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benreeper

BattlePOWER

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;==========================================================;

; battleWAR MGP ;

;==========================================================;

BattleWAR Multi Group Control release 1

by benREEPER

BattlePOWER_r1

commandbarct8.jpg

This mod for Operation Flashpoint: Resistance is a singleplayer and multiplayer

modification for controlling more than one group. Control options are not

limited to just moving groups around the map but to also encompass other tasks

such as unlimited vehicle use and it gives the player direct control of up to

192 units.

troopsht1.jpg

The commander will not have to be reliant on human

group leaders to access, and control, extra groups.

The mod uses CoC's Network Services 2 and most scripts are run server-side.

This Group Control mod can be easily grafted to any mission or mod and since

it does not use a cpp config, it can be run in conjunction with any other mod.

Because of this, there will be a folder containing shortcuts for popular mods in

the mod folder.

viewfullgroupbarzd9.jpg

;==========;

; FEATURES ;

;==========================================================;

-Direct control of up to 194 units.

-Control of up to 10 combat groups plus up to 6 support groups.

-Two players can command simultaneously (a CO and XO) with the overall commander

deciding who does what.

-Playable in multiplayer.

-Combat groups can have up to 6 waypoints.

-unlimited vehicle use:

any amount of units can be mounted in any amount of vehicles.

-Can be classed based.

If you play with classes, only certain types of units can do certain types of

things, i.e. pilots can ony fly aircraft, etc.

-Can be used in conjunction with any other mod.

-Multiplayer respawn requires cooperation.

-Easy setup, just copy the default mission and rename it

(including the island extension) then merge in a previously designed mission (OpFor).

-With direct control of all of units there is no need to pre-design your attacks

in the editor.

-Many things are configurable.

-Players can be transfered to different groups, ingame, and the commanders

can be relieved.

selectunitssmallkt0.jpg

;===================;

; LICENSE AGREEMENT ;

;==========================================================;

This software was not created by Bohemia Interactive Studio or Codemasters and

will be used at your own risk. Neither the afformentioned or the mod creators will

be held responsible for any damage this mod may do.

waypointsei1.jpg

;=========;

; CREDITS ;

;==========================================================;

CoC for their Nework Services 2.

DMA for his animations.

BIS of the flag pack.

Note: The mod comes with DMA animations, however, they are not required for play.

I can be contacted at beneeper@hvc.rr.com.

;==============;

; REQUIREMENTS ;

;==========================================================;

Operation Flashpoint: Resistance

BattleWAR PBOs (included)

CoC_NS (included)

dmapistol (included): Not required

editorupdate102 (included)

;=========;

; CHANGES ;

;==========================================================;

;===========================;

; INSTALLATION INSTRUCTIONS ;

;==========================================================;

Unzip the BattlePOWER_r1.exe into your Operation Flashpoint directory.

The mod will create and be installed to a BattlePOWER mod folder in

your Operation Flashpoint directory.

In this direcory ther will be:

-A Docs folder.

-A "Defaults" folder which will contain a blank mission that has all

needed games objects in it.

-All of your required addons.

-A short 2 mission tutorial campaign.

-A "Mods" folder containg pre-made mod shortcuts.

Your Multiplayer folder will contain:

-A multiplayer version of the second tutorial mission.

-A larger multiplayer mission.

;==============;

; THINGS TO DO ;

;==========================================================;

-Add Multi Group Control to the East side.

-Add menu for individual unit actions.

-Fix the "Personnel" unit transfer dialogue.

-Streamline the database compilation entries and function access.

This will be to make database creation easier.

-Weapon and ammunition database access does not work.

-Integrate the Weapons Inventory Dialogue.

-Group Leader Module.

-A more detailed manual.

-Adhoc groups.

-Automation.

-Update some of the artwork.

-CTI.

;================;

; DOWNLOAD LINKS ;

;==========================================================;

BattlePOWER_r1

BattlePOWER_r1

BattlePOWER_r1

Mission:

c02_Battlefields

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Quote[/b] ]-Direct control of up to 194 units.

Hmm sound's good but something's telling me this is going to lag big time! What sort of frame rates did you get whilst testing,and what were the spec's of the comp you tested on?

sigym7.jpg

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You don't have to use all of groups. I hosted a game that had 6 groups in it and 2 human players.

My Specs:

AMD 64 3000

1 gig of ram

GeForce 6800

Two other computers:

AMD Athlon 1500

768megs RAM

GeForce 4

AMD Athlon XP 1500

1 gig of RAM

GeForce 5200

Ran smoothly.

--Ben

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This is a very cool mod with an insanely in-depth interface. Which of course, I'm all about. Frame rates sometimes an issue with that many troops dropping to 3-5 at times especially when saddling. I was playing with SLX mod and pretty much have your system specs.

How do you reduce the amount of squads in the default template?

I noticed the 'stop' command is heard but not followed if that squad is heading toward WP.

i get the feeling that once I can fully grasp the interface quickly that this mod will rock smile_o.gif

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Thanks for your words. smile_o.gif

It gets easier the more you play it. There are alot of options but in its simplest form, just click on the map to move a group.

To reduce the number of troops in the default mission just delete the groups you do not need and of course the vehicles you do not need. Vehicles cause the most lag. I play it with SLX and just do infantry with just a jeep or two most of the time.

Saddling up takes alot of processing also but once they're onboard, the lag ends. It's not the mod but OFP. It guess it's the movement calcualtions that take all the CPU but I like watching them scramble. Just do one group at a time if you have alot of vehicles. On a dedicated server there is no lag from "SaddleUp" since it's all run server-side..

I left all of the groups in the Default mission so if you needed them you did not have to add them.

Did you play Capture&Advance(smaller)? It has just 4 groups. This is the one we tested in MP alot.

I'm finishing up converting c02Battlefields with 4 groups. I'll post as as soon as I finish testing it.

The "Stop" command had become less reliable as of late especially with AI type mods. The most reliable way to stop a moving group is to give them a new waypoint.

--Ben

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I forgot there was no config. so i thought deleting troops would screw something up icon_rolleyes.gif

Are BIS stock units replacable with say LSR's? I tried adding the SetGroup init but it locked the squad out on startup.

Will try 'Capture and Advance' tomm.

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Right now it's only stock troops and BAS troops. I play it with FFUR alot. All units that have no database entry will be deleted.

The mod uses a unit/vehicle database and so far I've only created ones for BIS v196 and BAS. By using this database the mod knows a unit's/vehicle's class, the number of crew positions and cargo slots it has, its picture and other things. One thing I'm working on is an easier system for creating the database so that a user can easliy add units as needed, and also more detailed documentation.

--Ben

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Tried this system and all I can say it is way to complex. There are a number of boolean errors that are popping up and I cant get the map clicks to work. I can set 1 say point and that is it. The shift and alt keys dont seem to do anything. Im trying the Nogova mission BW_Battle.noe. Way too confusing to use.

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Haha, Gunterland just doesn't have a company commander in him. That's okay, I don't either, but I like to see this kind of large, joint organizational thing for ofp. There was something similar (I think crazy_o.gif) that some coop groups use, like the wgl guys, but it doesn't look nearly this pretty.

Appologies if I'm stepping on anyones toes... I'm... wow_o.gif drunk...

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Geez I'm shocked! This is exactly what of needed! Downloading now (by the way i needed editorupdate 102 for multiplayer missions, and i couldn't find it. it's good to have it with this). I can't wait but i have to. smile_o.gif Keep up the good work.

AceTalker out.

words of the day: Some day the geeks will attack to Earth, but humanity will win.

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Thanks guys.

It can be complicated but it doesn't have to. In it's simplest form, just select a group from your command bar and click on the map. This is why I created the mission on Malden. It's all infantry and just 3 groups. Just take the town. The battle on Nogova is big and involves lots of units and vehicles: it can get laggy and with the vehicles it can get complicated. Also you'll need a powerful computer for large combined-arm battles (like that one). My 2 other computers cannot play that mission.

Try the mini-tutorial campaign first then throw some enemy in the default mission and do an infantry battle. Remeber you can delete all groups, units and vehicles that you do not want in the mission.

Error messages occur every now and then but the things are still working. OFP does not suppress error messages so its a pain.

--Ben

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This is the BIS Battlefields mission converted to BattleWAR Multi Group Control.

I've updated the original post to include this link.

c02_Battlefields

--Ben

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Here it goes:

"Cannot load mission, missing addons: up_ww2, eca_c47,

eca_usweapons, invasion_demo, mtyc47, eca_coresystem,

hungarian_army, britishweapons, be45greng, mik_gergr1,

lib_grenade, lib_mine"

Thats what i get when i start with @BattlePOWER

mod folder.

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Does this happen with just the c02_Battlefields mission or all the missions or when the game starts up?

Are you using the BP shortcut? in other words is the BattlePOWER mod folder the only one active?

Are you loading any other addons in addition to the BattlePOWER ones (and Resistance of course)?

--Ben

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I use the @BattlePOWER shortcut that was created

when unzipped.

And i get that mess at startup. And yes

that is the only modfolder active.

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After the mess at startup do you still try to play the missions/mod? Everything should still be OK.

I get this at startup also when I start vanilla OFP. If I add a mod folder with its own config, the "mess" goes away. This must be a reference to an old island animation because it only happens on the startup screen.

I thought it was only me: I'll have to look into this.

--Ben

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Oh, I'm sorry, You have to copy them from the battlePOWER mod folder to the OFP Missions folder. The mini campaign tutorial should be available without any copying on your part, however.

--Ben

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Fixed...

I had to copy the wole shabang to another modfolder.

I use @cr as in crCTI.

I copyed addons and missionfiles and then it worked.

BUT weee, the laaaag!!

And i use:

P4 3.2HT

2Gb ram

256Mb Geforce 6800GT.

Well, will try it out some more..If i get it to work

it´ll be the best thing ever.

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Good news that it's working now!

The big missions can be laggy. Also if you have everyone mount their vehicles at the same time it will be laggy during the mounting operation then stop.

Although you can play with 10 combat groups, I usually use 3 or 4. When you create a mission you can delete groups that you do not need. Try the smaller missions. They are just infantry.

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Sorry for bumping such an old thread, but how do I make a multiplayer mission that uses this mod? I have tried it before but the game crashes and the words "cannot load colonol.p3d" pop up on the screen. What am I doing wrong? BTW I don't want to use Nogova, I want to use Everon.

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