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fratex

Closer formations ?

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Hi all .

I wonder if there is a script to set the distances between units in a formetion . If the answer is yes , what is that script ? Thank you .

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Long ago I used an addon that included custom formations and the ability to create new formations in game. Unfortunately I have no idea what it was called or who made it. Sorry, hopefully a search would find something.

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It's made by General Barron.

Here's the readme... CBA to upload the file itself.

Quote[/b] ]-----------------------------------------------------------------------------------------

CUSTOM FORMATIONS SCRIPT PACK v 1.5

By General Barron

aw_barron@hotmail.com

made with OFP v1.46

5/1/04

-----------------------------------------------------------------------------------------

Thank you for trying out my script. Please read this file before

using the scripts, as there are many important points that aren't

immediately obvious.

A) Overview

B) Using the Scripts

C) Making Formations

D) Final Word

E) Version History

-----------------------------------------------------------------------------------------

A) OVERVIEW

-----------------------------------------------------------------------------------------

These scripts allow the easy creation and use of new formations.

They can be used by AI squads as well as squads with the player

in them, leader or not. Works very much like the in-game formations.

Only now, you can create your own. It's as simple as plotting points

on a graph, with the leader at the center.

The formations work with infantry squads, vehicle squads, or

combinations of the two.

There are actually four scripts involved in using this pack:

1) "<insert name here> formation.sqs"

This is made by you: the editor. It is called by passing the name

of the GROUP (NOT the unit!wink_o.gif which you want to apply the formation to.

It is a small script that passes the locations of each unit in the formation to

formup.sqs. I have included some formations I made in this download,

as well as a template to follow when you make your own.

2) "formup.sqs"

Called by a formation script, this script assigns each squad member

his place in the formation by calling formunit.sqs. It cycles through each

set of coordinates until it is out of squad members.

3) "formunit.sqs"

This script is individually applied to each member of the squad,

and does the real work of keeping that unit at his place in formation.

It does this using some trigonometry and some "domove" commands.

4) "formstop.sqs"

If the group is led by an AI unit, this script is called on each group

member. This prevents the AI from constantly issuing the "fall back into

formation" command. This script replaces the old "formldr.sqs" that was

used in v1.2. Unlike before, when the leader is done moving, the rest of

the squad does fall into its "custom formation".

-----------------------------------------------------------------------------------------

B) USING THE SCRIPT

-----------------------------------------------------------------------------------------

1) STARTING THE FORMATION

Applying a formation is easy: simply call your formation script

by typing [group] exec "<insert name here> formation.sqs". All you

pass to the script is the name of the GROUP you want to apply the

formation to. You can call the script via radio, on a waypoint, in a

trigger, or through any other way your heart desires.

IMPORTANT: Make sure you pass a GROUP, NOT A UNIT!!!

The script won't work if you pass it a unit. Make sure you don't make

the easy mistake of typing "this" instead of "group this"!

The script will assign the list of coordinates from the formation

in numerical order to the squad members. #2 gets the first point,

#3 the second, etc, for all the members. If members die after the

script is called, no one will change locations, as in a real formation.

If the script is called when, say, #3 is dead, it will skip over #3 and

assign his location to #4, and so on.

When leading a squad with the formation, it will help to have

them face in the direction you are moving, if you stop a lot. This

will result in a tighter formation, because the members don't have to

turn around each time you move.

2) ENDING THE FORMATION

I have included an easy way to end the formation. Simply change

the squad's "real" formation to anything but wedge. This can be done

by the player, or at a waypoint, or by using the command "<group>

setformation <formation>". When the script is called, it changes the

squad's "real" formation to wedge, and as long as the squad is in that

formation, the script will still run. Once the script is "turned off" by changing

out of wedge, changing back into wedge formation will not "turn it back on".

You have to call the script again, via radio, waypoint, etc.

3) DIFFERENCES FROM "REAL" FORMATIONS

While in most ways, the "real" formations and the ones made by

this script act the same, there are a few key areas to take note. For

one, since there are many "do move" commands involved, this script

creates much radio chatter, if the player is in a group using the script.

Therefore, the script turns off the radio if the player is in a group using it.

You can change this if you want, in "formup.sqs". The radio is not turned

back on once the formation ends. I suggest you turn off the radio at the

start of the mission, for consistancy. If you want to use "sidechat" or similar

radio commands in your mission, you will need to turn on the radio, play

the radio chatter, WAIT for a second or so, then turn off the radio again.

Another difference can be seen when a player is leading. If the

player gives a move order to a soldier, the soldier will move there and

stay there. However, once the player starts moving again, the soldier

will fall back into formation, unless issued the "stop" command. I may

come up with a fix for this problem in a later version. If you can figure out

a fix for this, please let me know.

The final difference has to do with vehicles, which are now usable

with these formations (as of v1.2). With "real" formations, vehicles

will spread further apart then infantry. That is to say, in a standard line,

men might spread 5 meters apart, while vehicles might spread 20

meters apart. Custom formations do not change in this way. Vehicles

will stay the same distance as soldiers will.

-----------------------------------------------------------------------------------------

C) MAKING FORMATIONS

-----------------------------------------------------------------------------------------

Okay, this is what you've been waiting for. Making formations is

very, very simple. I have tried my best to make it as simple as possible.

1) THE BASICS

Basically, all you do is make a list of X/Y coordinates. Each

coordinate is where a unit will move to, relative to the leader. A

coordinate of (-10, 20) means that that unit will always try to be

10 meters to the leader's left, and 20 meters in front of the leader.

Think of it as a graph, or coordinate system, with the leader at the

center. It helps to use graph paper to map out your formations

before typing them in.

For example:

|

|

2 |

| 5

--------------1---------------

| 6

3 |

|

|

And so on, with 11 coordinates total (the leader is always at the

center, so you don't need to give him coordinates) . When the leader

rotates, all the squad members will still remain in their position

relative to the leader (i.e. in front of him, to his right, etc.).

Each coordinate is an array with 2 elements. An array is then

made out of the arrays, and formup.sqs is called. Don't worry

about any of that though: just copy the template, rename it, and

change each of the X's and Y's with the coordinates you want.

2) FORMATION TIPS

First and foremost: Remember that squads using your formation

won't always have 12 members (unless you only use it on 12 man

squads). Look at what your formation will look like with less men.

You usually should be able to see the general shape of the formation

with at least 4 or 5 men.

To make realistic formations, you need to understand some things.

First off, a squad is made up of 3 fireteams, of 4 men each. The

fireteam is the smallest unit organization. Individually, fireteams make

formations, such as column, echelon, line, skirmish, et. al. A squad

formation is made by placing these three groups in a line, at an angle,

etc. See the included wedge formation for an example of this.

Generally, men should spread well-apart. The problem with the

in-game formations is that one grenade can take out almost an entire

squad. With a 15 meter blast radius, men would have to be at least 30

meters apart for a really good spread. At the very least, spread your

men no closer then 10 meters, except for special-purpose formations.

My formations are all spread well-apart, which may look funny compared

to OFP's formations.

Be creative! See the disperse or drill formation for an example of a

different sort of formation. If you think a very odd or specific formation

would be great for your mission, go right ahead! Formations made

for the field, for example, aren't going to work right in an urban setting.

Lastly, don't just look at your formation on "desert island"! Set up a

few enemies on a real island and see how your formation works in

a real situation.

-----------------------------------------------------------------------------------------

D) LAST WORD

-----------------------------------------------------------------------------------------

I hope you enjoy this script. Feel free to email me any comments,

complaints, or suggestions. I especially would like to hear about any

bugs you may happen to come across. I have written here all the

"quirks" about the script that I know.

If you use my scripts in a mission, please give me some credit for

it. Just a line in the readme mentioning where you got the custom

formations would be nice. I suggest that you also instruct the player

on how to use the formations (i.e. using "wedge" formation, and

telling squad members to "stop" if they don't want them to fall back

into formation). And if you do make a good mission, let me know!

I'd love to play it.

Enjoy, and remain Semper Fidelis!

-General Barron

-----------------------------------------------------------------------------------------

E) VERSION HISTORY

-----------------------------------------------------------------------------------------

Version 1.1

2/16/03

First working version. Vehicles do not work as of yet.

Version 1.2

2/19/03

Added a new formation. Script now works with vehicles. Fixing it

was easier than I thought it would be smile_o.gif

Version 1.3

9/28/03

Improved how the script works with AI squads. Replaced "formldr.sqs"

with "formstop.sqs". The rest of the squad no longer stops when the leader

stops, but rather finishes falling into formation. Also made a few minor

changes to the other scripts.

Version 1.4

3/17/04

Code revision in formUnit.sqs to make the AI hold much tighter formations;

also uses less CPU power.

Version 1.5

5/1/04

Fixed a bug introduced in v1.4 that made script not work. Guess if I did a final

test before posting v1.4 :P. Also cleaned up the math in formUnit.sqs, resulting in

less calculations by CPU. Fixed bug in formStop.sqs, so that script now ends when

the unit it is run on has been killed.

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Thanks Black Scorpion , sound like what I' m looking for .

Where do I get it ?

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