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ProfTournesol

(SP) Franco Prussian War Mod (1870-1871)

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whats the battle template? the script line you type in?

It's the mission template that ProfTournesol included with the mod. And read "template" as just a normal mission in its barebones that you are supposed to Merge (via the mission editor) in a new one to speed up mission making with this mod.

 

 

I tested the mission and i actually got ammunition. You must hit the space bar (in fact, the game logic is only needed if you get a .pbo mission. In the editor, it's not needed.).

Weird. And, yes, I was aware that the issue only happened once you pbo them. That's why I was puzzled about this issue. Regarding pressing space bar, the ammo didn't even show on the gear menu (nor mine nor any of my team mates).

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Was it in MP ? It isn't tested in MP...despite the name of it...

No, it was the mission I linked, the one you tested already. Anyway, maybe it was a weird coincidence caused by who knows what. I'd check the scripts myself but I'm rather busy lately.

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I must say I'm always impressed by how the OFP AI works when walking thru forests, when engaging from distance, in close combat, etc. It might not be super advanced anymore but it's still leagues better from the brain dead and completely scripted AI in many other mainstream games out there. I didn't think melee combat could ever work well, yet your VVV mod proved me wrong.  :)

 

And since there's not much in the sense of excessive post-processing or extremely detailed models or textures going on in vanilla OFP, it's a true benchmark for CPUs, even if only single threaded performance. Even OCed i5s and i7s will struggle with tons of AIs on the map at the same time. ;p

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I just downloaded this Mod. Nice work, a pleasure to play!

 

Thanks :)

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Hi ProfT,

 

I currently have in progress a comprehensive spawn system - the meat of the work is done - and I have infantry working in game minus your init scripts for some units. error messages when firing.

 

Cavalry is another matter - that will take me some time as I need to marry vehicles to units.

 

If you like I can send you a beta template mission for review.

 

As I'm not really familiar with Franco Prussian war - I'd need you to review units to selected troop choice and make sure proper units are spawning.

 

 

 

// WW2Weasel's contribution to the FPW Mod \\

|| ~ ProfT has helped many in the community and this is my way to help ProfT with his excellent mod. ||

ProfT's structure for squads - is 10 man infantry groups and 5 man cavalry groups.

With FPWspawnwave - I would strongly recommend leaving the unit's experience and group sizes as ProfT intended.


Franco Prussian Mod's: FPWspawnwave

FPWspawnwave & fpwspawnwave are not interchangeable for scripting purposes - they have distinct purposes.

(FPWspawnwave = namesake for spawnwave system comprised of three files; "initialize.sqs", "wavefilter.sqf" and "fpwspawnwave.sqs".)
(fpwspawnwave = variable within scripts and name of script "fpwspawnwave.sqs")


Overall Vision for FPWspawnwave.  


The idea behind FPWspawnwave; was to have one script handle requests for all the different unit types of Franco Prussian Mod.
It will bring a new dimension to the Franco Prussian Mod's overall gameplay.

So most squads will be able to be called from this script to be used in wave attack styled spawning.

After the units have died they will sink into the ground.

There might not be enough time to remove weapons from the dead.  So a mission designer must plan weapon crates, etc... accordingly to this caveat.

I had to compromise between the length of body removal or the time for respawn.
I opted for time for next respawn.

In the FPW mod the action is fast and furious.
Not everybody has a fast machine - So a quick removal of body - ultimately was the way to go.

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

 

more info ~ but not the time nor place to post yet as it is irrelevant for this thread at this time.
 

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I also have in work some quartermaster scripts ~ Ammo box and units that will repair cannons, wagons, etc...  To be applied in mission editor.

I have used repair static guns script in WH40k mod Alamo mission.

I have ammo crates done for ww2/wh40k and an ammo bag script that would allow for extended ammo range for longer missions.  Just need to convert to FPW mod's unique ammo/magazine setup.

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Group lists for wavefilter/FPWspawnwave - keep in mind cavalry is not setup yet.

 

East      1-44
West      45-94


***East Groups***


1=Prussian Infantry Squad
2=Prussian Infantry Squad (Bayonets)
3=Prussian Landwehr Infantry Squad
4=Prussian Landwehr Infantry Squad (Bayonets)
5=Prussian Jaeger Squad
6=Prussian Jaeger Squad (Bayonets)
7=Prussian Uhlan Cavalry Squad
8=Prussian Dragoon Cavalry Squad (with rifles)
9=Prussian Dragoon Cavalry Squad (with swords)
10=Prussian Hussar Cavalry Squad (with rifles)
11=Prussian Hussar Cavalry Squad (with swords)
12=Prussian Cuirassier Cavalry Squad (with rifles)
13=Prussian Cuirassier Cavalry Squad (with swords)
14=Prussian Guard Infantry Squad
15=Prussian Guard Infantry Squad (Bayonets)
16=Prussian Guard Landwehr Infantry Squad
17=Prussian Guard Landwehr Infantry Squad (Bayonets)
18=Prussian Guard Schutzen Squad
19=Prussian Guard Schutzen Squad (Bayonets)
20=Bavarian Infantry Squad
21=Bavarian Infantry Squad (Bayonets)
22=Bavarian Jaeger Squad
23=Bavarian Jaeger Squad (Bayonets)
24=Bavarian Uhlan Cavalry Squad
25=Bavarian Chevauleger Cavalry Squad (with rifles)
26=Bavarian Chevauleger Cavalry Squad (with swords)
27=Bavarian Cuirassier Cavalry Squad
28=Wurttemberger Infantry Squad
29=Wurttemberger Infantry Squad (Bayonets)
30=Wurttemberger Jaeger Squad
31=Wurttemberger Jaeger Squad (Bayonets)
32=Wurttemberger Reiter Cavalry Squad (with rifles)
33=Wurttemberger Reiter Cavalry Squad (with swords)
34=Saxon Infantry Squad
35=Saxon Infantry Squad (Bayonets)
36=Saxon Schutzen Squad
37=Saxon Schutzen Squad (Bayonets)
38=Saxon Reiter Cavalry Squad (with rifles)
39=Saxon Reiter Cavalry Squad (with swords)
40=Saxon Uhlan Cavalry Squad
41=Brunswicker Infantry Squad
42=Brunswicker Infantry Squad (Bayonets)
43=Brunswicker Hussar Cavalry Squad (with rifles)
44=Brunswicker Hussar Cavalry Squad (with swords)


***West Groups***


45=French Infantry Squad
46=French Infantry Squad (Bayonets)
47=French Infantry Squad (In full dress)
48=French Infantry Squad (In full dress, bayonets)
49=French Chasseurs Squad
50=French Chasseurs Squad (Bayonets)
51=French Chasseurs Squad (In full dress)
52=French Chasseurs Squad (In full dress, bayonets)
53=French Zouaves Squad
54=French Zouaves Squad (Bayonets)
55=French Turcos Squad
56=French Turcos Squad (Bayonets)
57=French Gardes Mobiles Squad
58=French Gardes Mobiles Squad (Bayonets)
59=French Sailor Squad
60=French Sailor Squad (Bayonets)
61=French Marines Squad
62=French Marines Squad (Bayonets)
63=French Dragoon Cavalry Squad (with rifles)
64=French Dragoon Cavalry Squad (with swords)
65=French Hussar Cavalry Squad (with rifles)
66=French Hussar Cavalry Squad (with swords)
67=French Lancer Cavalry Squad
68=French lancer Cavalry Squad (with cap)
69=French gendarme Cavalry Squad
70=French african chasseur Cavalry Squad (with rifles)
71=French african chasseur Cavalry Squad (with swords)
72=French cuirassier Cavalry Squad (with rifles)
73=French cuirassier Cavalry Squad (with swords)
74=French horse chasseur Cavalry Squad (with rifles)
75=French horse chasseur Cavalry Squad (with swords)
76=French Grenadiers of the Guard Squad
77=French Grenadiers of the Guard Squad (Bayonets)
78=French Voltigeurs of the Guard Squad
79=French Voltigeurs of the Guard Squad (Bayonets)
80=French Chasseurs of the Guard Squad
81=French Chasseurs of the Guard Squad (Bayonets)
82=French Zouaves of the Guard Squad
83=French Zouaves of the Guard Squad (Bayonets)
84=French Grenadiers of the Guard Squad (Bearskins)
85=French Grenadiers of the Guard Squad (Bayonets, bearskins)
86=French Carabiniers of the Guard Cavalry Squad (with rifles)
87=French Carabiniers of the Guard Cavalry Squad (with swords)
88=French Guides of the Guard Cavalry Squad (with rifles)
89=French Guides of the Guard Cavalry Squad (with swords)
90=French Empress Dragoons Cavalry Squad (with rifles)
91=French Empress Dragoons Cavalry Squad (with swords)
92=French Western Volunteers Squad (Ex Pontifical Zouaves)
93=French Western Volunteers Squad (Ex Pontifical Zouaves, Bayonets)
94=French Francs Tireurs Squad

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I will send to Spad via dropbox. Away from home atm and on my smartphone. By sending to Spad both you and he can test it and can compare notes. So far I see an error in fpwspawnwave regarding private [] array assignment. In the scripting of fpwspawnwave I believe it's expecting to see an = sign. So the FPWspawnwave system does not know how to cope with script embedded within your addon. As a result the musket smoke drop script gets nullified for all units. Atm I ran out of time to hunt down that script to dwell on possibly a fix or workaround.

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ok found and fixed issue.  I knew it was in a sqf file.  I had an = sign in my wavefilter.sqf file. I've sent Spad my drop box links.  But right now everything is working like a charm for the infantry portion.

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I've had time to test a limited play session.  With minimum setup, FPWspawnwave took 1hr 14minutes to complete, constant action.  The idea is to setup a mission within the constraints of a pitched battle.  So initially the mission starts with just 43 Prussian units and 43 French units plus the player as a french soldier.  4 FPWspawnwave groups setup for Prussians totalling 480 Prussians to enter into mission - roughly 40 Prussians at a time.  3 FPWspawnwave groups setup for the French totalling 360 French infantry to enter into mission - roughly 30 French at a time.  The actual advantage went to the French as they had better fields of fire and the Prussians were exposed on their approach to a town.  The last unit killed was their Officer.  For both sides I had added General, Drummer and Flag bearer.  The mission very well could have ended if a mission designer wanted the General or all three units killed off during course of game.  Possibilities are endless.   With all that said ProfT, if you would like more features of your own mod incorporated into FPWspawnwave just let me know.  I can and will work with you on this matter.  I have some other ideas, but I will hit you with them once FPWspawnwave is completed.

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ProfT,

 

All I need to do to distinguish - horse from rider is to remove "M" from class name of horse?

I think that is the way you specified within config?  yes/no?

 

Example:

 

name="Prussian Uhlan Cavalry Squad"; 

 

from the horse class: "FPW_PRU_CAV2M"

crew="FPW_PRU_CAV2"

 

~so~

 

Horses:["FPW_PRU_CAV2M","FPW_PRU_CAV1M","FPW_PRU_CAV1M","FPW_PRU_CAV1M","FPW_PRU_CAV1M"]

 

riders:["FPW_PRU_CAV2","FPW_PRU_CAV1","FPW_PRU_CAV1","FPW_PRU_CAV1","FPW_PRU_CAV1"]

 

 

If so, this should help speed up the finishing up of FPWspawnwave.

 

I also optimized the script chopping out redundant lines of script.

 

 

 

oh one other thing:

 

What skill level if any - do you want units at?:

 

Private - 0.2

Corporal - 0.3

Sergeant - 0.4

Lieutenant - 0.5

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ProfT,

 

All I need to do to distinguish - horse from rider is to remove "M" from class name of horse?

I think that is the way you specified within config?  yes/no?

 

Example:

 

name="Prussian Uhlan Cavalry Squad"; 

 

from the horse class: "FPW_PRU_CAV2M"

crew="FPW_PRU_CAV2"

 

~so~

 

Horses:["FPW_PRU_CAV2M","FPW_PRU_CAV1M","FPW_PRU_CAV1M","FPW_PRU_CAV1M","FPW_PRU_CAV1M"]

 

riders:["FPW_PRU_CAV2","FPW_PRU_CAV1","FPW_PRU_CAV1","FPW_PRU_CAV1","FPW_PRU_CAV1"]

 

 

 

Yes, that's the way i did it ("M" is there for "Mounted").

 

oh one other thing:

 

What skill level if any - do you want units at?:

 

Private - 0.2

Corporal - 0.3

Sergeant - 0.4

Lieutenant - 0.5

 

Well, in fact i don't what those skills do...i'm only using ranks in my groups, dunno how they are connected to the skill...

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I guess that Spad is on vacation so 3 days from now I will shoot you over my Dropbox links. okay I wasn't sure if you were using skill. no big deal. I think it's for getting a jump on the other unit kind of like a quick draw scenario

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