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chupchup

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  1. chupchup

    Comref?

    It's all the new commands that I am interested in!
  2. chupchup

    Scripting

    I would like something along the lines of: ClassList object Operand types: Object: Any Object or Vehicle or Unit. Type of returned value: Array Description: Returns an array of the class hierarchy of an object or vehicle from lowest to highest where each selection within the array is a string. I would also like to see a particle generator section of the engine that allows for simple particle scripting. It currently takes too long with OFP to script and test a particle script and an in-editor function for doing this is a must.
  3. chupchup

    Ai thread

    Hiya guys and gals My interest in the Game2 AI isn't merely how it behaves, but how it can be interacted with via the comref / scripting / mod engine. If I had my way I would want a system something like this: OFP has Setskill 0-1 and a bunch of Setbehaviour and SetCombatmode commands. As we all know. Could Game2 have: Setaccuracy 0-1 Â >Small arms accuracy 0 = very poor (civilian), 1 = highly trained (SF). Setvehaccuracy 0-1 Â >Mounted weapons accuracy and efficiency of use. 0 = untrained, 1 = specifically trained. Could be differentiated by base weapon class so a unit can be good at using mounted machine guns but poor at using tank guns. Setmanouver 0-1 Â >How well trained the individual is in personal manouver and team manouver if in a group. 0 = act as a bunch of individuals, 1 = dynamic military formations according to task and environment. This setting can also determine how effective an individual is in performing team tasks like healing wounded, carrying and resupplying ammo, etc. Setdrive 0-1 Â >How good the individual is at driving a vehicle and using vehicle team manouvers if in a group. This command could even be differentiated into vehicle classes. Setawareness 0-1 Â >How aware the individual is of their surroundings and how well they communicate this awareness to their team if grouped to other units. Setskill "preset" Â >Use this command to set a unit to preset levels of all of the above. So Setskill "rifleman" would give something like 0.6 accuracy, 0.2 vehaccuracy, 0.8 manouver, 0.5 drive, 0.75 awareness. This command would be a shortcut for anyone wanting to quickly set up a bunch of units without having to go through the whole commands list. Setbehaviour and setcombatmode can remain but they cause ai behaviour that is in accordance with the levels set by the prior commands. So a Setbehaviour "stealth" bunch of setmanouver 0 noobs would move very slowly in their attempt to be quiet, would have to look around at each other alot so they don't lose track of each other and would be slow at taking effective advantage of concealment. A group of Setbehaviour "stealth", setmanouver 1 SF commandos will be able to make better time, keep each other covered and will make excellent use of cover and concealment to remain hidden while doing so. A civilian rally driver would have setdrive 1 and setawareness 0.9. He would be a whizz on the road but will be a poor marksman when he joins the resistance. What do you all think? In Game2 effective AI won't just be about what the units can do and how they react to the environment, it will also be about how open their behaviours and capabilites are to scripting and modding. PS: this post isn't about trying to make OFP2: the RPG, it is about giving the community the tools to do really interesting things with the units. Fine management of AI along with the option to circumvent it via a setskill "preset" command is a good step in that direction.
  4. chupchup

    Comref?

    I hope that the AA Comref will be released at the same time as the game. My enjoyment of OFP has been almost entirely due to its flexibility and scriptibility. Anyone who has scripted OFP since it's early days will remember the difficulties and challenges prior to the release of the official Comref. I hope that BIS recognises this and releases the AA Comref with the game so that we can get right into it. _n = number of scripters wanting AA Comref _t = time constraints of BIS AA team ? _n > _t: Release AAComref = 1 exit
  5. chupchup

    Release....

    Hiya all. I have enjoyed reading the frustrated rants on this thread - hilarious. I take the lack of official material on Armed Assault as a GOOD sign. BIS is not a large team and I interpret the situation as meaning that they are hard at work developing the game rather than producing media marketting. I prefer to wait and see what the game will look like at release rather than a bunch of "development" screenies that probably have little in common with the finished product. It is a truism that the longer we wait, the more complete the product will be; fewer bugs and more features. With work on Game2 and support for the Xbox OFP:Elite, it is hardly a suprise that AA is lagging. It is likely that the AA team has duties that cross over into these other obligations. Until then, keep the ranting up and give your fellow posters a chuckle or two.
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