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djukel

Instant Battle MOD

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Here is the Beta version of my little mod.

Short description:

There are 2 (West,East) prebuilt bases. Distance between bases 1000-1500 m.

Every side have 4 groups. 3 Fighting group, 1 guarding group.

Object: Destroy enemy base or force enemy units to surrender.

Buildings

=========

- Barrack: spot of unit reinforcement

- Factory: spot of vehicle reinforcement

- Repairbay: spot of vehicle repairing

- Shed: place of resources

- Guard towers with machinegun

- Supply depot (far from the base): to supply Resources

AI features

===========

- attack, cover, retreat moving according to battle situation

- group leaders sharing infos together about knowing enemy units

- groups allocate man to each other until no reinforcement available

- damaged vehicles automatically using working Repairbay

- units search for abandoned vehicles if it can be repaired or used

- light armored vehicles try to avoid tanks

Randomized events

=================

- Reinforcement

- CAS support

- Mortar fire

- Minefield deployment

(mines explode under enemy vehicles only)

Resources

=========

- Fuel reserve (one barrel represents 1000 fuel)

- Ammo reserve (one ammobox represents 1000 ammo)

- Building material (one fencewood represents 1000 material)

Every new vehicle requires fuel and ammo. Dammaged building needs Building material to repair.

If one of the Resources decreases below 25%, can be go to nearest supply depot to supply it.

This mission can be done by AI or yourself.

Every buildings can be attacked by enemy. Damaged building automatically repairing

if there is enough Building material. Destroyed building can not be repaired, and not

working anymore. For example if Factory is destroyed you won't get vehicle reinforcement.

Reinforcement available every 4-5 minutes. Until enemy units standing nearby the base (150 m) reinforcement not available.

Group can get reinforcement if consist of 1 man at least. Outnumbered group can not be reinforced.

Reinforcement automatically repairs weapons (like M2 machineguns or Mortars) on the base.

If you have no ammo or fuel reserves, new vehicles come without it until supply convoy will arrives.

This mod contains updated version of GMR effects.

Required Files

==========

IBM_v1.01

Template mission to IBM_v1.01

Island(FDF_eastborder) to IBM_v1.01

Required Addons

============

- MapFact Baracken 1.1

ftp://www.gamezone.cz:8021/ofpd/unofaddons2/Baracken1_1.zip

- MapFact Military Object pack 1.0

http://www.edgefiles.com/files/16614.html

MAP_MilObj-Pack_V1_0.rar

- Marfy's MT-LB pack

ftp://www.gamezone.cz:8021/ofpd/unofaddons2/MT-LB_Update_Installer2.exe

- DynamicRange Soundpack (wss version from ECP)

http://www.ofpec.com/editors/ecfg/current/DynamicRange.zip

- Bas - Russian OPFOR v1.3

ftp://www.gamezone.cz:8021/ofpd/unofaddons2/BAS_RusOPFOR_v1_3.rar

- Vit F15

http://ofp.gamezone.cz/_hosted/vit/download/Vit_Usa_F15_151.exe

- TomiD SU39

http://www.flashpoint.pl/om/public_download/hosted/su39.rar

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New features in the next version:

Buildings

=========

- Command Center: to use satellite

(reworked Vectorbossom and Blanco's satellite scripts, you can track your groups, can get info about them, and can give orders them via satellite)

AI features

===========

- helicopter target priorization. They will attack the most dangerous enemy and not the most valueable. (For example if chopper see one T80 and one Shilka, it will attack Shilka first)

Randomized events

=================

- Commando: to sabotage enemy supply depot, to cut off new supplies

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I tried and must say i likeit. I fought more than 1 hour and didn't finish the battle. I don't know what is GMR effects but it looks cool, especially chopper crash.

Can you tell how to play on another map with this templete mission?

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Good work djukel.

Makes a lot of fun to play with.

one suggestion would be to make the Bases a little bit larger,

as it seems quite funny to see around 30 Soldiers + 3 M1A1 Tanks emerge from one Garage and one small Shed.

Also the basedefence could be tuned up a bit.

Almost forgott to mention a little bug I've encountered,

when starting a mission you've got the option to not Lead any Team. Selecting this option before the Group you should Lead is Spawned results in a error message, also the first soldier of this group leaves the Shed, walks a few meters, is deleted, spawned, deleted, spawned, deleted... and so on.

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Cool thing. Haven't tested yet, but as i'm in the process of developing a similar ai, i'd like to ask you how long it took you to get this version together. smile_o.gif

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)rStrangelove @ Sep. 18 2004,10:22)]Cool thing. Haven't tested yet, but as i'm in the process of developing a similar ai, i'd like to ask you how long it took you to get this version together. smile_o.gif

I started this a couple of month ago, but it is dosn't mean anything. I am still learning to write scripts. smile_o.gif

Jolivan77: GMR effects is Goldmember's Realistic Explosion MOD effects. I changed a little and put some new thing, like vehicle trackdust, burning tankcrew, fireballs and aircraft crash. Template misson in new version can be easily used, just you should place some objects - one base spot, 3 alternative heliport spots, 3 alternative supple depot spots - per side and can play.

Locke@Germany: I made base as small as possible in order to can be placed many spots on map. Unfortunately there is no much convenient flat ground on maps. You want more buildings or bigger area?

The next version contains lots of improvements. I fixed bugs and optimized scripts. Now you can take part in any action on the map. In battlefield you can control mortarfire and minefield deployments and can leave your fighting group and take part in any mission (commando: to blow up enemy supply depot or capture enemy heliport; supply: escort supply team to supply depot and back to base; recapture: retake occupied heliport or supple depot) you want.

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Locke@Germany: I made base as small as possible in order to can be placed many spots on map. Unfortunately there is no much convenient flat ground on maps. You want more buildings or bigger area?

Would be cool if they would be a little bit larger, maybe 3 or 4 buildings more, and some more defenses (AA & AT weapons).

Looking forward to the next release smile_o.gif

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Ok thanks!

Another thing. When I checked vehicles config in army.pbo noticed almost every tanks has two types, M1A1_A and M1A1_B but did not see difference beetwen them? It is an unfinished thing?

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Ok thanks!

Another thing. When I checked vehicles config in army.pbo noticed almost every tanks has two types, M1A1_A and M1A1_B but did not see difference beetwen them? It is an unfinished thing?

Yes, in next version there will be two tank/apc variants. Variant "A" has AntiAir ability - machinegun or missile can target aircraft -, variant "B" has default BIS config. You decide it what is good for you.

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Instant Battle MOD v.0.93

and template mission

Short description:

There are 2 (West,East) prebuilt bases. Distance between bases 1000-1500 m.

Every side have 6 groups. 3 fighting (Alpha, Bravo, Charlie) groups, 3 guarding (base, supple depot, heliport) groups.

Besides of your army and skill there are some randomized events - you can take part in it, see below - to influence

the outcome of battle. Reinforcement available every 2-4 minutes. Until enemy units standing nearby the base (150 m)

reinforcement not available. Group can get reinforcement if consist of 1 man at least.

Outnumbered group can not be reinforced. Reinforcement automatically repairs weapons (like M2 machineguns or Mortars)

on the base.

Every new vehicle requires fuel and ammo. Dammaged building needs Building material to repair.

If one of the Resources decreases below 25%, can be go to nearest supply depot to supply it.

If you have no ammo or fuel reserves, new vehicles come without it until supply convoy will arrives.

Every buildings can be attacked by enemy. Damaged building automatically repairing if there is

enough Building material. Destroyed building also can be repaired, but it takes more time.

Destroyed building not working of course. For example if Factory is destroyed you won't get

vehicle reinforcement.

Object: Destroy enemy base or force enemy units to surrender.

=============================================================

1.) Main establishments

Base

====

Building functions

- Barrack: spot of unit reinforcement

- Factory: spot of vehicle reinforcement

- Repairbay: spot of vehicle repairing

- Shed: place of resources

- Guard towers with machinegun, and AT soldier

Supply depot (far from the base)

================================

Building functions

- Supply depot: to supply Resources

Heliport (far from the base)

============================

- Starting place of Commando mission and Close Air Support,

Repair spot of dammaged choppers.

If Heliport is occupied by enemy these events will not be

availabe until you retake it.

2.) AI features

- attack, close up, cover, retreat moving according to battle situation

- group leaders sharing infos together about knowing enemy units

- groups allocate man to each other until no reinforcement available

- damaged ground vehicles/aircrafts automatically using working Repairbay/Heliport

- units search for abandoned vehicles if it can be repaired or used

- light armored vehicles use tank avoiding system

- helicopters use target priorization system

- randomized counter measure effect against guided missiles

- enemy groupmarkers visible if unit(s) detected only

3.) Randomized events

- Reinforcement

(Avaliable if sidenumber decrease below sidelimit - see in exp_init.sqs -

and waiting time expired - which is max 4 minutes)

- CAS support

(CAS support available if you have 2 less amored vehicles than enemy)

- Commando mission

(To sabotage enemy supply depot and supply convoj or occupy enemy heliport.

Mission starts from Heliport)

- Recapture mission

(To retake heliport or supplydepot if enemy occupied. Mission starts from Base)

- Supply mission

(If one of resources decrease below 25%, a group with armored vehicle goes to

supply depot and escorts supplytruck back to base. Mission starts from Base)

- Mortar fire

(4 mortars fire 6*4 rounds)

- Minefield deployment

(Put 10 mines in straight line, distance between mines is 10 meter,

mines explode under enemy vehicles only)

4.) Resources

- Fuel reserve (one barrel represents 1000 fuel, max amount 16000)

- Ammo reserve (one ammobox represents 1000 ammo, max amount 16000)

- Building material (one fencewood represents 1000 material, max amount 10000)

5.) Useractions

- "Open Action Menu" : Opens action menu, make actions visible listed below

- "Close Action Menu": Hides action menu, make actions invisible listed below

- "side information" : You got information about your army, buildings, resources

- "event settings" : Got a dialog to preset who take part in selected event

AI -> only AI take part in that event

Human -> you can take part in that event too

N/A -> if event in progress, you can not set it

- "change position" : You can change between three - Alpa, Bravo, Charlie - fighting group, and

can change your role in a group - leader,subordinate,driver,commander,gunner

- "use satellite" : Activate portable satellite

- "abort satellite" : Deactivate portable satellite, before click on map

- "order lay mines" : Start minefield deployment, if you are group leader and

set this event to "Human" in control settings dialog.

Before you click on map, set your direction to desired angle

- "order mortar fire": Start mortar fire round, if you are group leader and set this

event to "Human" in control settings dialog, and reloadtime expired

- "call airtransport": Call a chopper, if you are group leader, and heliport not occupied,

and if you need this anyway

6.) Using Satellite

Button function after satellite activated

- menu button : brings down "group" buttons, if you click on one of groupnames satellite will track it

- info button : turn on/off showing info about tracked object

- nvg button : turn on/off nightvison mode

- track object : track nearest object - track mode for unknown object

- stop tracking: stop tracking selected object

- shut down : deactivate satellite

- "empty"button: only visible when "group" buttons visible, if you click on it brings down "order" buttons

(this is not completed yet)

Moving satellite

+: zoom in

-: zoom out

N: move to north

E: move to east

S: move to south

W: move to west

7. Using template mission

If you see misson in editor you can find lots of premade staff - markers, triggers, empty units for reduce createunit lag - etc.

But to make a new mission must move 5 object per side only.

Object - empty helipad - names in West side:

wbase -> spot of main base

wspot01,wspot02,wspot03,wspot04 -> alternativ spots of heliport and supply depot

Object - empty helipad - names in East side:

ebase -> spot of main base

espot01,espot02,espot03,espot04 -> alternativ spots of heliport and supply depot

Take care! These objects - where you move - will represents the front of establishments, and direction will be the object direction!

After you placed these objects you can change your starting group if you want. There are 3 groups per side (see playable sings in map)

West:

Alpha group -> group name: wgroup01

Bravo group -> group name: wgroup02

Charlie group -> group name: wgroup03

East:

Alpha group -> group name: egroup01

Bravo group -> group name: egroup02

Charlie group -> group name: egroup03

8. Take part in events

Events are randomized or depend on some condition. If any event come available you got a hint or radio message, follow that instructions.

This MOD contains updated version of GMR Realistic Explosion MOD too.

Required Addons

===============

- MapFact Baracken 1.1

ftp://www.gamezone.cz:8021/ofpd/unofaddons2/Baracken1_1.zip

- Marfy's MT-LB pack

ftp://www.gamezone.cz:8021/ofpd/unofaddons2/MT-LB_Update_Installer2.exe

- DynamicRange Soundpack (wss version from ECP)

http://www.ofpec.com/editors/ecfg/current/DynamicRange.zip

Optional Addons

===============

- files from FDF mod 1.1 or 1.2

(FDF_eastborder.pbo, FDF_island_o.pbo, FDF_island_s.pbo)

Temporary download place:

http://au.briefcase.yahoo.com/

username: djukel

password: faszkalap

file1: IBM0.93.zip -> scripts and addons

file2: IBM0.93sat&map.zip -> satellite stuff and template mission

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Satellite rocks! Best thing to watch blackops in action when they try to blow up building. I forgot to say It happened at night so I used nightvison mode! I hope you finish to make available to give orders to group through satellite.

As I saw there are many variables in the scripts, please give a description for values if somebody want to change something! wink_o.gif

Thanks!

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A halalgyaros kurvaisten faszaert nem tetszik ez senkinek?

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Any updates? smile_o.gif

Under construction. Here is some.

I rewrote group morale calculation script, different armortype has different influence to morale. The various group action - attack, close up, cover, retreat - take place on more adequate morale level. There will be an time accelerate/weather change option. For example you can play the whole day in one hour if you change Time pass to 24x. I think much more interesting to fight day and night, and different weather in the same battle. I am now working on the ingame waypoint editor, you can add-delete-move group waypoint easily.

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Base

====

Building functions

- Barrack: spot of unit reinforcement

- Factory: spot of vehicle reinforcement

AI respawn: When waiting time expired - countdown can be seen on the top of the right of the screen - the doors open and vehicles and units come out from buildings on the base.

Player respawn: At the base too. wink_o.gif

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