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sanctuary

WW4 Modpack 1

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+/- 2 hours and 46 minutes of downloading at 7kb/s.

nearly the same time i spent at downloading the original OFP demo on my old 56k years ago.

You can always get the BIS version of WW4, it does not have unfortunately any of the WW4 troops and weapons so you lose most of the interest of the mod, but at least you would have the gameplay features introduced by the new animation for a more managable for you +/- 14 minutes download :

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

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For the release, i am building some "mission editor helper" files, like some invisible units as observers, invisible object to be used as targets , some scripts you can use with adding a line in an init line or a game logic, etc...

Maybe i will add some sounds into it, i'll see.

this is good news for my dynamic range combat ambience wish. sanc if we would like to use our own animations with ww4 will that be possible?

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There should be no problem using your soldiers and their mocap animations with the WW4 mod, as even if the WW4 additional anims that may then be used by the soldiers (climb, move over, etc...) may not perfectly compatible visually depending on how your mod models are built, the custom anim class being one of a soldier may not throw any error.

Only for classes with specific blablablaactions like some animals/dogs from the teacup/farmland/zombie mod seems to not like other mod with their own additional class blablablaactions.

zombies from the recent zombie mod update are by example compatible with WW4, while the animals throw some error.

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hello again sanctuary you know change the type of text in the ofp for example change to type which use the ffur 2007 mod?

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I had made some mission with this mod.in that APC have to fight.but where is Anti Tank weapon.now there is no chance of APC and Tank fight.don't get me wrong.

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hello again sanctuary you know change the type of text in the ofp for example change to type which use the ffur 2007 mod?

No idea, maybe something to do with the fonts in the bin\Ressource.bin files, but i am not sure of this.

I had made some mission with this mod.in that APC have to fight.but where is Anti Tank weapon.now there is no chance of APC and Tank fight.don't get me wrong.

Can't you see the "Rifleman AT" and Rifleman Heavy AT" that are available for -every- factions and corps ?

These soldiers are equipped with the "anti-tank" weapons.

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I mean APC vs APC.not soldier.

APC vs APC ?

The WW4 test APC can kill each other without a problem.

Now if you meant APC vs tanks that's ridiculous, you don't use any infantry transport+support vehicles like the WW4 test APC to attack a tank.

It is not their role at all on the battlefield.

Would you attack a T72 with a M113 ?

sanc, where can download a good M1A1 Abramas for replace the Bis M1A1?

I remember Sigma released some M1A1 in his tank packs.

Edited by Sanctuary

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Sanctuary as i play with your APC.carrying soldiers capacity is increased now.but APC take much time to fire gernade and bullet fire is inaccurate.

What about MBT?

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those amphibious APC machineguns have a slightly increased dispersion for gameplay purpose but you can easily kill your targets, and additionally it forces the AI to fire full auto with it more often, that's better for the ambiance than the AI shooting 1 bullet by 1 bullet if the dispersion was lower.

But HD in term of machineguns does not mean the AI is inefficient with it, in fact the AI is more lethal when firing full auto with the HD than firing 1 shot by 1 shot with low dispersion.

In my tests a WW4 APC had no problem destroying a full squad with machinegun only.

For the grenades, it is currently a matter of distance.

In the latest version of the WW4 APC configs, the distance are done like this :

Against infantry and car :

Between 1500 and 700 meters, the APC will use only machinegun (mostly because the AI is just unable to land a correct hit at more than 700 meters)

Between 700 and 400 meters, the APC will use roughly 50% grenade launcher and machinegun

Between 400 and 250 meters, the APC will use mostly the grenade launcher and few time the machinegun.

Below 250 meters, the APC will use mostly machineguns and few time grenade launcher.

But those will change for the release, as i will increase the chance of the AI using the grenade launcher below 250 meters.

Against armored vehicles (other APC and Tanks), the AI will use only grenade launcher, it will not waste time firing machinegun at it.

Note : additionally, the AI favor a bit more the machinegun than the grenade launcher due to the bullets costing less.

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APC vs APC ?

The WW4 test APC can kill each other without a problem.

Now if you meant APC vs tanks that's ridiculous, you don't use any infantry transport+support vehicles like the WW4 test APC to attack a tank.

It is not their role at all on the battlefield.

Would you attack a T72 with a M113 ?

I remember Sigma released some M1A1 in his tank packs.

i just want a battle between apc like m1a2,bmp,

have you any plan to make advance version of m1a2,bmp this or like that

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I have in my plans for the future expansion enough vehicles for many battlefield roles.

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Great Addons - only question - with the BTR and the unknown Resistance APC - any chance of getting a HMG installed or added to weapons ? Seems odd to have a 14.5 KPV HMG on the BTR and only have an AGS-17 as the main armament - otherwise good addon and the BTR looks pretty menacing!

S. Chapman

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A bit of update with an early beta of my mission editor helpers so you can see where i am going to with this :

http://www.filefront.com/15273747/ww4helpe2r.rar

http://www.zshare.net/download/70705045c13bc3ea/

http://www.badongo.com/file/19486555

http://rapidshare.com/files/329369850/ww4helpe2r.rar.html

http://depositfiles.com/files/zly03uiel

http://www.megaupload.com/?d=G17BX6IP

Put the ww4_helper.pbo from this download inside of the Addons folder of you ww4 mod.

NOTE : you can use this PBO in any other mods, it is not currently WW4 dependant, but you will obtain the best results with the WW4 mod with it anyways.

In the mission editor, you will see for each side a new entry "WW4 Assistants".

In this new category there will be a "Dummysomething" (temporary name) , it is an observer unit that is invisible to the player and to the AI and nearly unkillable if hit.

You can use it for many kind of script or just observe an AI battle from close.

It has no weapons but has a strong zoom capacity.

class names :

WW4_DummyWest
WW4_DummyEast
WW4_DummyRes
WW4_DummyCiv

You will find for each side too many invisible targets, very inspired from FOX2 invisible targets and his priority system.

There are invisible target in LOW and HIGH priority, meaning that the AI will more or less ignore them if there are real enemy around them, again to use for many kind of scripts.

class names :

WW4_E... being east sided target

WW4_W... being west sided target

WW4_G... being res sided target

invisible target for infantry - low priority

WW4_EMLO_IT
WW4_WMLO_IT
WW4_GMLO_IT

invisible target for infantry - high priority

WW4_EMHI_IT
WW4_WMHI_IT
WW4_GMHI_IT

invisible target for armor - low priority

WW4_EALO_IT
WW4_WALO_IT
WW4_GALO_IT

invisible target for armor - high priority

WW4_EAHI_IT
WW4_WAHI_IT
WW4_GAHI_IT

invisible target for bombing (LGB by example) - low priority

WW4_EILO_IT
WW4_WILO_IT
WW4_GILO_IT

invisible target for bombing (LGB by example) - high priority

WW4_EIHI_IT
WW4_WIHI_IT
WW4_GIHI_IT

And that's not all, there is a suppressive fire script included.

To use it, you need a player to be be a squad leader (will not work if the player is not leading a squad).

And in the Game Logic menu, you will see that one more game logic has been added, just put the "Enable Cover Fire" game logic on the map, and it will give a player team leader a new action after 2 seconds.

As the leader, to use the suppressive fire, just select the action.

Then on the map click where you want the target of the suppressing fire to appear.

Soon enough the AI of your squad will stop, look into the direction of the target and will open fire.

15 seconds after the suppressing fire order has been given, the target will be deleted and the AI wil stop firing.

Note :

-Don't put the target too far from the AI, they need to "see" it to be able to shoot in its direction (put the target behind a hill and the AI will do nothing during the 15 seconds), even if it is invisible to your eyes, the script will reveal the location of it so the AI will know where it is.

-Apparently OFP AI has a lot of problem with the reveal command, as you will see if you play with the "yellow target boxes" enabled , strangely the AI will aim for the boxes that do not always appear where the target really is, i used a lot of workarounds that were suggested in some boards that noticed the same problem to be sure that the AI will finally understand where the damned target really is, but you can't do something perfect against such engine bug.

-Obviously the higher skilled an unit is, the quicker they may open fire, and the higher the ROF will be. Especially true with some WW4 troops, even with a lower setskill.

Just have fun.

Edited by Sanctuary

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Nice job, but there's a slight flaw with the invisible targets. Unlike with other invisible target addOns that I have seen, these targets can be killed, making them not perfectly reliable. You can also sometimes see blood coming out of them when hit. I was also only able to find the invisible targets for infantry and nothing else, unlike you described in your message.

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Oops, seems i have not uploaded my last beta (i removed a scope=2; from some classes in the apparently older version i uploaded as i was testing things one by one then).

I will upload my latest version, will make the invisible target unkillable too (i made them killable to limit the duration of the shooting on them, but as it is easily controlable by a deletevehicle, making them unkillable is a good idea).

I reworked a bit the suppression script to help those AI idiot to locate it quicker, and will add some more game logic before uploading, stay tuned ;)

---------- Post added at 06:54 PM ---------- Previous post was at 05:42 PM ----------

Ok, after a wrong file uploaded, here is the good file, that i updated a bit too with some more goodies :

http://www.filefront.com/15282425/helperBETA.rar

http://www.zshare.net/download/707424069f0ac981/

http://rapidshare.com/files/329812738/helperBETA.rar.html

http://www.badongo.com/file/19505819

http://depositfiles.com/files/vdory7bif

http://www.megaupload.com/?d=JC0K0OGW

Put the ww4_helper.pbo from this download inside of the Addons folder of you ww4 mod.

NOTE : you can use this PBO in any other mods, it is not currently WW4 dependant, but you will obtain the best results with the WW4 mod with it anyways.

In the mission editor, you will see for each side a new entry "WW4 Assistants".

In this new category there will be a "Dummysomething" (temporary name) , it is an observer unit that is invisible to the player and to the AI and nearly unkillable if hit.

You can use it for many kind of script or just observe an AI battle from close.

It has no weapons but has a strong zoom capacity.

class names :

WW4_DummyWest
WW4_DummyEast
WW4_DummyRes
WW4_DummyCiv

You will find for each side too many invisible targets, very inspired from FOX2 invisible targets and his priority system.

There are invisible target in LOW and HIGH priority, meaning that the AI will more or less ignore them if there are real enemy around them, again to use for many kind of scripts.

class names :

WW4_E... being east sided target

WW4_W... being west sided target

WW4_G... being res sided target

invisible target for infantry - low priority

WW4_EMLO_IT
WW4_WMLO_IT
WW4_GMLO_IT

invisible target for infantry - high priority

WW4_EMHI_IT
WW4_WMHI_IT
WW4_GMHI_IT

invisible target for armor - low priority

WW4_EALO_IT
WW4_WALO_IT
WW4_GALO_IT

invisible target for armor - high priority

WW4_EAHI_IT
WW4_WAHI_IT
WW4_GAHI_IT

invisible target for bombing (LGB by example) - low priority

WW4_EILO_IT
WW4_WILO_IT
WW4_GILO_IT

invisible target for bombing (LGB by example) - high priority

WW4_EIHI_IT
WW4_WIHI_IT
WW4_GIHI_IT

And that's not all, there is a suppressive fire script included.

To use it, you need a player to be be a squad leader (will not work if the player is not leading a squad).

And in the Game Logic menu, you will see that one more game logic has been added, just put the "Enable Cover Fire" game logic on the map, and it will give a player team leader a new action after 2 seconds.

As the leader, to use the suppressive fire, just select the action.

Then on the map click where you want the target of the suppressing fire to appear.

Soon enough the AI of your squad will stop, look into the direction of the target and will open fire.

15 seconds after the suppressing fire order has been given, the target will be deleted and the AI wil stop firing.

Note :

-Don't put the target too far from the AI, they need to "see" it to be able to shoot in its direction (put the target behind a hill and the AI will do nothing during the 15 seconds), even if it is invisible to your eyes, the script will reveal the location of it so the AI will know where it is.

-Apparently OFP AI has a lot of problem with the reveal command, as you will see if you play with the "yellow target boxes" enabled , strangely the AI will aim for the boxes that do not always appear where the target really is, i used a lot of workarounds that were suggested in some boards that noticed the same problem to be sure that the AI will finally understand where the damned target really is, but you can't do something perfect against such engine bug.

-Obviously the higher skilled an unit is, the quicker they may open fire, and the higher the ROF will be. Especially true with some WW4 troops, even with a lower setskill.

More game logics are available, here is their class names for scripting purpose :

ww4_SandStoLogic
ww4_DustWindLogic
ww4_TornadoLogic
ww4_SnowyLogic

When you put one of these game logic on the map, it will :

Enable Sandstorm : create a sandstorm around you

Enable Dustwind : winds pull dust around you

Enable Tornado : create a moving tornado at the game logic location

Enable SnowyLogic : Kegetys old snow script making snow around you.

To stop any of those effect, give a name to the gamelogic, and either by trigger or script, add a

deletevehicle Nameofgamelogic

Each script is able to detect if the corresponding gamelogic has been deleted and will stop the effect as soon as it is true.

The Tornado does not need to have its game logic deleted, it will stop after a minute or two.

Just have fun.

Edited by Sanctuary

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Very useful stuff. Before this I used to making mission with invisible targets from Mapfact Editor Upgrade. Your addon is better. Thanks.

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Here is an updated ww4_helper :

http://www.filefront.com/15322579/ww4helper6.rar

http://www.zshare.net/download/7099554294311fb4/

http://rapidshare.com/files/332760890/ww4helper6.rar.html

http://www.badongo.com/file/19636218

http://www.megaupload.com/?d=FC7DCR8N

http://depositfiles.com/files/6qqu1o7pw

What's new in comparison to previous version :

-modified a bit the sandstorm for performance

-re-arranged the WW4 game logic, so when you select the game logic side in the unit tab of the mission editor, in the Object category you will have only the BIS game logic, and in the WW4 Logics you will have the ones that comes with this addon.

-added 2 ambient battle sounds

To have them played, in a trigger activated by whatever fits your needs, click on "Effects" then on Environmental sounds, you should find the 2 WW4 sounds there.

They are a bit similar, but with one sounded closer than the other so depending on your kind of mission they could have a use.

the class names of the 2 sounds for scripting needs :

WW4_Combat1
WW4_Combat2

-2 artillery call game logics for the player :

-mortar

class name :

ww4_MortarLogic

weapon/ammo class name :

ww4_mortyshell

regular mortar support, just place "Enable Player Mortar" game logic on the map.

Few seconds after you will have a "Call Mortar" action appearing in your action menu.

select it and it will ask you to click on the map for the coordinates you want to call the artillery strike.

+/- 10 seconds later it will splash.

Once finished, 10 seconds later, the time the mortar reload, you will have access again to the Call Mortar action.

The explosion comes with their own visual effects.

-heavy mortar

class name :

ww4_HMortarLogic

weapon/ammo class name :

ww4_Hmortyshell

heavy mortar support, bigger explosion and visual effect, bigger damage.

Just place "Enable Player Heavy Mortar" game logic on the map.

It works the same as the regular mortars.

the reload is 20 seconds for them.

Note, the same as the other gamelogic, if you want to remove at some point the mortar call action from the player, give a name to the game logic you have placed on the map, then somewhere in your triggers or scripts, just add a

deletevehicle nameofthegamelogic

The player will then have no more mortar support.

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I noticed on that release i screwed up a little part of the heavy mortar script that is making the "call heavy mortar" action appearing several time in the user action menu.

You can either wait for a further release, once i will have added more things into that pbo (could be weeks away), or just fix it yourself by opening the ww4_helper.pbo and

-open the file named mortarcall2.sqs and replace whatever is in by :

onMapSingleClick {[_pos] exec "\ww4_helper\mortarfire2.sqs"}
WW4Hchecktime=1
WW4HMortshot=1
hint "click on map to design heavy mortar target"
exit

-open the file named checkarty2.sqs and replace whatever is in by :

WW4HMortshot=0
_log2=_this select 0
~2
? (side player == CIV) : goto "nono"

#start
_grp=group player
? (leader group player) == player : goto "giveaction"
?!(alive player):exit
~10
goto "start"

#giveaction
WW4Hchecktime=0
_arty2=player addaction ["Call Heavy mortars","\ww4_helper\mortarcall2.sqs"]

#check0
~1
?(WW4Hchecktime==0):goto "check0"

#check2
~3
?!(alive _log2): goto "nono"
?(WW4HMortshot==1): player removeaction _arty2
?(WW4HMortshot==0): goto "giveaction"
~3
goto "check2"
exit

#nono
~0.5
player removeaction _arty2
exit

that should fix entirely this problem.

The regular mortar had no such annoyance.

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Hi!

I got a question regarding your mortars

Is it possible to make enemy react on mortar shells that are being dropped on them?

I made a mission with a west sniper. He is watching the east enemy and he is in safemode and relaxing. Then I use my sniper to send mortar shells on him, and he is still in safemode..

I made a trigger "West detected by east" When this trigger is activated my enemy soldier would go into combat mode and go to his guard waypoint.

This does not work when the mortars are raining on him.. Do you know a good way to do this?

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