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Coc enemystack system

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Happy New Year OFP gamers and citizens. wink.gif

We are proud to present you with a small gift for the new year, a system that spawns enemies discretely and according to a finite user setup, simulating a large "army" on a regular OFP machine by keeping only a portion of the forces active at the same time.

Included in the download:

[*] EnemyStack manual revision 0.2 in Microsoft DOC format (requires MS Word 1997+ to be viewed in full).

[*] Clean copy of EnemyStack Beta V0.6.

[*] EnemyStack 0.6 System Demonstration Mission on desert island, standalone or network mission.

REQUIREMENTS: Operation Flashpoint Resistance or GOTY running 1.91. (WARNING: Dedicated 1.91 server must be run using /server and non-dedicated executable)

EnemyStack 0.6 Feature List</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">[*] Refills desired enemy side groups according to mission designer preference and game play events.

[*] Fully network mission capable.

[*] Works on all sides (East, West, Guerilla and Civilian) even in one mission.

[*] Low CPU load thanks to all features in 1.91 environment (handlers, sqf, typeOf).

[*] Wide range of setup error checking and reporting for mission designer and debug personnel in networked missions.

[*] Tracks editor placed units and removes them if there are not enough available.

[*] Keeps track of how many units are lost or vehicles lost/stolen during mission.

[*] Minimum % before replenishing enemy and maximum % before stopping replenishing enemy can be configured.

[*] Balances out spawning of units according to the number of each unit type available.

[*] Support for every side to have units from any other side available if needed.

[*] Support for the addition of custom unit types i.e.: HoverCraft through DB change.

[*] Support 0-x number of spawn points for each unit type per every configured side.

[*] Every spawn point is placed on map and minimum distance from enemy to every spawn point can be assigned.

[*] Allows for the specification of enemy side(s) for every single side using EnemyStack i.e.: WEST,GUER sides can be enemy for EAST side.

[*] Tracks latest battle position and refills as close as possible according to spawn points given.

[*] Support for custom initialization for every soldier unit type spawned using EnemyStack.

[*] Support for custom initialization for every vehicle unit type spawned using EnemyStack if at least one AI driver, gunner, or commander is spawned with the particular vehicle.

[*] Capable of deleting soldiers that have been killed according to number of seconds specified.

[*] AI skill for every unit type per side can be specified from minimum to maximum i.e.: 0.6 - 0.9.

[*] Driver, Gunner, and Commander soldier types can be defined for each vehicle type in DB (no cargo).

[*] 0 to 63 Groups to be excluded from replenishment can be specified for each side.

[*] Automatic removal of un-necessary Side Triggers.

<span id='postcolor'>

Caution: There may be some problems with the system as this is a Beta release, limited testing has been performed, please report any problems and ask questions if necessary.

Head over to the forums at ©The Chain Of Command? to get your copy: CoC Technology Demonstrations

<span style='font-size:12pt;line-height:100%'><span style='color:blue'>OLD</span></span>

EnemyStack 0.601 Clean

<span style='font-size:15pt;line-height:100%'><span style='color:red'>NEW</span></span>

EnemyStack 0.603 Clean

<span style='font-size:14pt;line-height:100%'><span style='color:red'>NEW MISSION</span></span>

EnemyStack 0603 Mission 1

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Very nice, and useful work. Thanks CoC team. My mind boggles with the ways this can be used.

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Great work ! I really wanted something like this for some time.!

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Thank you all for the compliments. smile.gif

Just another note, the Desert Island demo mission is just that, a demonstration to show how the system works. The mission map is actually much too small for all the units and spawn positions. Bad aesthetically and lacks realism.

I will try to release a "well designed" mission using 0.6 soon. (nothing fancy, but at least it will show what a good EnemyStack setup looks like)

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Please could you include a tutorial as we need something with less units. Keep up the great work!!!! smile.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Chill @ Dec. 31 2002,20:30)</td></tr><tr><td id="QUOTE">Please could you include a tutorial as we need something with less units. Keep up the great work!!!! smile.gif<span id='postcolor'>

Not yet, but I think you will find the manual that is included very comprehensive. A good reference.

The system is actually not hard to implement in a user made missaion at all!

In general:

[*]Specially named game logics have to be placed. (possible spawn positions for each unit/vehicle type)

[*]Minimum enemy distance from each game logic is specified in EnemyStack.sqs.

[*]Some number of specific units are placed on the map with cycling waypoints.

[*]The number of different available units are configured in the EnemyStack.sqs. (units placed in editor should be counted and added to those numbers)

Not a difficult procedure at all once you do it once and understand it.

BTW: The manual included requires MS Word 1997-2002 to be viewed properly and in full.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (VerySolidSnake @ Jan. 01 2003,16:22)</td></tr><tr><td id="QUOTE">any finished missions with this implemented yet?<span id='postcolor'>

Just the small demonstration mission included. You can see the system work and poke around in network or single play. But it is not an actual mission with any objective.

EDIT: Unless someone has just made a mission in one day that is. smile.gif I am working on getting a semi good mission using this out.

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<span style='font-size:15pt;line-height:100%'><span style='color:red'>NEW</span></span>

V0.601 of EnemyStack System now available

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">V0.601 1/1/2003

Fixed: Waiting on un-necessary side triggers removed.

Fixed: init.sqs node type information.

Improved: System reporting ready conditions.<span id='postcolor'>

init.sqs, EnemyStack.sqs, EditorUnits.sqs are the only changed files. If you are designing a mission using the V0.6 system you only have to replace these files, there will be no negative impact on your design.

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Very good work, that is the most extensive documentation I have ever seen.

RED

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*Update II*

V0.603 of EnemyStack System now available

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">V0.603 4/1/2003

Added: Debug personnel options allow for the observation of all units on a configured side (CADET only).

Added: rESInitializing (bool) variable becomes false when EnemyStack initialization is done. For use in conjunction with other scripts/systems.

Added: Debug personnel now group chat all removed map units during mission startup. (SP/MP)<span id='postcolor'>

'init.sqs', 'EnemyStack.sqs', 'EditorUnits.sqs' and a new folder+contents 'enemyStack/debug' are the only changed files. If you are designing a mission using the system you only have to replace these files, there will be no negative impact on your design.

CoC Technology Demo Downloads

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<span style='font-size:14pt;line-height:100%'><span style='color:red'>NEW MISSION</span></span>

Standalone or up to 4 player network.

This is a first more realistic mission using the EnemyStack System version 0.603.

Try it as a western UH60 pilot that just got hit badly in single player, then you can try it in multiplayer as either of two eastern soldiers or the western UH60 pilot/gunner. In source format, edit to your personal liking.

[*]To see debug messages you may change your OFP user name to "TCOC" or edit the debug personnel array in EnemyInit.sqs and add your current name.

CoC Technology Demo Downloads

EDIT: Requires USMC Marker/Symbol addon 1.2

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (VerySolidSnake @ Jan. 01 2003,18:22)</td></tr><tr><td id="QUOTE">sorry sorry. i'm really pumped up for this.

Can u make some templates for this?<span id='postcolor'>

You can now use the new mission as a template. tounge.gif It's not hard. smile.gif

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