ArmAIIholic
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Posts posted by ArmAIIholic
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COOP 55 / SP free roam / sandbox mission (campaign) for Chernarus A2
Hornet's nest
Features:
- Fully populated dynamic world aka. dynamically created battlefronts (World in Conflict Tool WICT)
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Norrin's revive script 0.3f - 90 sec for revive + mobile respawn point (leader and medics can deploy and remove spawn point / field hospital)
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that requires real cooperation, because there is only one spare spawn point at the start, so be careful once you begin moving original spawn point - one player must remove it from previous location and the other must put it to the new one
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[*]Leader can add HALO actions to all players -- one radio call enables this feature for all players -- it is arcadish but it is up to leader
- suggested usage --- enable HALO, half of the team goes to new location, deploy medic station, then other half comes later
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[*]Roles - you start with your equipment - you will have to find the place to rearm, or you can take from dead soldiers.
- 5 teams - I suggest you to disable AI from teams which are not in use since their position affect position of the battlefront
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[*]Support, transport and supplies for capturing some bases + deployable transport (HUMVEEs and trucks via radio) when you are not in the safe zone (leader) -- again arcadish but it is up to leader (GM)
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[*]Two neutral sectors, 15 bases total
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[*]COIN for setup bases and reward system --- you will get a reward for capturing enemy base (AI capture don't count -- player have to "touch" the base)
- CAUTION: don't forget to use your radio to resync with COIN so you can build again -- communication with HQ is necessary
- Check number of points at the beginning of the game if you don't have error check enabled -- sometimes (rarely) there is an error with COIN initialization in the beginning -- just restart and it will be ok
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[*]SecOp missions -- both scripted and random on whole island
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[*]Dynamic weather and time changes
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[*]Four High Value Targets for you to hunt down:
- If you aim on the target he will stand still and raise hands. If you are skilled enough you can shoot him in legs and after you move your aim away he will lie down with face to the ground -- that way you don't have to worry about him shooting around. Approach him to verify target and to claim your reward --- or at least find their backpacks
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[*]2 min of peace --- WICT is started automatically
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[*]3 fully scripted battles
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that requires real cooperation, because there is only one spare spawn point at the start, so be careful once you begin moving original spawn point - one player must remove it from previous location and the other must put it to the new one
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Do you have ETA for this mission, A2H? If it will present the same quality as WICT does, I should take some days off. :DNow you are starting at the north, there is a small bay. OPFOR is holding almost whole island. Your task is to liberate it, or just play around.

How to play it as SP?
I've put "hornet....pbo" into \missions\ and run it as a normal sp-mission from scenario-menue, works good. Another copy of "hornet...pbo" I've put into \MPMissions\, in case of playing via LAN/I-netDo not do that! You need to disable AI-teams that you are not playing in SP and you will need probably respawn point during gameplay.
Install it in MP and start it as LAN host as only player and disable all AI that you don't want -- mainly other AI-teams. If you don't disable them (3 teams are starting on different locations) WICT won't be able to work correctly.
And if you want to use all features -- SecOps, COIN, HVTs, HALO etc. you should play on the first slot!!!
DOWNLOAD
Armaholic mirror : Hornet's nest Co-36 (@)[/b]
Required addon: NONE
If you want to thank anyone --- thank those people on seven pages that helped me with their ideas to make this:
zapat, Velocity, LockJaw-65-, kdjac and others
Version 2.0
* addon free mission
* powered by improved WICT version --- WICT v4.0 BETA -- not official release
* improved Dedi compatibility
* more teams and slots -- 55 slots for you to choose, 5 teams, 5 starting locations
* increased revive time to 90 sec
* added automatic reinforcements for SP (GM = first slot only)
* decreased frequency of SecOp missions
* added "backpacks" marker for HVTs
* added more scripted parts -- added base at Krasnostav airport (after capture) and added Chernogorsk defenses
* added battlefront marker to improve players' awareness of battlefront position
- Fully populated dynamic world aka. dynamically created battlefronts (World in Conflict Tool WICT)
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I was thinking about that, but what about people using vanilla A2 :o
I think I will make separate A2 and OA versions. I am working on some WICT tweaks to make better sandbox games. Maybe I will include VTS.
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Well I am little bit confused with who uses A2, who uses OA and CO. There is a template for OA, but I didn't have time to make anything for OA yet, and I don't have it installed yet.
I like vanilla A2 and next project will be free roam Chernarus. After that I will go to OA.
Maybe someone else will post OA till then.
Anyway, thanx you for replying, I also love this map since it has huge variate of terrains.
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Well I studied a little bit the structure of the sqm and I can see that all classes are actually a OA classes, so it is understandable why A2 cannot load it and CO and OA can.
Now the only trick would be to replace those units with A2 units only. And that is 100+ replacements.
So, I will think about it a little bit. In order to find the most suitable way.
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No yet installed, since I was working for A2 only, but I have the game. Is there any way it can "pass" as A2 only, to convert it from CO back to A2. Suppose that lots of stuff should be deleted from sqm, right?
Do you have any less invasive suggestion?
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But how to open it.....
I just renamed .Takistan.pbo and Zag into .Chernarus.pbo and I opened MP and all I can see is o105_vts35_oa_rc05.Chernarus and when I try to open it, it asks for downloadable content for OA....
Does it mean I have to install OA = CO?
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But I want to do other thing -- I want to open sqm in editor and add predefined stuff, so that WICT can do in parallel.
Is it possible to do it with some kind of merging?
Do you have any idea how can I do that?
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Thanx langgis08, your comment is brilliant, how could I leave it out. It just had to be there.
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Ok L etranger, could you just point me to Chernarus / Utes version that is in your opinion working best, so I don't have to dig in the Takistan version sqm and remove all unnecessary stuff.
Thanx in advance
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What are the know bugs L etranger that I should be aware off?
I already started editing co105_vts35_oa_rc05 and merging it with WICT.
I want to make a Chernarus template.
Should I move to previous version?
Thanx
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I have to say I don't really go in for flaming people who make the effort to post their mods for games; and on a forum for a game such as this I find it especially poor.Oh no, something is misunderstood here, right? I don't get it if you agree or disagree.
I agree that the effort is what counts and for that reason I vote for ArmA since community here made enormous effort and I am standing in defend for ArmA and realistic military simulation genre, not attacking opposite side.
And I stand with my work, not just words.
And here is what I am talking about:
Fuzzy McDoodle I agree with you that Templar did what devs didn't. I respect that, I was there also working (if you read my previous posts). But please, did you search for mods here? There is bunch of mods you can combine in whatever play style you want. What about talent of people here? You are daring to challenge ArmA2 so download and install: ACE, ALICE, DAC, VTS, ZEUS AI, WICT, DOMINATION, MEDEVAC etc.
As I wrote in my previous post, and to connect to what you said "die at 800m with one bullet in a forest" -- that is not AI -- it is cheating and it is tweakable. And if players don't communicate with you in MP is not the mods fault, am I right?
--EDIT--
@Zipper5 thanx for that reply
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I see that it uses plain sqm, so replacing it won't be a problem :D
But I see it has Norrin's script and that it works for OA and CO only... But CO = OA + A2, right?
I see it says Arrowhead only or Arma 2 Combined operation, I guess it means both.
I will download it and see how much tweaking does it take.
Is here anyone who can give me permission for tweaking? Is this mod open for editing?
Thanx
--EDIT--
I unPBOed it and can merge these two mods easily.
Kremator you worked with this mod.
What does this mean:
if someone want to do a version without ACE there is not a lot of thing to do(just delete some @ACE modules and change playable units)
what does it mean to change playable units? Do I have to change their names or it has something to do with editor units. I really don't get it.
It really seams that I can remove Norrin's script from F2 (+ it is older version) and retain some other stuff like body removal and mission endings from F2 etc. since they work dynamically with WICT. So making free roam mission won't be a problem at all.
:yay:
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Is it possible to edit sqm file so that it has pre-placed makers and triggers?
I checked this and I will download it.
Kremator what do you think about merging WICT with VTS? Has anyone you showed WICT been blown away? ;) Just kidding, I really think that merging these two modes, since WICT already has F2 and Norrin's script, would be best mod ever made.
Templates will be easy to make and people would just add players and some stuff upon running the game. Something like ultimate Red Dead Redemption for ArmA :)
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1) Just wondered if you plan on making something like this for chernarus or takistan?2) I seem to have a lot of issues with the map panthera, shadows, textures etc.
btw apart from those issues they both run really well :)
1) Probably, thinking about Chernarus, but I might switch to Takistan as well.
2) I really didn't pay attention. I was focused on gameplay, but still I didn't have problems with new version of Panthera, contrary I thought it is gorgeous, jungle, mountains, desert... Buildings are little low textured, but it is ok.
Thanx for replying
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I even suggested to TemplarGFX to come over to Arma 2, seeing his modding skillsAnd what about people already doing here more than he did there? What is exactly point of this conversation - going blind for ArmA and modders here (DAC that was here before Island War, Zeus AI that rocks, my mod WICT that brings dynamic battlefronts, then VTS3.5 - Live Multiplayer coop mission editor (which doesn't exist in DR and never will etc.))? [not just about your reply Iroquois Pliskin, I pull it out of context, I admit, but I am looking back at some other replies as well]
Did you even read this?
Here is yours
xa xa xa :DRealistic military simulation, right? :D
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...and it gets better and better.
WICT v3.2 is here with full support for scripted missions and smooth gameplay.
Two missions so far:
1) Into the hills (Panthera) v1.2a
2) The Road to the Altar (Chernarus) v1.0 by zapat
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Oho-ho, thanx man, I am really honored. Wau [speechless], greetings and thanx from Serbia.
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Bulletbiter, it's been a while since I've had DR installed, so I haven't looked at what he's managed to achieve more recently. However, from what I saw, he scripted the AI to do certain things specific to the objectives he created for a particular mission.So, for Island War he scripted that if the player captured a flag, x amount of time later 3 enemy units would spawn (y% chance of them being infantry, z% chance of them being light vehicles...), try to recapture the flag and then hold it.
He made another mission where you were moving from one side of the island to the other. For the purposes of this, he scripted that enemy units would spawn in front of the player and try to flank aggressively.
A2's AI can be scripted in such a way (have a look at WICT mod for example), but most people don't bother, since the AI generally do an acceptable job without their hands being held.
If Templar made any significant specific improvements to the way the game engine intrinsically controls AI units, I would be interested to hear what he achieved, having uninstalled DR before his latest stuff.
Hey guys I see you are talking about AI and TemplarGFX's work, so I wanted to reply, but without much concern what will happen to this discussion.
Maybe some of you had scripted and programmed in DR, but I just have a feeling that lots of you didn't even try. At least some of you are just reading the articles on CM forum. Although I hope you are scripting in ArmA, right?
Now I was there in the same time TemplarGFX worked on his Island War and I tried to work with him, but he didn't have time and had something else on mind (read below). And there was a global notion there - no room for newbies.
I wrote about Sandboxing ArmA II and I even wrote a disclaimer (here is raw version) because you guys, meaning on both forums, hate each other.
I like programming and want to make something better and since I worked in both on both games now I can say that ArmA is much more realistic and scripting-friendly.
For example, regarding difficulties in programming, many people talk about FPS, but spawning in ArmA is much better than in DR. It is powered by engine itself. Contrary, in DR you have to monitor spawning and many times, even if you got handle that something is spawned, that doesn't necessary mean that it will appear in the game.
So programmer is forced to write own semaphores which is really painful job. That is just one obvious example. Many more are there, not going to bother you now, it is not the point. Just respect any programmer's / scripter's work.
Now, about Island War I won't talk too much because I respect what TemplarGFX did as programmer, although I could write much since there were times a literally pleased and begged him to work together (here is my work). But I finally realized one thing ---- those were two completely different approaches -- his was action oriented, mine was realistic oriented. Period. No compromise.
What I tried to do is to make all the features that ArmA (A1 or first OFP) has inside OPF-DR engine (which, I can say now, is only better graphics). And I was judged here too, because of that notion and, as I said, I even wrote a disclaimer. But community accepted me and that is one of the reasons I stayed.
The other is this:
In contrast to many first-person shooter games, the war doesn’t stop and start at your convenience. You’ll find corpses, stumble upon unscripted battles, and encounter friendly troops on patrol, creating the impression that the fighting will continue with or without you. At the same time, your actions can have a profound influence on the story as the campaign unfolds. (Gamespot about ArmA).Which brings me to the core. Therefore, before judging programming, decide for yourself which genre do you prefer. I prefer realistic military simulation and I am looking ONLY on programming such thing, not which game is better.
OFP-DR had AI that is pumped up from the beginning, lots of available ammo, lots of intentionally missed shots from AI just to make CoD atmosphere. How do I know? I spent months working and testing. Than Templar did his tweak but I really don't see why is it superior over Zeus AI, for e.g.
Someone mentioned popping out head from cover and boom -- if you want one head shot kill you can tweak accuracy and skill, but that is not AI... That is just a program on a fast processor that cheats. You can make it cheat and add some randomization factor, so it won't be obvious, but that is still not an AI.
And OPF-DR soldier running across the field in Schwarzenegger style, while bullets flying around and he gets through without injury is not an AI! Although it looks pretty, as CoDMW, MoH, BBC2 etc. do, it get's boring. Explanation why, if you like to know, is here:
Yes I played WiC and it's on my shelf, it has a special place. What I wanted is to make free-roaming mission that has exact atmosphere that WiC has. I wrote about that in Sandboxing ArmAII and recently I finished the module 360ISM. WICT is a spontaneous sequel.
I know that WiC is RTS and A2 and WICT are FPS. But there is one thing I admire the most - atmosphere. It is honor for me to make this mod and call it WiC(T).
The atmosphere should be like you started WiC and switched to first person - you have zones, points, reinforcements. To keep everything simple and in the spirit of free-roaming there are bases which spawn units and you can setup each base individually depending on which side controls it. Therefore, there is no element of buying units, but there was no construction in WiC neither (Company of heros had that :)). Plus A2 has its own construction module, so yes anyone can implement it and have reinforcements and buying units like WiC has.
In WiC, in every single moment, you have a clear battlefront that you push and push until you conquer some point, and then hell starts - you have to defend it :D Thus my favorite mission was pushing enemy forces off the bridges and climbing my way up the hill through the small town, till I get to the church to find out that Bannon screwed up again and that you have to defend that place. Or when I was almost crushed, radio called and USS Missouri came to help. Or destroying submarines before they sail out. Or heavy gunships in France pounding down poor tanks. Oh boy. Atmosphere...
And my biggest goal was to make every part of the map -- battlefield (if necessary). Not just randomly populating the world, so that units spawn nowhere and go nowhere. Or making predefined centers and spawn locations. WiC had the clear moments when spawning didn't end because you didn't step inside some circle -- but units didn't wander either. The battle was going on and on. Reinforcements on both sides. The action, the thrill. This is the matter of RTS.
On the other hand a lots of shooters these days are successful only because two things: superb graphics and atmosphere, or both. Sadly, the common feature is that they capture the action and the thrill, but it repeats in the single player and they often have multiplayer to cover it -- Call of Duty, Battlefield, Medal of Honor -- you teammates are heros that cannot die (if there are AI teammates, or you are just a Rambo), and once you memorize the chain of events you can play it all the way through with closed eyes! AI has predefined cover places so first time you play you think they are smart ("oh bastard flanked me"). Second time "come on, he just run at my bullet". So the only thing that reaaaally dies during the gameplay is the atmosphere itself.
Now, imagine free roaming that has thrilling action and great atmosphere where every single time you play it is completely different - where enemy tries to capture your base and points like in WiC and the moments like Normandy in CoD or armor battles in WiC and sneaking behind enemy lines are something that happens all the time and in unscripted, unbiased, not-predefined way... Now imagine it for COOP (or even MP).
Imagine it as easy usable addon, so anyone can make warfare.
That is my goal :cool: To make this even better.
Great AI is when you can write FSM and set waypoint completion radius and then units choose their way. I manged to create dynamic battlefronts that are not created from some predefined pool of waypoints, but calculated and constructed in the background with AI doing their job.
As this qoute says:
Ernest Adams gave a talk at a precursor to AIIDE many years back, while I was still in grad school, in which he compared game AI programmers to magicians, because we are both in the business of creating an illusion, of convincing an audience of something that is not real. In our case it is the illusion of intelligence.every programmer will choose his own method to create an illusion. I even had a (as stupid for a nickname, but never mind) nickname "Prestige" because I like the movie with that name (2006) and it is about illusions.
At the end, when it comes to atmosphere I vote for ArmA (from the first OFP !!!). If I didn't do what I did in terms of scripting, I think I wouldn't have right to say anything. But I made it there, I made it here even better, an on top I enjoyed it more. And I see more potential. It is a matter of taste if you like pumped action or realistic simulation.
I think ArmA2 is THAT realistic simulation.
Best regards,
ArmAIIholic
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Small fixes and tweaks in version v1.2a.
Last night I played with your mission: it is great with unique approach! It is real sandbox and it requires some more hours to finish it!You can also check The Road to the Altar by zapat
Cheers
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Just playing zapats mission on the dedi .... working VERY well !First reply zapat :D

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Just wanted to say A2H that I put the newest version of WICT.utes onto my dedi and it was FLAWLESS without me doing any tweaking!Good job mate !
Thanx for testing and informing Kremator, really great news.
:yay:
:yay:
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The Road to the Altar by zapat

This is COOP 20 / one leader / WICT mission for Chernarus A2
Features:
- Fully populated dynamic world aka. dynamically created battlefronts (World in Conflict Tool WICT) / however it is concentrated around the action, but there are no limits what so ever
- Norrin's revive script - 60 sec + mobile respawn point (leader - slot 7 and medics can deploy and remove spawn point / field hospital)
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that requires real cooperation, because there is no spare spawn point once you begin moving original spawn point - so one player must remove it from previous location and the other must put it to new one
[*]Roles - you start with your equipment - you will have to find the place to rearm, or you can take from dead soldiers.
[*]SecOp + support, transport and supplies for capturing some bases + deployable transport (trucks via radio) when you are not in the safe zone (leader - slot 7, check radio calls)
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that requires real cooperation, because there is no spare spawn point once you begin moving original spawn point - so one player must remove it from previous location and the other must put it to new one
MISSION
Our mission is to take the radar base on the Altar mountain. This is the Great Eye of the russians, without it they are blind, so we need to take it at all costs.
We are arriving on ships, land on the beach, and press inland. Easy as that, no fancy stuff. If all goes well, we'll have some heavy support: tanks, helis, and even some A10s, if the guys are fast enough up in north.
So what is left? Not much. Few miles of running, and fighting.
MOVEMENT PLAN
1. We disembark at Landing point with another team. We should try to keep up with them, because we will run on open land, and the destroyers can't really watch our backs, although they can provide some mortar fire.
2. First, we need to take the AA base at the Dead Horse Knoll.
3. If we are done with that, air support can arrive. Note! I must let them know on my radio if its clear. Code: 0-0-BRAVO.
4. We will have the support to move inland (which is probably swarmed by armor) through Pine Pass. Once it is ours, we have a decent backup route.
5. For taking Gorka, we need to clear one support route. We should check Barking Slope OR Clear Ridge. There is not enough men to hold them both, but one will be enough.
-Take north (there is a mounted AA factory next to Barking slope), and the A10s can fly in from the airfield, which should be captured by that time.-Take south, and some more armor can come from the south.6. Take Gorka.
7. Voila, the route is open to Altar. Easy as pie.
REINFORCEMENTS
Three teams are waiting on the deck of USS Freedom, if I loose my men. They can inserted by Knighthawks if I need them. Goddamn Knighthawks, vulnerable little pieces they are.
DOWNLOAD
The Road to the Altar v1.01 // Armaholic mirror
Required addon:
WICT light v3.5
Version 1.01 is updated to be compatible with WICTv3.5.
Hope you will enjoy it,
Brought to you by zapat
- Fully populated dynamic world aka. dynamically created battlefronts (World in Conflict Tool WICT) / however it is concentrated around the action, but there are no limits what so ever
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New version updated v1.2
[COOP/SP36] Hornet's nest [free roam/sandbox Chernarus]
in ARMA 2 & OA - USER MISSIONS
Posted · Edited by ArmAIIholic
Ok thanx, with WICT that will be simple enough, I think, at least wipeouts will be.
Dynamic convoys and assassinations were not my specialty so far, but I will try to implement them.
However I am planing release for VTS3.5 so I think that will be +1.
I added
7) What about the name of the mission?
--EDIT--
I also added map