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Drongo69

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Everything posted by Drongo69

  1. Drongo's Air Support for Arma 3 New release coming soon tl;dr AI bombing runs and close air support Overview Step into the role of JTAC and take control of AI air assets. Call in airstrikes and Close Air Support with an intuitive dialog. Simple to use, but skill and understanding of aircraft will achieve the best results. Control direction, altitude, egress and more. Designate your targets with lasers, watch the bombs go in and watch guncam footage of your assets in combat. Drongo's Air Support (DAS) places AI-controlled air assets under player control for CAS or bombing. BIS air assets are supported. Most 3rd party aircraft mods should also be auto-detected by the system. Required addons: CBA beta for Arma 3 CREDITS Drongo: Development and scripting. Chops: Testing. Larrow: Script assistance. Tajin: Script to detect whether an aircraft is capable of bombing or not. Bomb guidance script: Kylania
  2. Drongo's Command Enhancement Version 021 released DCE greatly enhances control over your AI squadmates and lets you take command of large-scale combined ops, letting you switch to any unit at any time. DCE delivers a huge array of vital enhancements to Arma 3 battles in SP or MP: Streamlined and expanded squad control Command large scale combined-arms operations (platoon, company or even battalion) Detailed information sharing (contact reports, map-markers for enemy and friendly units, casualty reports) Many vital quality of life features Squad dialog: Command dialog: Version 21 trailer: Overview: Squad Engine If you're reading this, you've probably at one point been tempted to headbutt your monitor in rage at your insubordinate AI or the cumbersome vanilla command menu ("F5, F6,0,0,7, argh I'm dead!"). With a single intuitive click DCE lets you control: formation stance behaviour combat mode and more DCE also expands control of your squad with commands such as: quick-posture (Contact!, Patrol, etc) deploy/undeploy statics garrison structure heal self/others dismount cargo only eject all all/dismounts only/vehicles only halt/follow and more Command Engine DCE seamlessly brings all the elements on the Arma 3 battlefield together for that only-in-Arma combined arms experience. Command your tank platoons forward, order your infantry to secure buildings, call in gunships for search and destroy missions, insert your spec ops with via helo. Play Arma 3 as a real-time tactics wargame with a first person option. Control AI groups with single-click orders controlling: waypoints (add, change type, delete, etc) mount/dismount vehicles crew/decrew vehicles formation combat mode behaviour speed altitude landing (helos only) deploy statics formation direction searching garrisoning and more Take control of any unit on your side to get into the action yourself. InfoShare Maintain situational awareness with friendly chatter and reports: Contact reports (reporting enemy composition, size and position) Map markers for friendly elements Map markers for spotted enemy elements Casualty reports Quality Of Life We've all been there. You're engrossed in the thrill of capturing that a bitterly-contested town when suddenly a "friendly" APC rear-ends your tank and now your MBT is sitting in the middle of the vital crossroads on its roof. A quick dash of DCE magic sees everything put right. Other blood-pressure reducing features include: Teleport (great for when AI groups just don't want to move) Dynamic view distance settings Enable/disable Dynamic Simulation at any time Clean up dead vehicles Animation fixer FPS counter and more DCE also offers 14 function keys which can be assigned to any script by mission makers. This is extremely useful when testing or when you want to make a custom mission but don't want the hassle of writing a dialog from scratch. Using in game To bring up the menu, hit your DCE key ("Window App" by default, change under CONFIGURE > CONTROLS > CONFIGURE ADDONS in mission). Most of the buttons and functions are self-explanatory or can be learned by playing around in the editor for a few minutes. Known Bugs Not a bug, but a limitation: Only a single group at a time can be given dialog orders (in HC you can select multiple groups and give orders) Using the Switch button from the Command menu seems to disable the AI of the unit switched to Future Plans Make units report when they are under fire with no casualties Scripted modules for quickly setting up company-scaled combined arms missions with objectives, end-game conditions and automatically generated enemy forces Permissions You may not adapt the dialogs for your own usage. The rights of any 3rd party scripts used in this work belong with the owner. I do not and have never claimed ownership over the work of other people. All 3rd party scripts are used in good faith. You may NOT reverse-engineer this addon for your personal use without my written permission. You may NOT publicly distribute altered versions of this system without my written permission. You may NOT use this system or any derivatives thereof in any way for monetary gain. You may NOT use this system or derivatives thereof as part of any submission to any contest of any kind. Credits Thank you very much to SaMara and Tonic-_- for allowing me to use their dialog code in earlier releases. Drongo69: concept and coding. Chops: testing and input. RootLocus: testing DT for OFP. Sanctuary: help with DT for OFP. Macser: help with DT for OFP. Vektorboson: help with DT for OFP. Grumpy Old Man: for letting me use his code for spotting and reporting units. Kenoxite: icons idea, some icons BIS: some functions Requires CBA Download version 21 (~402 KB)
  3. Drongo's Artillery brings realistic AI-controlled fire support to Arma 3 (SP and MP supported). It is heavily based on CoC Unified Artillery for OFP. It puts AI-controlled artillery batteries under player control. Skill is both required and rewarded by the system. The system strikes a balance between realism and gameplay. Drongo's artillery requires some degree of map-reading and the ability to call adjustments. The rounds are not spawned in, the artillery assets are given target coordinates, calculate the aimpoint based on various factors and fire real shells. The buggy doArtilleryFire command is not used, so it is possible to select both high and low angle fire. Each side is partially voiced. NATO features edited lines from Generation Kill, REDFOR and INDFOR feature edited sound files from Arma 3. The default BIS artillery assets (and 3rd party addons that inherit from them) are supported. Simply place them on the map and they will be detected and available to the appropriate side. Arma 3's default radio, ACRE radios and Task Force Arrowhead radios are all supported by default (others can be added). The system gives you control over aimpoint, warhead types, rounds to fire, high/low angle, sheafs (circular or box), groundburst/airburst/mixed and airburst height. After inputting the aimpoint, it is usually necessary to fire spotting rounds and adjust the fall of shot. Once the spotting rounds are on target, the spotter can call fire for effect, or store the mission for later use (with a reduced delay). Typically, it will take 60-90 seconds for the first shell to land (though this can be increased by using the "Realistic Delay" module). The are modules for no delay, realistic delays, no initial error, disallow mapclicking for target input (force manual entry) and debugging (text, markers and smoke trails for shells). For a more detailed explanation, please read the readme. Here is a video by Ericj of the system in action: Another by MrBurns: Requires CBA. Not required, by recommended: Tao's folding map BE SURE TO READ THE README. Known Bugs An artillery asset that is attacked and takes losses may cause script errors Laser-guided and self-guided shells somtimes hit beside the target Future plans White phosphorous Chemical/nuke warheads More voice sets for different languages/nationalities Big thanks to the following people: CoC: Unified Artillery for OFP, the system this is based upon. Drongo: Development and scripting. Chops: Testing. Zodd: Airburst and shrapnel scripts, testing. D.Smithy: Invaluable real-world artillery knowledge, testing. Rydygier: Box sheaf script. Muzzleflash: Circular sheaf script. Kawa: Localization code, French localization Thanks for MaHuJa and BlackAlpha of tier1ops.eu for writing code to prevent the "rounds drifting to the north" bug Big thanks to Coding for showing me how to use the real-world formula to calculate the correct arc based on the magazine and weapon type. Thanks to Vernei and Strategic Outcomes http://www.soclan.co.uk/ for helping with MP testing. Check out Coding's Artillery Computer for more artillery improvements.
  4. Drongo69

    Drongo's Command Enhancement

    Thanks for the headsup. BTW the latest version can be found here (features getter garrison options and a light artillery system). I'll check if these bugs are still in the latest version and if so post an update soon.
  5. Drongo69

    Drongo's Air Support

    New releases are on my Patreon, promo stuff will be on my YouTube channel. If you want to see my latest work, check these regularly (currently planning on weekly releases of previously unreleased stuff on my Patreon). Bonus gunship video (compare this to the laughable vanilla behaviour).
  6. Drongo69

    AI Discussion (dev branch)

    Seriously, every time I see a patch for Arma 3 I think "What have they broken this time?" and "Will we be able to play our next coop session?". Who cares? Life and survival mods are making BIS millions! It's 2018, what kind of dorky loser needs decent milsim AI? Ha ha epic lol! No wait, actually this is an insult.
  7. The version in public is years out of date (though still years ahead of the pathetic vanilla BIS system). The version my friends are using has new shell types and other improvements.
  8. Noice, I love this script, it adds so much. It's one of those "I can never go back" features. Thanks Phronk.
  9. Drongo69

    Drongo's Command Enhancement

    Sorry, I included old files in the archive, I just uploaded a fixed copy. Please download it again from the first post.
  10. Drongo69

    Drongo's Command Enhancement

    First post updated with new version. Changelog: Dialog now displays properly on all UI sizes (thanks X39) Waypoint system updated and now has black lines from the group to each waypoint (like vanilla High Command) Reinforcements system integrated at the addon level (can still customize with scripting) Can now see individual markers for each man and vehicles in the selected group in Command New markers for marking the individual men/vehicles in a squad Can turn off reports of civilians Improved "taking fire" markers Scripted objectives and end-game module (for use with the reinforcements system) General tidy up, optimization and modernizing of code Archive includes sample army lists and a demo mission. Video overview of the new features: Edited to replace the babbling with a proper trailer.
  11. Drongo69

    Drongo's Command Enhancement

    The target button makes your squad AI shoot directly at the target under your cursor. This is for situations like when an enemy MRAP rolls up 10 meters in front of you and your AI won't engage. In short "Shoot that now!". Suppression is area fire around the target. I have never looked at fastroping or slingloads, I'll put it on the to do list. You can exclude any group from DCE by adding it to dceExcludedGroups. For example: dceExcludedGroups = dceExcludedGroups + [_myGroup]; There is an update of DCE coming soon. Some of the fixes/updates: Dialog now displays properly on all UI sizes (thanks X39) Waypoint system updated and now has black lines from the group to each waypoint (like High Command) Reinforcements system integrated at the addon level (can still customize with scripting) Can now see individual markers for each man and vehicles in the selected group in Command New markers for marking the individual men/vehicles in a squad Can turn off reports of civilians General tidy up, optimization and modernizing of code There are still some sporadic waypoint issues with vehicles for some reason (issues which don't affect infantry, helos or jets). I pray to Odin that BIS fixes the tank AI with the upcoming DLC. If AI tanks still keep turning their rear armour to the enemy and crashing into each other all the time, then the whole DLC will be worthless. My air and artillery mods are very functional and I use them every week in my coop games. But they lack the final polish for a public release. I also want to add a lot of features to DAS. So it depends on my motivation.
  12. Drongo69

    Drongo's Air Support

    I just took a look at your PM again to refresh my memory, lots of good stuff there. I am focused on bugfixing and improving DCE at the moment, but after that the air and arty will get a proper look. I'll probably have a bunch of questions for you.
  13. Drongo69

    Drongo's Air Support

    I hadn't thought of that, though I script drops in some of my missions. I'll take a look at it.
  14. Drongo69

    Drongo's Command Enhancement

    Here is a short overview of the reinforcements system. Writing your own army lists is very simple. It is really easy to set up and customize.
  15. Drongo69

    Drongo's Command Enhancement

    Drongo's RTS overview with a lot of DCE usage and intelligent commentary on the world at large:
  16. Drongo69

    Pook ARTY Pack

    Hi hcpookie. Do your arty units use unique values for their mags and ammo, or do they inherit straight from BIS values? I'd like to accommodate your artillery when I re-release my artillery addon. Not sure if the rocket stuff is doable, but the tube stuff should be easy enough.
  17. Drongo69

    Drongo's Air Support

    No, though it looks like it would have saved me a lot of hassle. Cheers mate, a lot of work has gone into it. I never stopped modding over the past few years, I just stopped public releases.
  18. Drongo69

    Drongo's Air Support

    Notepad++, vodka and autism Basically it is the result of years of trial and error, starting with the dialog for CoC United Artillery back in OFP. They had very nicely defined dialog code that allowed me to bumble through creating my own even though I didn't understand a lot of it. When I moved to Arma 3, SaMara and Tonic-_- were kind enough to let me use some of their dialog code to get started. Since then I have learned a lot, thanks to persistence and the comments of other modders. Now I use a standard template for every dialog I make.
  19. Drongo69

    Drongo's Air Support

    Here is an overview of the latest version of DAS:
  20. Drongo69

    Drongo's Command Enhancement

    I have a Patreon, link in the first post. TSC I think was only for OFP and did basically DCE, DAS and the arty do for Arma. I've released so much stuff over the years I can't remember it all tbh. The mods never did explain what was wrong with that campaign, just hid the thread and gave me a 3 month PR lol. Anyway, the system behind it (Random Displacements Campaign) has been fully developed in private and is fantastic fun. It is a dynamic company-level combined-arms MP campaign with a frontline that moves across the map as players win/lose missions. It is easy to port to any island or units. It gives a summary at the end about how the men in your unit and civilians in your AO felt about you and what kind of career (or warcrimes trial) you face thereafter. It showcases Arma at its glorious combined arms best, so no wonder BIS deleted it, I should be making Life mods or DayZ clones instead.
  21. Drongo69

    Drongo's Command Enhancement

    The modules are legacy stuff from earlier versions. I was thinking of adding modules like scripted objectives, scripted end-gamed conditions and scripted enemy displacements like I did with my Scripted Objectives System for the first Arma. For the civilian stuff, I can make a button to toggle reporting civs on or off. It depends on my motivation. TBH I thought people would be more interested in this release, there is nothing out there like DCE. But the community response has been lukewarm at best. It is much less ballache to just release privately and not worry about documentation, testing, etc.
  22. Drongo69

    Drongo's Command Enhancement

    Thanks foxhound. Definitely. DCE will continue to be upgraded, so I encourage everyone to post suggestions (and any bugs they find).
  23. Drongo69

    Drongo's Command Enhancement

    First post updated with a download link. Here is a video overview:
  24. Drongo69

    Drongo's Air Support

    My command stuff will be out very soon, the air and arty within a few weeks to a few months probably.
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