vengeance1 50 Posted August 18, 2011 (edited) Highhead, Yes that did it, now I understand how it works this so called "Center of Conflict" (orange circle) that follows largest number of playable AI in Editor and Players in MP starts the conflicts based on scan distance. So things are working now with RMM_Enemy turned off, however when mission starts something, MSO or WCIT is deleting any enemy editor placed Air Vehicles like used in WCIT Demo Debug Mission. Also need to figure out how to reduce Ambient Civs, adjustments don't seem to make any difference way too many and that causes you to have to increase the AI Grp to very large numbers. So I am going to try and get a handle on those before bringing back RMM _Enemy. Anyway great start now! Thanks Edited August 18, 2011 by vengeance1 Share this post Link to post Share on other sites
friznit2 350 Posted August 18, 2011 You can reduce civs here: ..\ambience\modules\crb_civilians\crB_AmbCivSetup.sqf at line 78. Change the civiliancount to something like 1.5 and it will drop civis right down to just a handful. Share this post Link to post Share on other sites
highhead 20 Posted August 18, 2011 vengeance, try to name each editor placed AI unit (just give it a name yu like) WICT wont recognize it as relevant for WICT and wont delete it (i at least think so)! Share this post Link to post Share on other sites
vengeance1 50 Posted August 18, 2011 friznit2, Thanks, I did do that but did not see a lot of differance according to WICT Debug display but I may have not reduced it enough from 2.0. Highhead, Good idea I will give that a go tonight! Any idea why it is deleting all Editor placed Enemy Aircraft (in Flight)? Thanks guys! Share this post Link to post Share on other sites
highhead 20 Posted August 18, 2011 im still new to WICT but in the manual there is stated something like WICT deletes all units and places it back on map (its some kind of saving the server status). Also naming all friendly AI units in editor made the "center of conflict / battlefront" only react to the players, so i think they are excluded from wict! And also in utes mission the air units are named (as far as i remember) - copy the airunits from WICT utes demo to your MSO edit and try if that solves your prob. If they arent deleted, use the code snippets for your individually placed aircrafts. PS: will try to place map markers with enemypopcode today. lets see how far i can get... Share this post Link to post Share on other sites
highhead 20 Posted August 18, 2011 had some serious time but managed to let rmm_enemypop place WICT bases and some guardings to the base. dont wonder, its not optimized - its just a try and now i can fiddle around, tweak it and make it a msomodule :) Try out if ya like - but be aware; massssssive enemies - take some gunships ;) MSO with WICT alpha have fun Share this post Link to post Share on other sites
vengeance1 50 Posted August 18, 2011 Well that is what I did, copy them directly from the WICT Demo Mission, so all script was included and functional. I will look into it deeper but I am not very concerned about it as the WICT has the Air marker that give loads of support! Cool I will give yours a try Share this post Link to post Share on other sites
friznit2 350 Posted August 19, 2011 Just a thought. Have you turned off MSO caching when doing this? I imagine it would mess with WICT in a not very good way. Share this post Link to post Share on other sites
highhead 20 Posted August 19, 2011 (edited) Friz, hav ya tried the edit and could you provide some feedback. is it (at least) the correct way im approaching it? guidance PS: WICT wont be the same as rmm_enemypop, it will be different to it. But its another gamemode! Fe. I've seen sta Mi8 startting from a base landing on meadow miles away, letting soldiers get out who then patrolled the area and ive seen a heeeeavy attack on our friendly base from a nearby enemy base. So its really a bit different! Edited August 19, 2011 by highhead Share this post Link to post Share on other sites
friznit2 350 Posted August 19, 2011 (edited) I've not actually. But I'll give it a go now! Edit. Seems to be working well. I've had some very interesting moments, including a bunch of Russians doing a marine assault from an inflatable dinghy (very brave of them, but ultimately foolish in the face of my Warrior). The enemy certainly appears to be a lot more dynamic and mobile, which adds considerably to the gameplay. Not sure if it's a bug/feature/deliberate, but the WICT bases are marked on the map the first time I logged in (useful for testing at any rate), but after JIP they're not refreshed. Not sure if that'll break WICT or not? Edited August 19, 2011 by friznit2 Share this post Link to post Share on other sites
highhead 20 Posted August 19, 2011 quite sure not breaking, serverside markers stay the same - its just for testing... will get over it tomorrow the whole day ;) Share this post Link to post Share on other sites
friznit2 350 Posted August 19, 2011 Just had a good couple of hours on this. Enemy base spawning is working well, lots of stuff going on around and feels much more fluid than the regular MSO enemypop. I really think you're onto a good thing here guys, so keep at it! If I see enemy groups trying to recapture those points I will probably get a little over excited, so bear with me on that ;) Share this post Link to post Share on other sites
vengeance1 50 Posted August 19, 2011 Nice job Highhead! Well you have taken this a lot farther that I, I have spent a little time in the mission but a good deal of time (much more needed) reviewing your code changes. Good Stuff! I have learned a lesson to edit this MSO stuff without any of my 100 AddOns LOL as it adds them to the ships and planes even if they are not in the mission! That can cause some serious slow down. Keep up the good work and please do post improvements your making! Vengeance Share this post Link to post Share on other sites
highhead 20 Posted August 20, 2011 Thx m8s!!! Glad to hear that! yeah! Friz, you said you had the idea of assigning a target to some bases but (fe. helipark_ru spawn searches for targets in crb_locs for "airport") i didnt find a option in WICT yet to assign target locations. Did you maybe see this in another WICT mission (i could check it then and adapt it for MSO)? its really interesting to see this gamemode in MSO. I just didnt have time to make some "longterm" test - i would like to know how WICT reacts after a day or 2 days without restarting. This saturday is dedicated to make it a module and optimize it a bit (as far as i hope i can optimize it)! will post in couple of hours! guidance Share this post Link to post Share on other sites
kremator 1065 Posted August 20, 2011 Hey guys, Sorry I have been silent on this so far! Looks like great progress has been made already. I don't think that you can assign targets to bases - I have never been able to do it. Using WICT as enemy spawn engine is a good idea anyway. The only issue is that WICT is designed to have the battlefront on a particular person or object. Regarding longterm use of WICT I don't know how it will run. Keep up the good work and if you need something tested then ask. Share this post Link to post Share on other sites
highhead 20 Posted August 20, 2011 YoYoYo Krem! Nice to hear/listen from ya! Yeah -this is exactly the only issue i have come across so far (only 1 battlefront). But its working out really well, if you stay together as a group. I think you can save memory if you make hotzones around the bases, and turn off WICT if not in one of those, so its only running when needed. Im on that today! Making nice progresses. BTW.: Kremator, imagine you could place WICT bases (markers) with VTS :) Share this post Link to post Share on other sites
friznit2 350 Posted August 20, 2011 HH, not seen this unfortunately. I'm not sure how the frontline bit works, but would it be possible to set this marker (or even multiple frontline markers) to those key locations? Presumably that would then have the AI head towards those 'frontlines' and recapture them. What happens if people split up? Do they see no enemy at all or does it try and make two frontlines? Just thinking of for example, a helicopter pilot running casevac - would he see no enemy because the frontline is with the main group? Share this post Link to post Share on other sites
highhead 20 Posted August 20, 2011 (edited) the frontline is between the player and the bases! dunno how to set the center of conflict elsewhere and not affecting the spawntriggers. And i dont think there are multiple center of conflicts. havent tryed with multiple players yet so i dunno exactly how the battlefront is handled. But i believe if you split up, the battlefront will look like something like this: p1----<battlefront>----p2 which would be bad esp. in this case: p1 ---------------------------------------------<bf>---------------------------------------------p2 Enemies recpature bases somehow but sometimes they are dumb ;) the casevac pilot would see all already spawned units when flying in, since the clearmemory.sqf doesnt delete them fortunatly. Edited August 20, 2011 by highhead it didnt let my "painting look correct" Share this post Link to post Share on other sites
friznit2 350 Posted August 20, 2011 OK. Well I guess we'll just have to keep testing and see how it pans out :) I'll hopefully be able to run up a server for a couple of days early next week to test how long it can go compared to the regular MSO. Meanwhile, Wolffy has something entirely different in the works, which the PvP crowd should enjoy Share this post Link to post Share on other sites
kremator 1065 Posted August 20, 2011 BTW.: Kremator, imagine you could place WICT bases (markers) with VTS :) Hmmm interesting. I'm sure you CAN move markers around like that. Will have to look into it. I don't have a LOT of time as I'm doing something with WICT that (IF IT WORKS) will blow your socks off (very hush hush presently!) Keep up the good work, and if there is anything else I can help with ASK ! Share this post Link to post Share on other sites
highhead 20 Posted August 20, 2011 After a hard day of work I finally made it to convert the WICT to a WICT_enemypop MSO module (fully MSO compatible in enemy/modules/WICT_enemypop) It dynamically creates bases all over the map using MSO method (+ random guards). Its tweaked and fits really nice as an alternative enemy-module! It uses parameter switches for - enemypop intensity - camp probability - WICT max AI groups (spawn intensity) - WICT scandistance (nearest base within this radius will spawn units at 1200 mtrs away from you) - WICT debug (on/off) its tweaked and runs really nice after some hours of testing! Pls provide some feedback esp. on multiple player performance and file errors (since i had to replace the filepaths). MSO 3.45 WICT beta PS: Krem -> let me test it ;) Share this post Link to post Share on other sites
vengeance1 50 Posted August 21, 2011 Highhead, I ran your 1st version on my Dedi Server with some other human players. It ran fine I just checked it tonight and it was still running. Things I observed 1. The Center of Conflict does split as you described if both of us were not together, in fact 5 AI with me and other Player was at base the COF (Center of Conflict) was between us. 2. Because other player was in my Squad (only have 1) when I commanded all to Disembark it forced him out of his Helo! LOL Not sure other players should be forced out also assuming WICT is doing that. 3. The other Player joined JIP and so he could not see the Stronghold Markers. When I left and came back I could no longer see them (as friznet2 reported) and so when we captured the first Stronghold I could not tell if it turned Blue, nor did I see any Bluefor or Opfor spawned so couldn't tell if WICT quit working or what. So we need to figure out how to get JIP Markers to test futher. 4. Respawn and JIP locations all work fine as MSO intended as do all Support Functions. Really does add a lot to MSO! I will try you new one tonight on the Server! Vengeance Share this post Link to post Share on other sites
highhead 20 Posted August 21, 2011 Thx Ven! Ad 1. -> yeah thats WICT Ad 2. -> this is arma ;) Ad 3. -> in the new version, strongholds are only visible in debugmode. i will find a possibility to mark taken bases, but only if they are taken first. Ad. 4. --> gooood to hear. thx! will post my doings ;) have fun! Share this post Link to post Share on other sites
kremator 1065 Posted August 21, 2011 Hey there HH! Sounds like great progress! Will try that out now! Good job mate. Can't release my shhhhh project yet, as I don't have full permission yet, but it is shaping nicely! Share this post Link to post Share on other sites
friznit2 350 Posted August 21, 2011 Paging ArmAIIholic to this thread. It's only fair to show him what Highhead's doing with WICT! Epic work though HH, really looking forward to giving this a good go. Share this post Link to post Share on other sites