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dimitri_harkov

DIH_RADIO release

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>DIH_RADIO Script Pack

v 0.6 - released: 2010-03-25 - by Dimitri_Harkov

Add radio features to your missions for better teamplay and immersion.

For a most detailed explanation, download the README (.pdf from FileFront).

Changelog:

version 0.6:

- added: enemy contacts are transmitted too



- added: option to check for certain special radio equipment in gear

- improved: functions manager no longer needs to be manually added to missions for DIH RADIO to work

- fixed: a bug that resulted in JIP players killing the script

version 0.5:

- initial public release

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What's that all about?

----------------------

-DIH Radio is a script pack that adds/enhances radio/radio operator features to ArmA 2.

-It's main aim is to improve squad play and add some more realism.

-Works best on 'Veteran' level or above.

-It has been desiged with WW2 to ~1991 era in mind, but it works in any environment.

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Give me a feature overview!

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-Use your radio via the action menu to report you squad's position and the position of spotted enemy groups to the commander.



-In return, you get all positions of friendly squads that have reported their position to the commander, and all enemy squads that have been spotted.

-All squads you know about in this way will be marked on the map with NATO symbols, together with their name (friendlys only) and a time stamp.

-Quality of info on enemy groups depends on how much enemy units have been spotted, and how well.

-All humans in your squad that are IN FORMATION, get the positions marked on their maps as well. Lone wolves won't get that info.

-The 'KnowsAbout' values will be transmitted as well → AI will react to enemies much better.

-Old reports will fade away over time.

-Supports portable radios, fixed radios, vehicle radios...

-DIH_RADIO is easy to implement, highly customisable, works in SP and MP

dihradiov21.th.jpgdihr3.th.jpgdihr2.th.jpg

From left to right:

(1) Radio contacts and spotted enemy groups in the middle of a fight.

(2) Example pic of DIH_RADIO markers in a warfare mission.

(3) During Radio transmission, the operator is kneeling, 'reports in' to the HQ and waits for the transmission to finish. When it's finished, friendly contacts and spotted enemy groups will be marked on the map of the operator and on the maps of all group members in formation.

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How do I implement it in my mission?

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1) copy the DIH_RADIO folder that comes with the download to your mission's folder

2) Add the following line to the end of your init.sqf: ' execVM "DIH_radio\DIH_init_radio.sqf"; '

3) Add the following include to your description.ext: ' #include "DIH_radio\DIH_configSounds.cpp" ' (NOTE: if you have defined

class CfgSounds in your description.ext already, you have to add the custom DIH_RADIO sounds manually.).

That's all for a start. This will add DIH_RADIO to your mission with default values.

-------------------------------------

Default values? What are the options?

-------------------------------------

-In 'DIH_RADIO_settings.sqf' located in your DIH_RADIO folder, you can set numerous values.

More details on each option can be found in the README.

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What about warfare?

-------------------

-While not yet finished, DIH_RADIO is compatible with stock BIS warfare mode. Maybe with custom warfare modes too, but you will have to try that yourself.

-Unless you are commander, DIH_RADIO turns off all standard warfare friendly/enemy contact icons on the map and replaces them with the DIH_RADIO features instead.

-If you are commander, everything is the same as usual. I am still working on a proper DIH_RADIO solution for commanders.

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Bugs?

-----

-Not that I know of, but in a complex script like that, there will probably be bugs. Please post them here if you find any.

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Future plans?

-------------

-I plan to add some nice features for on-board commanders (Instant marking of incoming contact reports, etc...)

-Added options to show waypoints of friendly units, or at least their heading.

-Plans to link many features like Air or Artillery support, reinforcements with DIH_RADIO

-Both the animation and the sound of the radio transmission could be improved.

-While performance is surprisingly good even at this stage, many parts of the scripts will be improved.

-Full support for portable radios, as soon as some modelers release them...

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Anything else?

--------------

-I have prepared two example missions, the archives contain both the .pbo's and the mission editor folders:

1) When Diplomacy Fails - with extra planes + DIH-RADIO (v2)

This is BIS' standard 'When Diplomacy Fails' warfare game mode with AH-64 versions and F-35 added, as well as DIH_RADIO of course.

All vehicles and squad leaders have radios in this mission.

Download: HERE

2) Counterstrike + DIH-RADIO

This is the standard BIS Single/Coop Mission 'Counterstrike' with added DIH_RADIO.

Download: HERE

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Where can I get it?

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Download DIH RADIO here:

FILEFRONT

ARMAHOLIC (thanks Foxhound)

---

Enjoy - Feedback is very welcome!

<

Edited by Dimitri_Harkov
version 0.6 has been released

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Very nice scripts! Thx a lot :)

Put it on our scripts section at Assault Mission Studio.

dlicon.gif

DIH_RADIO Script Pack [0.6] by Dimitri_Harkov

Edited by Imutep

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Version 0.6 has been released:

Changelog:

version 0.6:

- added: enemy contacts are transmitted too



- added: option to check for certain special radio equipment in gear

- improved: functions manager no longer needs to be manually added to missions for DIH RADIO to work

- fixed: a bug that resulted in JIP players killing the script

version 0.5:

- initial public release





-------



See the opening post for more details, download links and the new example missions.



Cheers,

D.

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Will this work with AI lead squads under my command in High Command?

That is one feature missing in HC.

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Yes, it will (just set the 'warfare adjustments' option to true).

But while you are the commander, the symbols on the map will be the standard high command ones.

I'm working on a modified HC version that is based solely on the DIH RADIO system (i.e.: you have to command your squads without knowing the exact location of your own squads if they have not reported their position recently).

D.

Edited by Dimitri_Harkov

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That would be great. Issue with HC now is the AI squads under your command can egage enemy and lose half their squad and you would not even know about it!

So it would be nice to have your system in HC where AI squad leaders report player commander.

Keep up the good work.

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Keep up the good work.

Thanks :)

That would be great. Issue with HC now is the AI squads under your command can egage enemy and lose half their squad and you would not even know about it!

So it would be nice to have your system in HC where AI squad leaders report player commander.

I have already a beta system working for on-map commanders.

Whenever a squad reports in, the commander gets a message including the squad name and some additional information, and the updated info is marked instantly on the map.

Something like:

"Squad B 1-1-0 has just reported in. They have spotted 5 enemy groups and taken heavy losses".

The main problems that prevent me from completing this feature yet are:

1) Difficulties to get that working when an other person becomes commander during a mission.

2) It's quite a hell of a lot of work to taylor High Command to my system...

D.

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Wow! with this script will i be able to use in single player and have ai report any enemy contact as markers on the map? i have read your read me but just not sure about SP.

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Wow! with this script will i be able to use in single player and have ai report any enemy contact as markers on the map? i have read your read me but just not sure about SP.

Doesn't it say there? I thought I read something about working fine in SP, maybe it was in the first post though and not the ReadMe. I haven't tried it in SP yet but I do plan on adding it to my newest WIP mission.

I hope I read correctly about the ability for SP use. ;)

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Oh yes, it works in SP.

I have clarified the OP on that matter.

-

After many more tests I think the 'KnowsAbout' value treshold that decides when a unit has been spotted in regards of DIH radio needs a bit fine tuning. I guess I have to lower it a bit, so that more contacts get reported.

-

I'm also working on a third example mission to show more advanced possibilities of DIH radio. It's an other version of warfare, with infantry radio operators added and special AI scripts to make proper use of them.

D.

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Thanks :)

I have already a beta system working for on-map commanders.

Whenever a squad reports in, the commander gets a message including the squad name and some additional information, and the updated info is marked instantly on the map.

Something like:

"Squad B 1-1-0 has just reported in. They have spotted 5 enemy groups and taken heavy losses".

The main problems that prevent me from completing this feature yet are:

1) Difficulties to get that working when an other person becomes commander during a mission.

2) It's quite a hell of a lot of work to taylor High Command to my system...

D.

That sounds really cool^^ - could we have something that just reported to all friendly groups regardless? you'd think it would be standard being a mil sim/game?

Im unable to get this thing working? i have set it up as instructed:

1) copy the DIH_RADIO folder that comes with the download to your mission's folder

2) Add the following line to the end of your init.sqf: ' execVM "DIH_radio\DIH_init_radio.sqf"; '

3) Add the following include to your description.ext: ' #include "DIH_radio\DIH_configSounds.cpp" ' (NOTE: if you have defined class CfgSounds in your description.ext already, you have to add the custom DIH_RADIO sounds manually.).

I set up a test SP mission on utes, had enemy run past some units but nothing was reported, they definitely saw them as they exchanged fire i had High Command module loaded and syncd to me, to be honest ive never used high command before?

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Hm... You know that that 'beta system' mentioned in your quote is not yet part of DIH RADIO?

Other than that, standard behaviour for the AI is, that they use their radio ~12 seconds after game start and then ~ every three minutes.

The guy with the radio will not use it in the middle of a firefight, however (survival comes first).

Also, you are sure you have set up DIH RADIO so that every squad has a radio?

e.g by setting:

DIH_RADIO_auto_add_white_cond = "(leader _x == _x) AND (vehicle _x == _x)";

in DIH_RADIO_settings.sqf? This will add radios to all infantry squad leaders. By default, only tanks and air units have radios.

and: you don't need High Command for DIH RADIO to work (just in case you have thought that).

D.

Edited by Dimitri_Harkov

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Hey D, yeah i realize its not, just thinking it would be cool to have some sort of communication module

I ended up copying the folder from your WDF_DIH folder and now it seems to work, or at least i get the use radio option, i changed the available slots to 9,9,9,9 because there were none available due to secops probably.

Thanks for the mod, looks cool :)

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Could someone upload the DIH_Radio missions again please?.

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