zwobot
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Everything posted by zwobot
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That could be alternative behaviours as well influenced by the "personality" parameters. The dumb (or inexperienced) AI commander might rush into multiple objectives piecemeal without any reconnaissance. But it all sounds complicated and difficult to get done convincingly for different situations. Examining the gemoetry of the locations within the AO marker and evaluating them into a small number of categories and then having a couple of general courses of actions for each category that the AI might consider (or let the mission designer decide to choose from) and then stick to that more or less. I. e. How are the locations laid out in relation to the forces's starting positions (wide but shallow or narrow but deep or wide and deep...). The defender might deploy smaller numbers of infantry groups in frontline locations closest to the enemy starting positions while keeping a mobile reserve of mechanized infantry and armored platoons in a location further back to react with by counterattack on serious enemy attacks or breakthroughs. The offensive party on the other hand might probe along the whole frontline for a weak spot, also keeping a mobile reserve to take advantage of any weaknesses in the defensive lines (from what you explained this might already be happening alredy to some degree in the current version if you position groups in the editor opposite to locations on a wide front and keep some concentration of groups further back in the centre? Until now I've mostly played a mission with a narrow line of locations laid out west to east and the attackers lined up west of the first location. They basically ganged up on the first location with some flanking going on but that might be caused by the terrain canalizing them into a certain avenue of approach). Or the attacker might throw wave after wave onto the same objective until it is seized and try capturing objectives deeper in the defenders rear areas. I've just found the bongo moth by the way, wtf 😄
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My thought was to have a paremeter in the scripts representing the skill of the virtual commander for each side, e. g. "Inexperienced", "Skilled", "Veteran", "Genius" The script would chose a course of action from frontal assault, left flanking, right flanking, envelopment and the selected skill would have an impact on the probability that each of the courses of action will be chosen. For example for Veteran or Genius skill the probability for selecting envelopment or flanking courses of action would be high whereas it would be low for the Inexpierienced skill. You could also skip the skill and parameterize the probability for each course of action directly. Another aspect could be to parameterize the portion of the total available units to be held back in reserve so that another dimension for virtual commander's personality would be its aggressiveness, i. e. more aggressive = less reserves and conservative personality = more reserves. The Hetman AI commander does something similar if I remember correctly. I don't know if either of this is viable with the current design of the Hive and haven't looked into the inner workings of how the assignment of waypoints to groups is coordinated.
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Nice work. I put a company worth of Blufor onto I44's Omaha v2 and a reinforced platoon of Opfor into an area of 3 villages and had an instant battle ready in not more than 5 minutes. Is it possible to influence how the hive positions waypoints around the locations? For example decide whether objectives are approached in a frontal assult, flanking or envelopment?
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It is, thank you 🙂
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Can someone share a copy of Combined Arms Engine?
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I've enjoyed Zombie Outbreak.
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How to make custom units?
zwobot replied to Boomer-408c38b99fa50924's topic in ADDONS & MODS: DISCUSSION
You can start with some modeling tutorials. I suggest you also browse through other Ofp sections of that site, for example file formats and tools. -
You can also Alt-Tab and delete/rename the savegame file in the Users directory. When you go into the Pause screen the next time you can save again.
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Do you also have the ACES addon loaded which is included in the archive linked above?
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Your URL does not work, do you mean: BWMOD EUROFIGHTER TYPHOON - download links don't work there either, but can be found manuall here: BWMOD_EF_beta.rar. This version loads up fine for me in Desert Island. Preprocessor error 1 is an incorrect include statement, i. e. a path to the file not found.
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Here are updated links to the required addons if anyone needs them (except Editor Upgrade 103 - haven't found a working download link yet):
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- single player
- pukf
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I've recently played your mission and enjoyed it. Not too much addons required, most of them I had readily available already. Passing the minefield and the Squad Control quickly annoyed me though. AI squads frequently were killed by the mines and thus failing the mission. Also the Squad Control was reliably spamming error messages when ordering them to follow. Most of the time it was making the respective squad completely unresponsive. After half a dozen restarts I extracted the mission and replace the Squad Control with CE lite which is even more simple. More often than not I could seize the observation post / attack position completely unopposed. Initial resistance in the village was only a better sized fire team. For the initial advance into the village the FSG supported from the military crest facing the village while two infantry sections cautiously advanced in line abreast into the village. The third infantry section was kept in depth close to the FSG. Myself as the platoon commander was advancing together with the two sections into the village. I climed the mosque for better overview, soon several enemy squads supported by technicals could be spotted advancing towards the village from the LOE while the two assault sections were still combing the village. The FSG was ordered forward to the platoon's right flank outside the village and assault sections went firm in the cover of the houses to destroy the enemy reinforcements. Once the initial enemy counter attack was destroyed the section which was kept in depth was ordered to the village entrance so that the three infantry sections were arrayed in an elongated V formation. The advance continued towards the LOE with the FSG continuing to support from the right wing. A couple more enemy squads were destroyed without too much effort until we reached the LOE and the radio traffic was triggered announcing friendly reinforcements to be sent forward together with a helicopter. Neither ever arrived (not sure if physically exist in the mission), I noticed that the objective concerning the village was not achieved so I ordered the platoon back for another sweep of the village and indeed a lone survivor was quickly mopped up and thus completing this mission objective. But I think the triggers went out of sequence and the mission never ended so I declared it a win and happily aborted the mission. So all in all a nice mission with an immersive briefing and atmosphere, thanks Snafu.
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I'm not aware of any mod or addon that features your desired behaviour. But maybe it is not completely impossible as I said before but you might have to accept some caveats. You can try this: place an empty parachute (set it to be Flying - the dropdown below the unit type you select in the editor) and run a script that constantly moves the paratrooper below the descending chute with setPos and switchMove it into the parachutist stance until it reaches ground level. Then terminate the script and revert to the default stance. It might not look exactly pretty, because parachutes sway a bit while decending, but it might get the job done. I quickly ran this on Desert Island, there are two issues as of now: 1. the parachutist flips over in flight and descends head first (setVectorUp is not available in Ofp/CWA); 2. he dies close to the ground (presumably because of 1.). Maybe you can go from there and make it work the way you want: _unit = _this select 0 _chute = _this select 1 _unit switchMove "FXangel" ; that is not the parachutist stance but I could not find it on short notice #while ? (getPos _chute select 2) <= 20 : goto "end_while" _unit setPos [getPos _chute select 0, getPos _chute select 1, (getPos _chute select 2) - 1] ~0.001 goto "while" #end_while _unit setPos [getPos _chute select 0, getPos _chute select 1, 0] _unit switchMove "" exit
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I've never personally tried to workaround this situation but as zulu already mentioned the game does not want you to damage in-flight paratroopers so it will be very hard if not impossible to do it.
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On first glance I would say that your class 03Mission is the problem, because you assign the template as DDay#2 which might be a valid folder in your operating system but it is not a valid mission folder for Ofp/CWA.
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Are you editing a campaign for Armed Assault or Operation Flashpoint / Cold War Assault? If you are looking for a campaign editor you can also try this one hosted on Ofp.info 2. I have never personally used it. If you simply want to have a completely linear campaign you can also easily achieve it with a text editor, e. g. Notepad++, and carefully reading the Biki article on campaign description.ext A minimal example for an Operation Flashpoint campaign:
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Ai plane launch from a carrier ?
zwobot replied to OFPLover's topic in OFP : MISSION EDITING & SCRIPTING
Have you tried setVelocity? Look at Example 2 in the biki for taking the object's facing into account. -
How do I make units use SLX animations
zwobot replied to KKrazy's topic in ADDONS & MODS: DISCUSSION
Not an expert on animations but if you are talking about animations for running, walking, crouching etc. you'll have to plug them into a main config I think (as opposed to residing in an addon config). -
Haha, thanks faguss. I'll have to bookmark this for the next time I need to setup Ofp and editing environment on a new macchine. I can't exactly remember how I got it working in my current setup but I think it involved doing an additional installation from an .iso image of my original Ofp CD.
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Basic While-Do Loops in OFP/CWA
zwobot replied to Tex Tactical's topic in OFP : MISSION EDITING & SCRIPTING
Late reply here, but I don't want to leave this unanswered. Anything that goes beyond basic "kill them all" objectives are best not done only with the out of the box triggers available in the editor but with scripts. In Ofp/CWA scripts usually refer to files of type .sqs whereas .sqf refers to functions which can return a value and should only run for small tasks which can be executed in a relatively short time (this is a little different in Arma and later games). So in your case I suggest to put a trigger in the editor with Activation=anybody;Present; Repeatedly and give it a name, e. g. trigger_1 Then from wherever you deem appropriate (e. g. from the init.sqs script) you can run a script which constantly checks who is in the trigger so that you can calculate scores: _delay = 1 #WHILE ? !_condition : goto "endWHILE" _units = list trigger_1 ; _units now is an array of all units which are inside the trigger area of the trigger you named trigger_1 in the editor ; do whatever calculations you need in here... ~ _delay goto "WHILE" #endWHILE- 1 reply
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- while do loops
- arma cold war assault
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AI get in a totally different vehicle
zwobot replied to Gorge92's topic in OFP : MISSION EDITING & SCRIPTING
Ok that's an annoying result in your example. I have deleted the other guy's GET IN waypoint for the car and added it again so that it is directly on top of the car (press and hold shift, then hover over the car until the vehicle's name is displayed, then add the waypoint). With this update the guy boards the car instead of the boat. -
AI get in a totally different vehicle
zwobot replied to Gorge92's topic in OFP : MISSION EDITING & SCRIPTING
Hi, let's try the following: Guy1 waypoints: 0:GET IN -> 1:GET OUT -> 2:MOVE -> 3:GET IN Player waypoints: 0:GET IN -> 1:GET OUT -> 2:GET IN Boat waypoints: 0:MOVE -> 1:LOAD -> 2:MOVE -> 3:TRANSPORT UNLOAD Guy1's 0 is synched to Boat's 0; Player's 0 is synched to Boat's 0 Guy1's 2 is synched to Player's 2 https://i.imgur.com/FVHSKOl.png Here is a mission.sqm for Desert Island which is setup as outline above: -
The missing BMP2 error might be a an isolated issue on my system. After one of the reloads I did during the mission there was a message about missing addon stgn... - clearly relating to STGN's M1 addon. Maybe those messages were caused by my wiping the addons sections in the mission file. I did not open the mission in the editor and save it, I played it straight from the extracted version in the missions directory. Handling group of tanks is quite hard. If you doMove them into better positions they might be better covered from some angles but they might not be effective against a next wave of the counter attack advancing from a different direction. To make it worse, the group leader might order them to engage a target and they charge into their certain death. I don't have any recommendations on how to better handle the AI tanks in the counter attack. I'd be happy to get some pointers myself for my own tank missions on how to increase AI tanks survivability 🙂 It would be nice if there was a command to order the AI into a battle position to assume a hull down posture in relation to another location (like in Steel Beasts). Also withdrawing vehicles (driving backwards) would be nice. Not sure if those things are even supported in Arma3 these days (did the Tanks DLC improve something in those regards?).
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Define a relative position to objects
zwobot replied to Serpent's topic in OFP : MISSION EDITING & SCRIPTING
So why don't you write a custom function yourself then? It seems all you need is a dot product of two vectors? -
Thanks for the update. I've tried the version requiring STGN's addon, upon loading the mission is missing addons HYK_USSoldiers and HYK_OPFOR. I had to un-pbo the mission and clear the addons[] and addonsAuto[] attributes in the mission.sqm file for it to load properly. In the briefing, CWA complained about missing addon "BMP2" - no clue why it did that it's the default BMP 2 addon from BIS, right? Nevertheless the mission started normally after that. I still like the mission. It has the official missions' flair but in a more convincing framework: five paragraph order, mission executed with a proper company team and support assets instead of a rag tag force. I would have liked an artillery barrage as part of the breach. The mission is not difficult until the counterattack, unless the AI really gets itself stuck it should not be a problem to complete the first objectives most of the time and that's fine because the player is not the platoon leader (or even company commander) the mission has to rely on the AI leaders to do their job. There was a nice depression in the ground just a couple of meters NNW of the position where the platoon leader chose to face the counterattack. My crew could do some good shoot and scoot drills while the other vehicles of the platoon received a beating in the open. I reloaded my savegame from just before the counterattack a couple of times because of this. There is no autosave if I haven't missed it? Eventually I completed the mission with 4 HEAT rounds remaining.