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Figured I'd share this experience with you guys. So I decided to make a mission with no enemies, just the game logics and friendly units. I set myself as a Squad Leader (cpt rank). I then gave myself a 1st sergeant, 2 MGs, 2 corpsmen, 2 Javelins, and a designated marksman. I then linked myself to a commander game logic. Then I made 6 squads, changed a few men (added corpsmen, 240B, etc) and tossed them into subordinate logics. I then added the secop function which generates random missions, Finally I added generator logics for civilians, civilian vehicles, and war.

I started the mission. There I was in control of all 6 squads, waiting for the first mission. I didn't have to wait long until I got the call over the radio. I was asked to take out an enemy outpost. I accepted and check the map. It was near by. I sent my squads out, 3 to the west of the objective and 3 north with a hill between them for observation. I moved with the squads and went up the hill. I spotted the enemy and pulled up my binos. Russians, 5 of them with a fuel truck, camo net, some barrels and cargo containers.

I had just lifted my finger to push the map button when we were spotted. The Russians fired over my head and suddenly my 240s opened up. 3 of the russians went right down. I went prone and pulled up the map. I then sent my meb from the north down south to sweep through the objective as the guys west would have no cover if they assaulted. I ran with my men, stopping on the objective.

The russians were dead but the mission didn't end. I grabbed a russian rifle with the russian version of a 203 and blew up the truck and barrels. Nothing happened so I aborted the mission.

Other than that I did a few more missions, good variety. At one point I was moving through a dirt field (I know) when from the other side of a nearby town a firefight erupted. The enemy had some vehicles which my Javelins took out quickly. I sent my men into town to clear it out but found nothing. The war generator seems to generate one to two enemy at a time.

Anyways just a quick look at the game logics. They're fun and the mission generator does a good job on some missions, but others it don't seem to end so you have to abort. I hear they're going to improve the command logic as well so you can link squads to a platoon, the platoon to a company, then move the platoon by using just the platoon commander rather than the whole platoon. The civilian car generator does a really good job though. They're all parked but it puts cars in realistic spots in town, very nice. Civilian generator only generates a few people as well. Ill have to mess with parameters and see if that helps. Too bad the artillery logic isn't as easy as these are!

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That's not what I'm saying. These are random missions generated by a new game logic object. It creates and ends them. Its just that some don't seem to end. I'm not making the mission I'm just tossing logics in there and letting them take the game where they will. It was interesting

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You probably dont go to the mark properly enough. If your in a vehicle make sure to jump out where the mission ending is supposed to be. If its "destroy high value target" make sure to take down the RADAR or just obliterate the whole camp (killing AI soldiers is not enough). But make sure you really get ON the waypoints (markers) and leave vehicle if you think you done a mission but nothing happens when your in one. I tested the SOM for hours and i didnt get failed missions or missions that didnt end.

Even cooler is to add the SOM module plus the ACM module and set the ACM to randomly spawn patrols from all factions. Also add the civilian module and now you have missions coming in the middle of a war! And you will sometimes get help as you set the ACM to spawn all factions - even friendlies. :) You can also trigger a line to have the full SOM artillery support whenever you want by using the radio. There are a lot of possibilities with these things and i cant wait to explore them more.

And this is where its discussed if anyone wants to know what OP talks about: http://forums.bistudio.com/showthread.php?t=73329

EDIT: About spawning cars - do the civilians use them? I would really like a traffic module. Like in LOMAC. Spawn cars and trucks that drive on the roads/highways. Would make it even more alive.

Alex

Edited by Alex72

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72;1311920']You probably dont go to the mark properly enough. If your in a vehicle make sure to jump out where the mission ending is supposed to be. If its "destroy high value target" make sure to take down the RADAR or just obliterate the whole camp (killing AI soldiers is not enough). But make sure you really get ON the waypoints (markers) and leave vehicle if you think you done a mission but nothing happens when your in one. I tested the SOM for hours and i didnt get failed missions or missions that didnt end.

Even cooler is to add the SOM module plus the ACM module and set the ACM to randomly spawn patrols from all factions. Also add the civilian module and now you have missions coming in the middle of a war! And you will sometimes get help as you set the ACM to spawn all factions - even friendlies. :) You can also trigger a line to have the full SOM artillery support whenever you want by using the radio. There are a lot of possibilities with these things and i cant wait to explore them more.

Alex

I'm dribblling at the bit now .. Can't wait for my copy to arrive this weekend !

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I had an unending defend mission generated by SecOps. I got to an allied camp to help defend it, time passed... and the enemy never came (perhaps it was killed by friendlies produced by acm?), so the mission was never finished.

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I had an unending defend mission generated by SecOps. I got to an allied camp to help defend it, time passed... and the enemy never came (perhaps it was killed by friendlies produced by acm?), so the mission was never finished.

If you had ACM placed with the init.sqf and friendly factions specified there is a big chance they killed the attackers. :)

No biggie though if a mission wouldnt be unsolved. It will be either resolved by itself (so to speak - just leave it and you hear over the radio that it was resolved with other means). If you skip a mission completelly that you accepted but fail to show up - it will also report to you that it was taken care of. No biggie. :)

Also cool that you gain things from completing missions like airstrike, supply drop, artillery barrage and more. Something very very cool is the randomness i noticed. For example when an AI in my squad died it was reinserted by a helicopter and i got him back. Now the next time that happened i was waiting to get him back - guess what happened? HQ told me "EMMMM HEH UNFORTUNATELLY YOUR SUPPORT CANT COME AT THIS TIME CAUSE THEY HAD TO RTB AND REFUEL ETC....OVER". LOL! Talk about BIS done a good smegging job on the modules.

Alex

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Works fine in Multi, all Game Logic Modules are tested by BIS for that.

The SecOps Manager is really a good way to get some randomized playtime out of a quick editor session, especially for people (like me) who's CPU coughs at the large campaign missions.

What I would like as improvement is that the amount of SecOps enemies scales with your personal squad size (including subordinate squads if present in High Command). As the OP writes, 5 Russians defending a truck vs. 4 full USMC Squads is not a fair fight.

SecOps will be even better once we can easily define the distance of spawned objectives (right now they are always "round the corner") and the frequency. This is in development as far as I know.

BTW, if you use the Mission Creation Wizzard under "Scenarios-My Missions" there is already a template for Insertion and random SecOps missions.

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Are you sure it works fine in MP Helmut?

We tried out SecOp and ACM, and they do work fine as long as someone is hosting, but in a dedicated server environment SecOp (the random mission part at least) stopped working altogether and ACM kind of ignored all the parameters it had been passed.

I'm not saying that you're not right, just that our findings on a dedicated server differed dramatically from when one of us was hosting.

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Works fine in Multi, all Game Logic Modules are tested by BIS for that.
I like BI but testing their features is not really their strong point :D

I'd test it properly myself before stating it's functionnal ;)

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72;1312089']If you had ACM placed with the init.sqf and friendly factions specified there is a big chance they killed the attackers. :)

No biggie though if a mission wouldnt be unsolved. It will be either resolved by itself (so to speak - just leave it and you hear over the radio that it was resolved with other means). If you skip a mission completelly that you accepted but fail to show up - it will also report to you that it was taken care of. No biggie. :)

Also cool that you gain things from completing missions like airstrike' date=' supply drop, artillery barrage and more. Something very very cool is the randomness i noticed. For example when an AI in my squad died it was reinserted by a helicopter and i got him back. Now the next time that happened i was waiting to get him back - guess what happened? HQ told me "EMMMM HEH UNFORTUNATELLY YOUR SUPPORT CANT COME AT THIS TIME CAUSE THEY HAD TO RTB AND REFUEL ETC....OVER". LOL! Talk about BIS done a good smegging job on the modules.

Alex[/quote']

It was in a combat mission, done with the wizard editor from by BIS.

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Are you sure it works fine in MP Helmut?

We tried out SecOp and ACM, and they do work fine as long as someone is hosting, but in a dedicated server environment SecOp (the random mission part at least) stopped working altogether and ACM kind of ignored all the parameters it had been passed.

Oops - I didn't think there would be a difference between dedicated and hosting myself. Sorry, you might well be right.

I wouldn't even have considered such potential problems since the Logics are included by BIS and you'd think they made sure to make them MP proof.

Oh, and I also had "unresolvable" SecOps missions. One was to destroy the truck - I just so happened to have MRLS support - so I flattened the area and still couldn't complete it.

Edited by Helmut_AUT

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This sounds like a very interesting game logic and I look forward to experimenting with it.

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