sanctuary 19 Posted December 27, 2009 +/- 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 Share this post Link to post Share on other sites
BronzeEagle 2 Posted December 27, 2009 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? Share this post Link to post Share on other sites
sanctuary 19 Posted December 27, 2009 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. Share this post Link to post Share on other sites
EliasComando 10 Posted December 28, 2009 hello again sanctuary you know change the type of text in the ofp for example change to type which use the ffur 2007 mod? Share this post Link to post Share on other sites
riffleman 20 Posted December 28, 2009 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. Share this post Link to post Share on other sites
sanctuary 19 Posted December 28, 2009 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. Share this post Link to post Share on other sites
riffleman 20 Posted December 29, 2009 I mean APC vs APC.not soldier. Share this post Link to post Share on other sites
EliasComando 10 Posted December 29, 2009 sanc, where can download a good M1A1 Abramas for replace the Bis M1A1? Share this post Link to post Share on other sites
sanctuary 19 Posted December 29, 2009 (edited) 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 December 29, 2009 by Sanctuary Share this post Link to post Share on other sites
EliasComando 10 Posted December 29, 2009 ok thank you and wish an good new year...:) Share this post Link to post Share on other sites
BronzeEagle 2 Posted December 29, 2009 try ofpr.info. m1a2 SEP. thats all i can tell you. Share this post Link to post Share on other sites
tiket 0 Posted December 29, 2009 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? Share this post Link to post Share on other sites
sanctuary 19 Posted December 29, 2009 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. Share this post Link to post Share on other sites
riffleman 20 Posted December 30, 2009 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 Share this post Link to post Share on other sites
sanctuary 19 Posted December 30, 2009 I have in my plans for the future expansion enough vehicles for many battlefield roles. Share this post Link to post Share on other sites
chapman_2424 10 Posted December 30, 2009 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 Share this post Link to post Share on other sites
sanctuary 19 Posted January 2, 2010 (edited) 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 January 2, 2010 by Sanctuary Share this post Link to post Share on other sites
anguis 4 Posted January 3, 2010 Awesome. Just awesome. . . :) Happy New Year! Share this post Link to post Share on other sites
rellikki 7 Posted January 3, 2010 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. Share this post Link to post Share on other sites
sanctuary 19 Posted January 3, 2010 (edited) 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 January 3, 2010 by Sanctuary Share this post Link to post Share on other sites
Addonis 10 Posted January 7, 2010 Very useful stuff. Before this I used to making mission with invisible targets from Mapfact Editor Upgrade. Your addon is better. Thanks. Share this post Link to post Share on other sites
RKDmitriyev 0 Posted January 8, 2010 Just wanted to say that I'm already loving this mod, thanks for making it.:) Share this post Link to post Share on other sites
sanctuary 19 Posted January 9, 2010 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. Share this post Link to post Share on other sites
sanctuary 19 Posted January 10, 2010 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. Share this post Link to post Share on other sites
knepo 0 Posted January 11, 2010 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? Share this post Link to post Share on other sites