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operation madman

The ultimate realism

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But im not sure if this would be a mod cuz this would require engine changes.

True, you won't get an acceptable performance if you script everything to work around the engine limitations.

Also if you read some interviews, it takes something like 3 BIS artists a month of work to get one building that can be destroyed built (could almost build it in real life in the same time whistle.gif )

Can i use a different engine like the crises engine. I fell in love with that engine and with that powerful engine it will be quite impressive and my mod would Shirley be the best for a long time.

Here are examples of the amazing engine

http://youtube.com/watch?v=yNeR0SPkMLo&mode=related&search=

Do i need to ask permission? and if i am allowed to use it how can i get it?

Since this will be so demanding on computers specs i just want the physics and nothing else. Is this possible?

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All this and more! i am new to modding so i will have help from experience modders but this project has not started in any way

Let's see if I've got this right. You've never made a mod

before and yet you are promising us a long list of features,

most of which considerably exceed the capabilities of the

game engine? I think your screen nickname is well-chosen

rofl.gif

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Has any scripers signed up for the mod yet? ;D

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You have some great ideas, but one thing at a time. I'd like to see more jiggly 1st person motion when running and looking around. I mean, just like when using the optics or tele, the motion it implements when aiming through sights. he explosion effects need to be quicker, sure the smoke and drop effects are cool and detailed but when u see a real explosion it is much more quicker and violent with lots of sparks, and not alot of streams of smoke, not alot of fire either.and when there is wind, smoke from an explosion should dissapate in the direction. grenades and smaller explosions shoudnt rise into the air so quickly cause they dont usually. Lots of great ideas though. I 'd work to aim at making the enemy AI not be such good pok shots where you get hit as soon as the AI shoots a round.

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operation madman, get your head out of the frigging clouds.

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LOL. i now, i am new. But a im patient and the complete version of this will proubly take three times as long as any other mod.

I proubly would spend 3 years on this mod alone! and like i said before i will release part by part. The first part are AI improvements. Nothing humages yet.

Anyway i made this thread for people can give me ideas on what to do.

I do agree with you guys i am starting to get over my head hear specially for a new modder.lol. But after i learn to be an advance modder i will try to make these mods.

When i get dedcated to somthing i alwase accomplish. Anyways I will release anouther thread when in about 5 to 8 mouths from now showing you my progress.

My secret weapon to doing all of this is ofp mods. For AI units their were a modification for the AI to actually go into houses tatically and he also improved AI. I will try to contact with some ofp modders who improved Ai to show me the ropes.

Anyway dont expect anything soon wink_o.gif

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this will proubly take three times as long as any other mod.

3 times "never ever finished" still equal "never ever finished"

it's the destiny of 95% of the started mods in the whole game modding community.

What we suggest is that you hmm... break down your project in small steps, and judging by the fact you are at the step 0, in very small steps.

Do not feel any negative comment from me , but you need to do this or you will never have a single element ever finished.

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Actually i have made steps.

1. follow tutorials for ofp addons

2. Make vehicles object and weapons better then bis vehicle, objects...

3.learn more advance scripts by moders.

4. make a test modifaction for ofp(wont be release to the public).

With arma

5. when oxegen for arma comes out i will use that and practice more scripts and detailedling aswell as texturing and less help from modders.

6.Practice on AI improvements with the help from modders

7. release a non-public beta version of the AI to see what they would suggest on improving or bug fixing.

8. put the finishing touches on the AI.

9. modify the FDF sound(to give the feel of shooting a powerfull gun instead of a bebe gun with reciol)

10. release it to the public as a finished mod

This is my goal To focus on AI first and then realease it to the public not as an addon but as an mod. I will add more over time. The second will improve physics on bullit impacts and the dust that will remaine their for a one minute for every bullet impact to give a feel of emrce battle

my third i might take it easy and just have fun desining a cold ware sub and add it a vehicle pack for my mod. about 80% of the addons for my mod will be made not by me.

And the future will be dicded by the people demands

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hey mate goodluck. nice to see some people atleast attempt to rise out of nothing

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I think you're not really sure what you want to archieve with your mod, OpMadman. If i got everything right, your posts contradict to some extent.

1. First you tell us you'll enhance the AI, but in your one-step-at-a-time list you start with 'making weapons/vehicles better than BIS ones'.

So 'better' AI starts with the 'better' things that it uses, like weapons and vehicles?

2. What do you define 'better'? Faster, more durable, heavier calibers? It has nothing to do with AI. Better textures or sounds? There are lots of things you could do 'better'.

3. If you're concentrating on the AI, then i'd suggest you learn how to script for ArmA (that Wiki is great for this) and make some missions that uses your new AI scripts to enhance the overall gameplay experience.

Imo there's no AI script that will deal with every situation in every mission. You'll get the best result if you're concentrating on a special scenario. If ppl playing your mission see the AI does something that makes sense in a special situation, they'll think there's a good AI script behind it. If the Ai does the same things in another situation where it makes them look stupid, ppl will be annoyed cause it breaks the atmosphere.

So, in short, if you could come up with some scripts that will make the AI doing smart things in your mission, that would be a great first step.

Good luck mate smile_o.gif

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No, my goal is not to give them weapons and vehicle as an improvement to AI. It is just my training stage and then i will begin scripting when i have finish my training course.

In my prevous post i said what i would try to acomplish in Ai scripting. one of them was "house to house" command line which tells them to go to each house in front of them and do this

http://youtube.com/watch?search=&mode=related&v=w3EMmvTYWWk

I am going to try to get as close to that as possible. I will try to make alot of close quaters combat modes for the AI at least 10. I will add more command line for more open areas. I am not just adding command lines, i am also going to improve them aswell.

Edit: can you guys show me a great please for learning to script.Thanks biggrin_o.gif

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I am 36 now and I promise all of you to bring heavy water from the moon to solve all energy problems of the world.

I made a project plan with following steps:

1.) evening course "how to build a spaceship in 3 hours"

2.) learn to fly a space ship

3.) First test space flight to ISS to say hallo

4.) Establish Moon base and factories and transport capabilities to earth.

I guess it is easy and would not take longer then 4756 years.

So stay tuned, news coming soon.

Sorry madman I am convinced that you make joke with us.

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Quote[/b] ]can you guys show me a great please for learning to script.

Have a look at http://www.ofpec.com/

Great site for editing and scripting. Good forum too.

See you back in 200 years or so. Good luck!

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Making an AI improvment is not going to take years to acomplish you guys. It has been done in ofp many times.

..

Do you have any idea? Have you looked at the .FMS? You have to take *everything* that can possible happen into account and you cant just say 'oooh, move to that building and take cover in that position', there are too many factors/variables that can happen.

Seriously, its going to take *years* before we are going to see new proper .fsm's, some small adjustments are easy to make (AI's not laying down constantly in cities (check if there is a building nearby and setunitpos him)), but bigger things like AI's checking around corners and not just charging into streets are almost impossible to make.

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First, I commend your initiative. Second, I would recommend you slow down. Having a really big dream is the only way to get really big things done. That being said, it will only be a dream unless you have a plan on how to accomplish it.

Speaking from personal experience, it does take YEARS to create the type of conversion you are talking about. I started editting OFP with the release of the public demo. I spent hours and hours banging my head against the wall when I would overlook a ; or type damage instead of dammage (all you editors know what I am talking about). After years of that torture, I learned something really important.

The lesson I learned was to work together with someone (or a group) that knows more than you. This is what I recommend you do now - offer you services to a mod or conversion team or group right now. Get your nose in there and see what does what.

It is hard enough to make a simple one vehicle addon - when you start trying to get default AI to act differently, things get real ugly real fast.

Cheers

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I was thinking somthing more simple that will improve AI an not take longand in my 2.0 version it will be more complex and realistic.

This is what i am thinking for the command lin for " house to house ". I will set codes for each bulding which will make AI react to it as some type of command which will give them a single command to go to a position depending on their number for ex: an Ai is 20 meters away from a building and at 20 meters from the bulding it will atoamtically give an command to get as close to the wall as possible and when the full squad is at their distgnated area anouther command will pop up and order them in the building in a column position.

I dont now if i can even do such a thing using house codes as commands. If not then i will just do the long and fustraning way.

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I am 36 now and I promise all of you to bring heavy water from the moon to solve all energy problems of the world.

I made a project plan with following steps:

1.) evening course "how to build a spaceship in 3 hours"

2.) learn to fly a space ship

3.) First test space flight to ISS to say hallo

4.) Establish Moon base and factories and transport capabilities to earth.

I guess it is easy and would not take longer then 4756 years.

So stay tuned, news coming soon.

Sorry madman I am convinced that you make joke with us.

While I think people should be encouraging Operation Madman instead of just being negative, I have to say I laughed at that one rofl.gif

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I dont now if i can even do such a thing using house codes as commands.

This is exactly what i mean, familiarize yourself with the engine first, then start making plans.

Your idea's are good but not realistic (well, they would make the game more realistic, but are not achievable), especially not for someone who hasnt scripted anything before. confused_o.gif

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My goal is AI improvement.I understand it will take long but i am not on a time limit hear. Todo somthing helpfull you guys just show me a good place to start learning to script.

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I suggest you read the Wiki, then you work your way through OFPEC, and then, once you have some progress to show for, let me know, and I'll unlock the thread again.

Until then, all we're seeing here is spam and lots of wishful thinking...

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