Search the Community
Showing results for tags 'suppressive fire'.
Found 2 results
hello everyone Can someone help me to find script or example for lond distance Suppressive fire. I simple meant for example 10 opfor AI with MG and rifles fire with pauses in direction to 10 blufor AI . Distance between opfot and blufor 3km in mountains but they have Line of sight ...
* FOR OFP / CWA * DOWNLOAD v1.2.1: http://www.mediafire.com/download.php?7v5rc5rappo4rtg The linked file includes a template and a demo mission. The goal of this script pack is to provide an addon-free and easy to use way of including suppressive fire in user missions. Every time a shot is fired the position of the bullet will be checked at given intervals, until it disappears or impacts. If the bullet comes close enough to a unit the suppression level of that unit will raise. If the suppression level is high enough that unit will either have their fire rate reduced or immediately lay down and stop doing anything. Only the most skilled ones will have a chance to keep crawling or keep firing. In addition to this, units detecting an incoming grenade will try to run away from it. FEATURES Every single bullet is checked for suppression Two levels of suppression: moderate and full Suppressed units will fire at a considerable reduced rate Fully suppressed units are forced to lay down Only very skilled units will have a chance to return fire and/or move when fully suppressed Units will try to run away from incoming grenades, if they detect them While any weapon can suppress, MGs, LMGs and sniper rifles have a bigger suppression effect Secondary weapons won't suppress Specific units can be excluded from being suppressed, including players Vehicles and their crews are unaffected by suppression, but can inflict it Killing or damaging an enemy unit will raise the suppresion levels of its nearby allies Works both in SP and MP (optional) Very skilled units may have a chance of skipping suppression altogether (for that given bullet) (optional) Fleeing units can be automatically excluded from suppression (you might want to use this for compatibility with some missions) INSTRUCTIONS In order to use kSuppression in your mission follow these steps: Merge the template mission into yours. Copy all the folders and files in the template mission to that of your mission If you plan to only use this for single player you can skip the CoC NS 2 ones. So you could just copy: kSupp, kScustom and ofp_scriptlib If you have your own "stringtable.csv" copy/paste its contents to the end of your own. Adjust the options to your liking in the "kSupp_settings.sqf" file Add this line to the init of any empty vehicle (that includes static machine guns): [this] exec "kSupp\prepEmptyVeh.sqs" Advanced: NOTES Only MGs, LMGs and sniper rifles have a reliable suppression effect. Suppressing with ARs or pistols will require significantly more effort This pack only uses a single global variable, and a few others for functions, etc, so it shouldn't cause any savegame bug CoC NS 2 is only used if the mission is detected to be played in MP. In that environment this whole system won't start working until CoC NS 2 loads properly and the suppression scripts are initialized. For SP this wait will be significantly shorter, as CoC NS 2 won't be used. KNOWN ISSUES Sometimes units are caught between bullet position checks and aren't suppressed. That also applies to those near to bullet impact points. Empty vehicles will be assigned the fired EH twice if manned before being registered in the kSupp array Suppressive fire affects units of all sides but those belonging to the one of the suppressing unit. So, in situations where two sides are fighting together they may end up suppressing each other. CHANGELOG CREDITS Chain of Command team (for CoC NS 2, probably the best system for server/client synching) Vektorboson (for ofp_scriptlib, a varied, lighteweight and generally awesome pack of functions) Igor Drukov and his bro (for getrelpos.sqf) Drongo69 (for the script to register groups, and for support and inspiration in general) TPWC AI suppression system (the idea to use balls over units for debugging and different suppression levels comes from there) ECP (for using an array to store global values without creating SP savegame crash) SLX (for the simple yet effective way to detect null vars and general inspiration on suppression) Have in mind that those are the ones I've kept track of and/or remember. It's more than likely many others that should be credited here. If you feel that you or someone else should be added just let me know and I'll update the credits accordingly. DOWNLOAD v1.2.1: - http://www.mediafire.com/download.php?7v5rc5rappo4rtg Older versions: