ArmA itself - most importantly while in

danger mode it does not cope well.

It might be possible to improve this by modifying the danger FSM or even

disabling it altogether. I already looked into a few ways to improve the AI in

addition to that.

That said right now I am unsure where to spend my effort best in.

While the download numbers are good, there is little feedback from people

unfortunately. So it is hard to say what to focus on like more modsets, more

improvements in the random mode, work on the AI mode, new missions, new

features, etc. Some time ago I started a poll, yet only very few people participated. :j:

Edited by .kju [PvPscene]

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you need start with name.

Should be easy to remember attractive name for maps or for series of map.

eg warfare or valhala :)

but maps are really nice - may be do more slots and we can try them sunday on battle day ?

Edited by kotov12345

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The short name is AnS ("A en Es").

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Love this.

But if I place a random ammocrate, why doesnt it work at all? :( And if I want to change to custom weapons, I cant get it to work as there is no ammo for any of the weapons I put in the class and weapon definitions. And im sure i placed the weapons and ammos in the definitions aswell

Edited by MugAben

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Glad to hear DampetDK :)

Contrary to AAS, in AnS there is no equipment in the ammo box. One can only change the class.

However you can just put an additional create and call a custom script to add the content you like.

To add different weapons and equipment to the classes, check the modsets folder.

Either modify an existing class and weapon definition pair or make a new one and

register it in the init.sqf and the params.hpp.

Does this help?

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They are good missions, glad you're consistently working on it :)

Contrary to AAS, in AnS there is no equipment in the ammo box. One can only change the class.

Not sure that is true, depends on the which rule-set you select in parameters, there are 'class'

only rule-sets in AAS normal.

I believe with all the very similar modes covering the 'Hold' genre and 'AnS' not being anywhere

near enough of a variation of AAS, the mission abbreviation AnS (which is only a varied abbreviation

for exactly the same name 'Advance and Secure') isn't warranted.

just my opinion, sorry PvPscene :s

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AnS is a combination of AAS and A&D. And it is quite different.

To name was kept similar to be able to promote both at the same time rather as competitors.

Most likely the name will change for the next ArmA series (if I will still support it by then).

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Well somehow I cant get ammo for the guns I add/edit in the modsetfolders. Both the "bClassAndWeaponDefinition_West_OA_US.sqf" and the "bWeaponDefinitionFile.sqf".

All my added weapons are without ammo when I try. The weapons I use is from a danish mod, and the magazines are ACE which usually works with those weapons when I make a mission. Ill continue to try and search if I did something wrong somewhere, it wouldnt be the first time :rolleyes: But you done a great job, this gamemode is fun! :)

Adding a crate, and putting ie null0 = this execVM "ammoWEST.sqf" in its init is one way to do it, that works fine. :)

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