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KeyCat

Working smoke grenades?

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According to the JAM2 documentation their smoke grenades should fix a OFP flaw and also block the view of AI.

Quote[/b] ]

1) Obscuring Smoke Grenades

Thanks to Angusheaf we have included obscuring smoke grenades, these will block the view of AI soldiers.

Trying them out I couldn't get them to work as expected, i.e the AI still engaged each other even if there was a smokescreen in between, and wonder if I'm missing something?

Anyone know any alternatives to working smoke grenades that blocks the view of AI infantry and AI tanks???

/Christer (a.k.a KeyCat)

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It does work. smoke greandes extreamly good in open

battel fields and when you're aproaching an enemy base wink_o.gif

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if the AI know that about the enemy on the other side of the smoke screen they WILL engage the enemy. or you might have 1.46 where you can see thrue the smoke sad_o.gif

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Hi general,

A bit confused now... Do you mean that BIS standard smoke grenades works (never did for me!?) or do you refer to the ones in JAM2?

Maybe you have a simple testmisson that "proves" it since my initial test results with JAM2 was no go?

Btw, we are using OFP:R 1.96.

/Christer (a.k.a KeyCat)

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how does the smoke screen looks like to you. can YOU see thrue it? rock.gif

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blocking the sight for AI tanks with smokegranades IS IMPOSSIBLE! it is like this.

the tank commander gives the gunner cordinates to the gunner like this.

-target t72 3 o'klock 05.

the gunner turns the turret so it's pointing to the right of the tank.

05 mean witch height the turrit is pointing at.

then it's a bit strange that the gunner follows the target even if it not can see it.

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Quote[/b] ]then it's a bit strange that the gunner follows the target even if it not can see it.

Modern tanks posses thermal imagers that detect the difference in temperature between the soldier and any background temperature. If you did this with a WWII Tiger or Sherman, well that would be a game engine issue. I will try to test out the ability to block AI with JAM 2 smoke and see if it works for me.

Wadmann

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Quote[/b] ]

how does the smoke screen looks like to you. can YOU see thrue it?

No, for my tests I create a dense smoke screen and also place the JAM_SmokeBlockIR object at the smoke grenades position.

Quote[/b] ]

blocking the sight for AI tanks with smokegranades IS IMPOSSIBLE!

I think you are wrong about this! I can use other objects (like several fortress 1 in a row) to block AI tanks LOS to the target and they don't engage.

To me it seems like the JAM_SmokeBlockIR object in JAM2 is to small/low and the AI tanks can see around/above it. Anyone know what the JAM_SmokeBlockIR object acctually looks like?

If it is a "strait invisible wall" I must make sure that it's orientation is 90-degrees against the enemy. Better if it's like a "L-shaped invisible wall" then the above can be ignored, anyone from the JAM2 team around to answer this?

/Christer (a.k.a KeyCat)

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smile_o.gif

general could you please clarify your previous statement?

When you say it works, did you mean that BIS standard smoke grenades works (never worked for me!?) or did you refer to the ones in JAM2?

/Christer (a.k.a KeyCat)

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Keycat,

The latest EECP (by Kuyrami) says in its readme that it uses AI sight blocking smoke grenades. Take a look at that thread - I think the readme is in the first post of the thread in Addons complete

I don't know about the JAM 2 grenades, but I am 99% sure the BIS smoke grenades don't block AI sight. I think general is a bit confused (no offense general, and everyone appreciates help in its various forms).

Now for the selfish part - is this going to tie into the grouplink script?

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Hi Nubbin,

Thanks for the pointer but to my knowledge EECP also uses JAM2 so the problem would be the same there.

After some more testing I've managed to get it to work much better by placing one JAM_SmokeBlockIR object at ground level and then another one on top of that but 2-3 meters above.

This blocks AI tanks LOS pretty well. If you place several of these "JAM_SmokeBlockIR stacks" in row they do not engage. Further investigation shows that the JAM_SmokeBlockIR object is a sphere with the following dimensions (in m) 7.199/7.199/6.847 (L/W/H) and the total height in game is 6.847/2=3.42 m, so it's orientation is no concern.

Since I noticed major improvements when I placed two JAM_SmokeBlockIR objects on top of each other I think it confirms my teory that the AI tanks can see around/above it.

And I think thats why I saw a poor result at the start, but of course I can be wrong?

Again, anyone from the JAM2 team around to comment?

Quote[/b] ]

Now for the selfish part - is this going to tie into the grouplink script?

Not really but it could be used right along with it. Regarding the GroupLink II and it's upcoming Plus Pack the situation is like this.

Since I don't have access to a dedicated server I can't test/debug the scripts in an efficient and proper way so until I get access to a server it's unfurtunately on hold. If someone knows about a dedicated server for testing purposes please let me know.

/Christer (a.k.a KeyCat)

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In case anybody is a wonderin' .......

The AI blocking effects are simply done by temporarily creating an invisible wall that the AI cant see through, the same as the LOD that blocks their view through houses etc.

Its a very simple technique really, and good results can be obtained. For a specific action, play around as Keycat has.

Of course, smoke screens are of primary use against ground based forces, but there is no reason I can think of why they wouldnt block gunners views, apart from his elevated position.

TJ

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Hi TJ,

Quote[/b] ]

Of course, smoke screens are of primary use against ground based forces, but there is no reason I can think of why they wouldnt block gunners views, apart from his elevated position.

I now have the possibility to pop smoke and get a ~120 degree wide smoke screen between our M1A1 tank and enemy T80's and by stacking several JAM_SmokeBlockIR objects it works pretty well and helps alot in tank battles against AI and you want to retreat tounge_o.gif

Do you know if there are plans to update JAM 2? Would be nice to have the JAM_SmokeBlockIR object bigger by default ...

/Christer (a.k.a KeyCat)

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