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sanctuary

WW4 Modpack 1

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will it be possible to drag people and heal them like in mcm or ecp.

Not planned, but maybe a SLX version of the config will come

s it possible to apply your modification of Bis solders to other use made solder.

just drop the addon in the ww4mod1\addons\ folder and see if it works

will the XM8 or the saiga shotgun be added to ww4

not planned, enough weapons in there already

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Can't do that, there are some parts of the various things i am working on that are progressing very quick to completion, while some other parts are slower and need lot of testing to be sure it is bug free or does not introduce a conflict somewhere else.

Anyways, if people are wanting to help to speed up the test/balancing part, try to provide feedbacks on the test4 and/or HD version of the soldiers/weapons values based on your own mission editor skirmishes, with as much info as you can so i can see if something needs a serious tweak or if the balance is right or if it is bug free.

Additionally there is another test in which people can help, air based this one, download this file :

http://www.filefront.com/14859451/bisveh.rar

or

http://www.mediafire.com/file/l4yfjvm0wmu/bisveh.rar

Put the ww4_bisveh.pbo from the archive you downloaded inside of the ww4 mod addons\ folder (it does not actually require the ww4 mod so you should be able to use it without ww4).

This pbo features a modification of the values and weapons of the BIS Mi-17 and Mi-24 , and have a different geometry lod and mass that made their flight model -very- different (a lot easier to fly for the AI too when targetting).

Additionally, the Mi-17 has its machinegun that was just an eye candy on the original model really working this time, and the AI is not afraid to use it.

But unlike the machinegun of the Mi-24, it is limited in angle how much it can be moved around, i did it so the Mi-24 keep its more "predatory" feel over the Mi-17.

The goal is to have those helicopters when manned by the AI to be really threatening the infantry.

Too often with the BIS value, when an AI helicopter is hopelessly circling around ground troop, it mostly never attacked out of a shot from time to time.

With those 2 modified BIS chopper, it will be very different :)

Both helicopters are found under East -> WW4 BISVehicles

Try to test with those helicopter vs Ai infantry , vs Ai mixd infantry+armor, vs armor etc... to see if something goes wrong.

Edited by Sanctuary

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nice stuff Sanct :eek:

Too often with the BIS value, when an AI helicopter is hopelessly circling around ground troop, it mostly never attacked out of a shot from time to time.

yes, i was always annoyed by the attitude of the BIS choppers against infantry, thx to have improved the CPP :notworthy:

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I noticed that at very long distance, the AI in a helicopter is wasting some ammo : when it comes to unguided rockets at a target moving away from it, the AI seems to be unable to "aim higher" in such condition to compensate for the rocket falling with gravity, resulting in an insane amount of rocket hitting the ground at hundred of meters from the target.

So i reduced the maxrange of the unguided rockets, this way those helicopters when AI manned should not waste that much anymore. Instead they will start with the canon at such distance.

A few additional tweaks too, and the addition of the AH1 and AH64 for the west side, and a AH64E (AH64 Everon ;) ) for the Everon side, using the same kind of config and geolod tweaks (the AH1 model is untouched, it was easy to fly for the AI already).

Here is the new version of the ww4_bisveh.pbo :

http://www.filefront.com/14869985/bisveh4.rar/

or

http://www.mediafire.com/file/y2vkkzxgumm/bisveh4.rar

Note : same as with BIS default, a helicopter gunner will always behave better with at least 1500 viewdistance, at default 900 it seems it artificially "forget" to aim half of the time before it is already over the infantry target as unfortunately those turret rotate slowly in AI hands :/ .

EDIT : the classes names :

ww4_mi17

ww4_mi17gunpod

ww4_Rocket57x192

ww4_mi24

ww4_mi24gunpod

ww4_Rocket57x64

ww4_HellfireLauncherHind

ww4_apac

ww4_apacgunpod

ww4_HellfireLauncherApach

ww4_ZuniLauncher38

ww4_ah1

ww4_ah1gunpod

ww4_HellfireLauncherCobra

ww4_ZuniLauncher38

ww4_evapac

ww4_apacgunpod

ww4_HellfireLauncherApach

ww4_ZuniLauncher38

Edited by Sanctuary

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so this update it gives the default bis AI to be more aggressive towards infantry right? I'd love to play the campaign and see the ah1 helicopters help give infantry support it be awesome

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No, it does not modify or replace the original BIS choppers.

It is an addon that adds alternate version of the BIS helicopters that are way way more aggressive vs infantry.

You can use them in either the mission editor or in missions that features them specifically.

To see them in existing missions or campaign, you need to open the missions/campaigns and replace the BIS version by those ww4 alternate.

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any way i can modify the config file to make the standard bis choppers be more aggressive like the ww4 ones or is that impossible?

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By porting the values from the config.cpp from ww_bisveh.cpo to replace the corresponding ones in a main mod config and replacing the model=... by the one from the ww4_bisveh.pbo , it should be possible to obtain the default choppers to behave the same as the ww4 version.

But keep in mind that existing missions/campaigns were made for the original values of the helicopter that were nearly never engaging infantry. You could easily break those missions/campaigns if replaying them again and again is your objective with such helicopter.

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ok so what do i need to change in the config in order for the ai to be more aggressive when engaging infantry

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Put the ww4_bisveh.pbo into your whatevermod\Addons\

Open the config of whatevermod\Bin\

Look for

class PreloadAddons

After

	class ResistanceBIStudio
		{
		list[]={"Noe"};
		};

add that :

		class WW4helo
		{
		list[]={"WW4_bisvehicles"};
		};

Now i take the example of the AH1, you'll do the other choppers yourself following this example, i don't have the time to explain for each helo individually.

Look for

	class Cobra:Helicopter

In that Cobra class, delete the following lines if they are present

sensitivity=blablabla;
sensitivityEar=blablabla;

Now always in that Cobra class , by example before the

accuracy=blablabla;

add

sensitivity=30;

Look for

	weapons[]={"MachineGun30W","HellfireLauncherCobra","ZuniLauncher38"};
	magazines[]={"MachineGun30W","HellfireLauncherCobra","ZuniLauncher38"};

Replace this by

	weapons[]={"ww4_ah1gunpod","ww4_HellfireLauncherCobra","ww4_ZuniLauncher38"};
	magazines[]={"ww4_ah1gunpod","ww4_HellfireLauncherCobra","ww4_ZuniLauncher38"};

scroll down a bit until you see

class IndicatorAltRadar

Before that, add :

	class TurretBase
		{
		gunAxis="OsaHlavne";
		turretAxis="OsaVeze";
		gunBeg="usti hlavne";
		gunEnd="konec hlavne";
		soundServo[]={};
		minElev=-60;
		maxElev=30;
		minTurn=-360;
		maxTurn=360;
		body="OtocVez";
		gun="OtocHlaven";
		};

	class Turret:TurretBase
		{
		};

It should be all.

In the case of the mi17 and mi24 , you will have to replace the line

model=.....

in their own classes, by the ones from the config.cpp found inside the ww4_bisveh.pbo

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ECP version of the WW4BIS mini anim mod

fixed version re-download if you got the previous one

http://www.filefront.com/14893499/fixed-ECPWW4BIS.rar

http://www.mediafire.com/file/uywrqnmgnwi/fixed-ECPWW4BIS.rar

http://www.megaupload.com/?d=0AMSTBYS

http://rapidshare.com/files/304591761/fixed-ECPWW4BIS.rar.html

http://www.zshare.net/download/68228434aa869320/

http://depositfiles.com/files/ry987gedp

To install follow carefully this step by step explanation :

1 - ECP

-Get ECP 1.085 full installer from there :

http://ofp.gamepark.cz/index.php?showthis=8705&newlang=eng

or there

http://operationflashpoint.filefront.com/file/Enhanced_Configuration_Project;70118

-Get ECP patch 1.085e from there :

http://operationflashpoint.filefront.com/file/ECP_Patch;70121

-Install ECP and its patch correctly

2 - WW4BIS mini anim mod

-Get the WW4BIS mini anim mod from there :

http://forums.bistudio.com/showpost.php?p=1450413&postcount=527

3 - Mixing ECP and WW4BIS

-In your ...\@ECP\Bin\ back up the file named Config.cpp (make a copy of it an put it elsewhere)

-Take every files that are in your

...\@ww4bis\Addons\ and put them into your

...\@ECP\Addons\

-Take the file named Anim.pbo that is in your

...\@ww4bis\Dta\

and put them into your

...\@ECP\dta\

4 - Get the WW4BIS+ECP config.cpp

from this the start of this post if you have done it yet :

http://forums.bistudio.com/showpost.php?p=1485154&postcount=643

Extract the folder ECPWW4BIS from the fixed-ECPWW4BIS.rar archive

Inside of it you will see a file named Config.cpp and a folder named RadioEnabled that contains itself another Config.cpp

-If you want to play with the radio activated, and so have a slower to react AI, take the Config.cpp that is inside

\ECPWW4BIS\RadioEnabled\

and put it in your

...\@ECP\Bin\

overwriting the original ECP Config.cpp

-If you don't want to play with the radio activated, and so have a quick to react AI, take the Config.cpp that from

\ECPWW4BIS\

and put it in your

...\@ECP\Bin

overwriting the original ECP Config.cpp

That should be all,

Launch OFP with your ECP shortcut and enjoy.

IMPORTANT NOTE

Do not join a server that is not running this modified ECP mod if you have launched OFP -and- this modified ECP mod, it will result only in crash due to the difference in animations classes between server and clients.

If the server has this modified ECP mod activated, clients can join it with this same modified ECP mod activated without a single problem.

Edited by Sanctuary
one wrong file, check it again

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Sure that's just you as if you want to CTD during some of the explosions, do not install the patch...

The particular ECP CTD issues that have been solved occured during ordnance explosion FX. The CTDs occured when the Getpos command was used on an object that had no model (and yet the object existed)

---------- Post added at 07:19 PM ---------- Previous post was at 06:23 PM ----------

Note : the Anim.pbo from @ww4test4\Dta\ and the ww4_modanim.pbo from the @ww4test4\Addons\ are more up to date than the ones from \@ww4bis\

So when installing those files in the @ECP\dta or @ECP\bin, you may want to use those updated files instead of the ones from @ww4bis.

You can find the ww4test4 beta there :

http://forums.bistudio.com/showpost.php?p=1478051&postcount=619

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i do not see any difference in this update all i c is the standard bis models with the standard animations as well. Im now currently running windows 7 could this be the reason why now?

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The whole point of the ww4bis mini mod is to have -only- the ww4 animations, not any other ww4 content (soldiers/weapons/effect/sounds/vehicles/etc...)

This way you can make yourself your own replacement using the ww4 anims pre-installed and starting from a clean config.

The ECP version of the ww4bis config is just enabling you to play original ECP and all its features and effect -with- the ww4 animations, it does not replace anything or add anything.

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yea but unfortunately there is no noticeable changes at all to ECP no animation changes no nothing

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Have you followed -carefully- each step from the installation tutorial ?

-put the new config.cpp in the place of the @ECP\bin\ one

-moved the Anim.pbo (not anims.pbo, it is not the same thing) from @ww4test4\Dta\ into @ECP\Dta\

-moved the ww4_modanim.pbo and ww4_pistolanim.pbo from @ww4test4\addons\ into @ECP\addons\

In that case if you launch your now modified ECP if you don't see any new animation in ECP, you have done something wrong.

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I try to have a battle between cobra and mi17 with your addon.its very good to have bloody battle in air between them.are you making some more changes to mi17.what purpose to build cobra,hind etc..

What about armor or boats..

Ok.

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