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PitViper

Super config discussion

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There should not be added that soldiers fire on choppers because what dose a chopper do when you fire on it

it kils you. I could emaigen a black op team snaeaking up on the enemy sudenly a Hind comes by and they

ofcause start to fire on it and the mission is failed plus the team would problery die too.

STGN

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So ARE any changes to the AI possible through this? If so, what IS possible, and should it be implemented?

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote ([CCCP]Stalker @ 20 May 2003,11:06)</td></tr><tr><td id="QUOTE">I think that there should be some versions of the ECFG:

1. SFX config (blood, smoking, tank dust etc only)

2. Realistic config (weapon tweaks only for slow PC users)

3. Combination of both two<span id='postcolor'>

that would be a serious pain in the butt.

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I think this super config idea is amazing - the though of playing the original camapaigns with all of the great addons and scripts is incredible!

Ive been really hoping to see the cpp version of DynamicRange 1.91 made public for a long time now, as I want to add to it with all of the Medal Of Honour : Allied Assault sfx, cos they rock.

So im really happy to see this:

"2) Dynamic Range (DR) and blood config.cpp file (for use by mod teams and people making their own config changes)"

Bring it on!

BAM:)

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Lordy! That's a bit dry. Why not Super CPP! <span id='postcolor'>

We are debating the name of it now. wink.gif ECFG is a temp name.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I think that there should be some versions of the ECFG<span id='postcolor'>

The problem is version control, and that changes have to be manually added.

Suppose we had four versions, and a particular mod made 50 changes to the config.bin file. We'd have to apply those changes four times across all of the versions.

We will not be implementing things haphazardly, alot of thought and discussion will be entered into with the community before adding new features. But, we'll see what develops.

It will be relatively easy to remove features after they are added, so we might make 'config.cpp minus blood' for example, just as a one-off thing.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">So ARE any changes to the AI possible through this? If so, what IS possible, and should it be implemented?<span id='postcolor'>

It is possible to enhance AI behaviour through scripting. Given the right script, anything is possible. The problem is that we have to think generically, ie AI enhancements must not be at the detriment to gameplay at all.

So whilst it would be nice for AI to call artillery, we must make it easy for people to turn this feature off. The only way to do this is via public variables, really.

Hence you see why attempting to make a config mod that is suitable for everyone becomes very difficult.

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At last... smile.gif

What I have tried to find/make an editable config.

Its a super idea. I wish for a "official" config and one anyone can change for their private purposes.

Does anyone have an editable config right now that I can have? :/

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Just want to add my support for this great idea. The scope for enhancing OFP is limitless, and what I like the most is that once installed the new config will affect every mission ever made (and ever to be made) without any hassle whatsoever. It was meant to be. biggrin.gif

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Indeed, this project will open many doors for a lot people, but as allways, DON'T expect instant results... there are a lot of changes to make, we have to search out the best of the scripts, and if there arent any... we gotta write them.

This project will have a fairly quick turnaround - as we dont have to make hugely complex models and textures. And I can assure you that the "Super Config" Team will be working very hard on this project. smile.gif

As the project progresses, various polls and questions will be asked in here and the OFPEC forums, so that we can get an idea on what people want in the "Super Config" So fear not, you guys will have valuable input biggrin.gif

As a final note - I'd just like to point out that my involvement in this has NOTHING what so ever to do with BAS, so don't go pestering the rest of the guys about it. Cheers biggrin.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PitViper @ 20 May 2003,22:42)</td></tr><tr><td id="QUOTE">wow.gif6--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote ([CCCP]Stalker @ 20 May 2003,11wow.gif6)</td></tr><tr><td id="QUOTE">I think that there should be some versions of the ECFG:

1. SFX config (blood, smoking, tank dust etc only)

2. Realistic config (weapon tweaks only for slow PC users)

3. Combination of both two<span id='postcolor'>

that would be a serious pain in the butt.<span id='postcolor'>

I can help u with that. Just give me the info and I'll write a conf to u. I want to help. Really. Maybe be finding good scripts etc (I have one very GOOD script which you won't see till T55 pack is released)

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Any updates on the Super Config project peeps?

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;D

We have implemented alot of effects, however they are still in beta testing and some authors still haven't been approached for permission to release their work as part of our mod.

Everything goochy that has ever been seen in an effect script will be implemented. The most popular MP scripts will also be implemented.

We need to know, however, what scripts the 'community' wants to have automatically run. Remember that these scripts run 'outside' the mission, and can use no in-mission triggers, markers etc.

Any ideas?

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biggrin_o.gif looking forward for this!!!

Quote[/b] ]We need to know, however, what scripts the 'community' wants to have automatically run

Does that mean that you will make it possible to turn on and off scripts?

If its so do that to the demanding scripts, if not all.

If its not possible I´ll get a job and start saving for a new computer ;)

I personally want as much "goochy" as possible. AND realism. I dont care about balance. The real world isnt balanced. And if you want balance in a mission its possible to do that with number of units etc.

Hope I could help...

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Every effect and script can be turned on and off by mission designers through publicvariables.

Because we don't have a way to read straight text files (everything has to be in a pbo) it is a little harder for the average dude to adjust settings for the mod as a whole.

At this stage we expect to have a single 'settings' addon that can be easily modified de-pbo'ed, modified, and re-pbo'ed by anyone who wants to change settings.

Settings set by mission makers take precedence, followed by those in the settings addon and finally the defaults set by the mod itself.

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actually, I take that back. you can call a script in a mod directory outside a pbo. u learn something new every day, eh...

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Does this mean we can get some sort of "config file" where everyone can turn on and off certain settings of the superconfig by (un)setting public variables in that script?

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Hard-coded config.bin changes cannot be un-done or modified.

The settings file will only be for the various scripts used in the mod - this is all of the effect and MP scripting.

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I really like the idea, but I'm very much against changing the weapons values for the rifles. If you are aiming for crap weapons (like in the 'Nam pack, I really don't find much more fun in missing 10 times, when I would be able to kill the enemy usally with 1-2 shots), then this will prevent people like me from enjoying the other advantages of such a pack.

I think going for the effects/sounds stuff (a lot of great ideas have been presented) is a good idea, but messing with the game balance is not. I think the weapons are fine, and while the ai can hit with a good shot at a large distance, so can I (and usually from further away than the ai). This is a controverse issue that can not be solved, though, so I would leave it out.

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The idea behind altering the weapon accuracy (dispertion) is to add more realism to the game.

All weapons are accurate, but not as accurate as OFP depicts them to be. Also the higher dispertion values will allow for longer and more exciting fire fights - not just one shot, and you're dead that goes on now.

The AI will also be tweaked (as much as we can in the cpp) to make them less accurate, thus eliminating the 500 metre+ headshots with an AK first round...

To be honest, I think you will like the changes that are being made to the dispertion values, as so far in my testing they make the game so much more fun, and it lasts a lot longer, so its all good.

In time honered words: "Don't knock it 'till you've tried it!"

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what do you think of modifying the cam script files? e.g. The "get-killed" scripts, and maybe island intros wink_o.gif

And you must be tired of the old Desert islands intro, always the same when you start ofp.

And if you agree i could maybe help with the camscripting smile_o.gif

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we were thinking of doing something along those lines... check your PM's

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The idea behind altering the weapon accuracy (dispertion) is to add more realism to the game.

All weapons are accurate, but not as accurate as OFP depicts them to be. Also the higher dispertion values will allow for longer and more exciting fire fights - not just one shot, and you're dead that goes on now.

Well, I tried the 'Nam pack's version of high dispersion weapons:

I hate those "long and exiting" firefights - to me this is ruining the fun - and the reason why I didn't like the Nam pack very much (at least they had standard dispesion weapons you could fit alternatively). Maybe add higher dispersion versions of the weapons as an alternative (not standard) setting or make a seperate version for those who like altered weapons stats. But for me (and most people I know) making the AI or the weapons less accurate would actualy be ruining the game. If you like shotouts that last for hours, go on, I prefer a highly accurate AI that I can kill if I keep my head down until I can get a clear shot.

I have no problems with changing tank stats, but keep the rifles as they are.

All my missions are tuned for those accurate weapons - should I change them so people can play them with the super config? Should we change all the (several hundred) missions on our mp server? I thought the idea was to make it playable with missions not especially tuned for it... wouldn't changing the accuracy actualy negate that effect?

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I have to disagree. The dispersion values for the Nam pack were also made with the idea in mind that OFP does not have tons of cover to hide behind like in other games like Ghost Recon. If there were more cover to hide behind, or if the AI tried to use cover to hide or even thought about trying to survive, then I would agree, but as the original game is now, the ai is just too accurate, and the player for that matter since there is little to affect your accuracy unless your wounded. I think a little less accuracy would help. Maybe not as much as we did for the Nam pack, but some.

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Realistic weapons is not only dispersion. Its also how much damage a bullet does, reload time.

Is it possible to change the AI´s accuracy? Keep the weapon realisticly accurate and let the AI miss?

And realism comes to armor-values and speed on vehicles also.

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I have to disagree. The dispersion values for the Nam pack were also made with the idea in mind that OFP does not have tons of cover to hide behind like in other games like Ghost Recon.

See, that's why I wrote above: it's very controversial.

And not everyone has to like it. At first I didn't care about it when playing 'Nam, but with the time it became more and more annoying. Especially as the usual engagement range stays the same (>100-200m) but you can't hit sh*t at that distance anymore (not very realistic, and in the thick bushes on Ia Trang the ai had all the advantage that way). Now I don't want to say this is bad for everyone, just that for me (and a lot of people I know) this was the main point (besides the invisible walls on the island) we didn't like in the 'Nam pack. Apart from that it was a very nice mod.

You have to accept that while you may like those more inaccurate weapons, not everybody does. There's plenty of people who are quite happy with the guns as they are. And therefore making one Super-Config that changes this controversial issue will not fit the bill for these guys. What you end up is making it unplayable (as in 'they don't enjoy it, they don't play it') for them. Make two versions and change the rifles only in one of them, or leave these changes out.

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Guest jacobaby

In the opening moments of the Falklands war, British Royal Marines battled it out with Argentinian Buzo Tactico.

BOTH highly trained,, skilled soldiers.

I cant find the figure in my reference material, but something like 4300 rounds were fired at the Argentinian troops by the RM.

From all of that lead there were only a handful of fatalities, I think only 2 or 3 being confirmed.

So whats realistic? I think definetly higher dispersion weapons for AI AND humans, especially for machine guns and AK's on full auto etc..

TJ

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