View Full Version : Warfare V1 ADV AI 32 Players
MSpencer
Jul 13 2008, 23:17
RELEASE CANDIDATE 1
WARFARE V1 ADV AI 32 PLAYERS
**********************************
New features include:
*Advanced tactical AI
**RACS AI will stalk and kill you inside of a town, trying to eliminate the invaders and restore peace to their country. This results in a far more challenging experience in taking a town, as RACS won't stand around on a hill until fifty minutes after you've captured the town to come back in and try to take the flag.
*New AI pointsharing script
**Each point gained by your AI for killing enemy soldiers and vehicles is added to your score on the leaderboard. This results in a higher emphasis on teamplay and using your AI to increase the combat effectiveness of your squad. This will also reduce the number of "lone wolves" on your servers, and may help to increase teamwork between unaffiliated individuals.
*Improved Unit Cleanup
**Floating bodies getting you down? Warfare V1 ADV AI includes a sophisticated cleanup script for the removal of crew bodies and destroyed vehicles. This should greatly reduce the amount of lag experienced on servers by removing vehicles which really have nothing to do with combat operations anymore using serverside scripts.
I highly recommend this mission as a new standard for Warfare. As a CTI player since it came out, and as an ArmA player since about two months after it came out, I can say that this mission delivers an experience which is sorely lacking in contemporary versions of Warfare. The mission is based off of Warfare 1.1, and should be compatible with all servers and mods. Give 'er a shot!
Thanks MSpencer,
The server I've been playing on has been looking for more of a challenge like this.
Do you have a download link?
Axek.
ck-claw
Jul 14 2008, 02:51
Do you have a download link?
Yes,that would be handy! http://forums.bistudio.com/oldsmileys/biggrin_o.gif
arma.isgreat.org
Jul 14 2008, 20:16
Major improvements -
Equip your ai with custom weapon loadouts, and save up to 5 templates
Significantly improved ai
Improved framerate
More objectives
Player Viewdistance/visual quality control
This is a changelog so far
http://img170.imageshack.us/img170/7711/warfareny0.jpg
improved town defence ai
improved resistance ai
improved town cap ai
added sharescore system - get points from ai
added mando hitch - pick up stuff with heli's
stopped ai salvagers/supply trucks
reworked map/added objectives
converted several scripts to functions
addded ai bridging system for dolores
improved framerate significantly
Support menu added
-Viewdistance / quality changes in real time
-Squad administration
-Equip AI with custom loadouts
1.1
Changed client menu update
fixed minor issues with garrison and resistance ai spawn
1.2
rifleman and ural/5t truck available at town depots
some changes to gui
revisited garrison ai
revisited towncap ai
AI air teams added
tweaked balance settings
Added more objectives (Saralite).
1.3
Fixed issue where menus after death did not reappear until boarding a vehicle
tidied ai air team scripting, still no dice
In a resistance kill zone post apocolypse, Paraiso is still not clear.
http://img170.imageshack.us/img170/3703/pic1iu4.jpg
No need for a sound file to create 'combat ambience'
During gameplay ai use all manner of weapon against you, even firing m136's at infantry and lobbing grenades. Dont be surprised if you get flanked or find the enemy in the depot with you.
sparks50
Jul 14 2008, 22:45
Very interesting, I see some Warfare awesomeness in a near future http://forums.bistudio.com/oldsmileys/smile_o.gif
Quote[/b] ]addded ai bridging system for dolores
What does this mean?
this looks interesting, ive always found the rac's to be a big push over so this should be alot challenging, and some good decisons in the changelog too.
soon as you get it uploaded ill upload it too kellys server
arma.isgreat.org
Jul 15 2008, 00:48
I have posted the download link in my signature block.
arma.isgreat.org
Jul 15 2008, 00:52
AI bridging prevents congestion from ai in the dolores region by moving ai across the bridge automatically.
arma.isgreat.org
Jul 15 2008, 03:57
...
colligpip
Jul 15 2008, 16:21
had a quick go on this those AI really are dangerous now - can i try porting mando missiles into this as well if you dont do it
arma.isgreat.org
Jul 15 2008, 20:16
Quote[/b] ]can i try porting mando missiles into this as well if you dont do it
Sure, the current vers is 1.3, please build using that and post on here with a changelog, vers 1.31 if you don't mind.
If you don't already have a place to host it I recommend rapidshare.
Let me know if your having problems.
I am just making versions for saralite as coding takes so long. If anyone wants to port this to different islands, that would be great. There are two proprietary map triggers that must accompany this mission.
Note the two bottom triggers in this pic must be copied to new maps.
http://img166.imageshack.us/img166/9416/triggersse2.jpg
This is one of the ai friendly bridge scripts as they appear on the map. They can be moved or copied (with editing to the triggers and to the marker names)
http://img166.imageshack.us/img166/4149/bridgezm5.jpg
Why....people why can we not stick to using a standard naming system for Warfare Missions.
It makes things ALOT easier being able to see which version of Warfare your custom version is based off.
Please guys, it is not hard to do.
From the wiki:
Quote[/b] ]Naming will also be important when trying to keep an overview of all community made modifications out there, so here's a short description of what to rename and where.
* Folder name - Since this also determines the eventual name of the PBO you might want to release, setting up a clear name for your mission folder is quite important.
o Suggested format: Warfare<player count><Warfare build>_<modification name><modification build>
o Naming example: Warfare32V11_RabbitWarfareV2.2
* Mission name - The name under which the mission is listed in the server browser and mission list is defined in the Intel section of the mission.sqm file. You can modify this by clicking on the Intel field in the top right corner of the mission editor, or by locating the entry in the mission file using a text editor. It is recommended that the naming standard follows a similar format to the PBO name.
o Suggested format: Warfare<player count> <Warfare build> - <modification name> <modification build>
o Naming example: Warfare32 v1.1 - Rabbit Warfare v2.2
DragoFire
Jul 16 2008, 03:56
*Improved Unit Cleanup
**Floating bodies getting you down? Warfare V1 ADV AI includes a sophisticated cleanup script for the removal of crew bodies and destroyed vehicles. This should greatly reduce the amount of lag experienced on servers by removing vehicles which really have nothing to do with combat operations anymore using serverside scripts.
Not sure this is a good thing, sure the body cleanup would be great, but the vehicle cleanup isn't as we get points from salvaging these.
arma.isgreat.org
Jul 16 2008, 07:30
I just improved body cleanup, no real change to vehicle cleanup. AI salvagers and supply trucks were disabled. Otherwise standard v1.1 settings. Supply limit in towns is up to 1000.
LockJaw-65-
Jul 16 2008, 11:02
Like the map a lot, but first game i went to capture pesto but wont let me take it. made sure all area clear but still no. was able to capture the near by camp with no problem, any ideas?
Also just noticed that the ai teams are all stood around the pesto base but still not on the captured towns list?
arma.isgreat.org
Jul 17 2008, 07:26
Your right, Pesto is problematic, not sure why it did that. I am deleting pesto in 1.31.
released
LockJaw-65-
Jul 17 2008, 14:35
Your right, Pesto is problematic, not sure why it did that. I am deleting pesto in 1.31.
released
ok but it seems a shame as it is nice to have the smaller towns as well http://forums.bistudio.com/oldsmileys/sad_o.gif
arma.isgreat.org
Jul 18 2008, 01:18
True, but there are already many more than in the original
arma.isgreat.org
Jul 18 2008, 03:02
a full sahrani version is complete, I will add it for download as soon as I am done testing it.
LockJaw-65-
Jul 18 2008, 08:14
a full sahrani version is complete, I will add it for download as soon as I am done testing it.
That will be great, looking forward to it. must admit thought my pc is starting to struggle with the load (lag). Are any of your plans to include 16 player version?. Was going to have a go myself at reworking warfare but looking at the scripting its beyond me lol. Thanks for your efforts http://forums.bistudio.com/oldsmileys/notworthy.gif
btw just played on the full island version, its good but was a little disappointed because the extra towns were not there. i think the northern area does need more. anyway great map thanks...
CrazyAce
Jul 18 2008, 21:12
Quick question, does the AI use the buildings in the city like in SLX?
We played a game last night and found a few things. (The South version)
* Corinto seems to be bugged, it would never switch, though it's camp would.
* There was no capping progress bar when capping any town flag/base. Though it would show for any camp you were capping.
* Fast Travel didn't work for any of the new towns.
* The Bridge would make our own vehicles get stuck halfway across. Though this may have been a mod causing conflicts. We never saw any AI units being transferred across the bridge, as it was blown up pretty quickly.
Either way, thanks for the modifications.
Axek.
CrazyAce
Jul 19 2008, 02:53
I can truly say that I don't like not having the supply trucks, the salvage trucks I can do without, but them supply trucks are vital for LAN (SP). It takes forever to build up a respectable base, especially when positioned to the far northern part of north Sarhani.
LockJaw-65-
Jul 19 2008, 07:58
We played a game last night and found a few things. (The South version)
* Corinto seems to be bugged, it would never switch, though it's camp would.
* There was no capping progress bar when capping any town flag/base. Though it would show for any camp you were capping.
* Fast Travel didn't work for any of the new towns.
* The Bridge would make our own vehicles get stuck halfway across. Though this may have been a mod causing conflicts. We never saw any AI units being transferred across the bridge, as it was blown up pretty quickly.
Either way, thanks for the modifications.
Axek.
yeah i have noticed the same problems...
rekster
Jul 19 2008, 21:03
Quote[/b] ]We played a game last night and found a few things. (The South version)
* Corinto seems to be bugged, it would never switch, though it's camp would.
* There was no capping progress bar when capping any town flag/base. Though it would show for any camp you were capping.
* Fast Travel didn't work for any of the new towns.
* The Bridge would make our own vehicles get stuck halfway across. Though this may have been a mod causing conflicts. We never saw any AI units being transferred across the bridge, as it was blown up pretty quickly.
Also if we changed commanders, the Ai we had would not take downs, or any orders from the commander.
I hope some of the bugs are fixed, because the 1-8th squad like what you are trying to do with the mission.
arma.isgreat.org
Jul 22 2008, 02:33
I am working on version 1.4, I have rewritten the supply truck script and am working out problems with that. It is now an sqf function which reduces lag significantly. (Lag is much less than in Stock Warfare 1.1)
BigShot
Jul 22 2008, 14:14
heres a little buglet i found while playin on an LAN:
After returning to base and clicking to get into the TEAM tab, there was some scripting error (zero divisor) and none of the factories were accessible (even though built and used earlier in mission) to purchase anything. The Gear tab itself was unavailable as well at this point (you couldnt even click on it). It was the same effect as if you were standing by a captured depot away from your base (plus the divisor error)...sort of like the system somehow got stuck in depot "mode" or something.
I dont recall the last depot which was captured before this ocurred.
Rumsfield
Aug 9 2008, 17:23
heres a little buglet i found while playin on an LAN:
After returning to base and clicking to get into the TEAM tab, there was some scripting error (zero divisor) and none of the factories were accessible (even though built and used earlier in mission) to purchase anything. The Gear tab itself was unavailable as well at this point (you couldnt even click on it). It was the same effect as if you were standing by a captured depot away from your base (plus the divisor error)...sort of like the system somehow got stuck in depot "mode" or something.
I dont recall the last depot which was captured before this ocurred.
This same bug happened to me yesterday. Anyway, keep up the good work, this is currently my favorite version of warfare despite the few bugs.
Also, the AirViewDistance option does not work. So I just increase the normal view distance option and it works for both when I am in an aircraft and when I am not.
Any word on how the mission is coming? This is becoming my favorite version of Warfare http://forums.bistudio.com/oldsmileys/smile_o.gif
Sneaker-78-
Aug 12 2008, 15:37
how can i join an other squad, i pres join and the request was send , but the other person of the other squad see nothing of my request.
I think I fixed this but kept the original question in this post:
Quote[/b] ]Going inside a chopper with mando hitch capabilities produces this error:
http://img118.imageshack.us/img118/4080/whateverrrrdp2.jpg
Does anyone know what causes this error? As I have edited this mission and would like to solve it as soon as possible - even before Chris's next release if possible - as this is hindering my ability to call my edit a 'complete' 1.0 version.
Apparently the code from the Description.ext:
Quote[/b] ]{
titles[] = {WF_Splash,CampCaptureProgress,TownCaptureProgress,EndOfGameStats,UseObject,mando_hitch_hud};
#include "mando_hitch\mando_hitch_titles.h"The bold words were taken out of the original script and/or forgotten about. Without this line the previous error (image above) occurs when entering a cargo chopper.
On another note: Has anyone noticed a gradual increase in supply from a specific town? The scripts specify the lowest supply level and the highest supply level. For example a large town starts with a supply of 30 and eventually gets up to 120. However I fail to notice this increase in this mission but the script that shows the lowest and highest income at 30 and 120..
LockJaw-65-
Aug 23 2008, 16:01
Hi on this version are you supposed to be able to join the same squad using the support menu. I have tried to do this using the squad admin and then join squad but nothing happens. Can anybody help with this thanks
Sneaker-78-
Aug 23 2008, 17:02
how can i join an other squad, i pres join and the request was send , but the other person of the other squad see nothing of my request.
same problem here, but still no asnwer get
BigShot
Aug 29 2008, 21:03
I would like to add a routine included in this version into my own modded version of warfare but have no idea how to do it.
Can anyone tell me how to add that routine from this mission which spawns friendly troops after you capture a town and they stay and defend it? My version doesnt have this yet and I wish it did, so id like to add it in if thats possible because im tired of the battlefield2-ish style of running back to towns i already captured:-)
...any help would be much appreciated!
Hi there guys
Is it possible to make a warfare mission that only has about 4-5 towns close together? I can only play singleplayer and would realy like to engage my AI opponent early in the game cuz i cant save?
Please can somebody tell me how to do this?
Would be very much appreciated
Thanks
I posted this inside the wrong thread earlier.
Instead of A.I. buying, or in addition to A.I. buying troops / vehicles, allow the commander to buy the assets and assign squads and plot what he wants them to do. For instance, buy three manned vulcans and place them to "Defend Town / base".
Would love the ability to use Zonekiller's / Mando's Support scripts, but instead of having a Blackhawk bring reinforcements by default use of the script you have to purchase the blackhawk first and assign purchased troops / squads to the blackhawks to bring reinforcements. Then when you need them in a sticky situation or need reinforcements quick, you have assigned a set squad / number of Copters / Troops to serve that purpose. Same with CAS Copters and Jets. Purchase to set aside and use instead of just "Having" them because the script says so.
Just like with Doolittle, love your work and hope you return.
I just saw this thread. I'll evaluate the mission tonite and report back any bugs/problems that I see when I have a few minutes (and remember to do so)!
{USI}_Zombie
Sep 2 2008, 14:00
since the ai supply and salvage trucks are disabled, does this mean supplies are automatically generated, or do players have to do their own supply trains to and from the main? I wouldn't mind having to command a supply corps and engineering corps, (for salvage operations). I personally think if these things are scripted and just happen instead of actually having to be done, it takes away from the mission instead of adding to it.
arma.isgreat.org
Nov 24 2008, 05:43
I had a weekend off and did some work using my mission.
I made a version combining rbti 00085, WACO and my Warfare advanced
Features include rbti functionality, waco ai and my ai score sharing - you get points form ai. Dolores bridge fixes, and indavidual loadouts per unit class to name a few. Known bug, scaler bool issue on template prices for east, does not effect functionality. Many other existing errors have been removed including 'missing content:warfare and other bugs. Better unit deletion system and improved supply trucks
Also ural/uaz/riflemen from town depots
colligpip
Nov 24 2008, 07:33
O great thanks will def try this.
I have dl it and cant get it to work in MP anybody elese have this problem?
im not a noob so its all in the right place etc :-)
and when i try to open in the editor after unpbo it i get read only:-(
but I managed to join the server that was up so it must work ok online...
ck-claw
Nov 24 2008, 11:17
O great thanks will def try this.
I have dl it and cant get it to work in MP anybody elese have this problem?
im not a noob so its all in the right place etc :-)
and when i try to open in the editor after unpbo it i get read only:-(
but I managed to join the server that was up so it must work ok online...
Yeah me too,seems the mission sqm & Description.Ext is missing?
Probably a good reason for it?
I did chuck my own .Ext in and had to fiddle with some other stuff to get it to work,but Commander AI teams wont come outta the barracks?
I can buy them ok though? http://forums.bistudio.com/oldsmileys/huh.gif
arma.isgreat.org
Nov 24 2008, 12:39
i will tackle this tonight, sounds like a pbo issue, will use different software.
if all else fails you may be able to get it from visiting my local test like pip did and taking it from your mpmissions cache
ck-claw
Nov 24 2008, 12:43
Is that server up now?
Thanks for PM too! http://forums.bistudio.com/oldsmileys/smile_o.gif
colligpip
Nov 24 2008, 13:15
i will tackle this tonight, sounds like a pbo issue, will use different software.
if all else fails you may be able to get it from visiting my local test like pip did and taking it from your mpmissions cache
I did that but the one from the cache still wouldn't start a server on my machine
very odd seing as i was playing online on your server
anyway the quick go I had it looks v good
did you manage to get the Waco respawn system ,where you can respawn into your group to work?. thats what i really want combined with the RBT warfare. tried to do it myself but errors
ck-claw
Nov 24 2008, 13:25
Lol just been on server and i can find it in mp-cache! http://forums.bistudio.com/oldsmileys/huh.gif
arma.isgreat.org
Nov 25 2008, 23:03
Working on it, damn army keeps me busy, so I'll have it done ASAP. Which may mean a week or so. Gotta get it done before my life expectancy shortens. Got your PM, I have to hammer out the WACO scripts, they arn't working quite right yet.
Ducimus
ck-claw
Nov 25 2008, 23:53
Ah excellent mate! http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Thanks for your time and effort! http://forums.bistudio.com/oldsmileys/notworthy.gif
Can someone repost this file?
This link doesn't work anymore.
Quote[/b] ]http://rapidshare.com/files/166822512/warfare32v11-rbtwacoadv.sara.pbo.html
Cheers
ck-claw
Nov 28 2008, 07:03
As the top post says,he working on it mate! http://forums.bistudio.com/oldsmileys/smile_o.gif
Ya this is why I sad someone http://www.flashpoint1985.com/ikonboa....on7.gif (http://www.flashpoint1985.com/ikonboard311/non-cgi/Skin/SKIN-2/PostIcons/icon7.gif)
Anyway this blend should be huge. I start playing ARMA again 3 weeks ago only after read someones post about Warfare.
BTW is there difference in AI logic between telling AI to capture towns and move to destination? (despite capture towns picks up closest Hostile loc)? Sometimes I want to setup massive assault to capture specific city.
Also is there ANY chance to save game status ? Like to play in standalone mode but it takes good 5-6 hours even with WACO to finish.
Cheers
ck-claw
Nov 28 2008, 20:41
BTW is there difference in AI logic between telling AI to capture towns and move to destination? (despite capture towns picks up closest Hostile loc)?
Not sure tbh?
Other than you could send everyone to the same place.
Where as 'capture towns' could split them up to attack seperate towns!
twisted
Nov 28 2008, 20:48
this warfare sounds great - does it integrate revive scripts?
ck-claw
Nov 28 2008, 21:08
this warfare sounds great - does it integrate revive scripts?
Now thats an idea i never thought of trying that! http://forums.bistudio.com/oldsmileys/smile_o.gif
arma.isgreat.org
Nov 30 2008, 06:04
Ok, my link should work now, I redid the mission now so that it works without any major glaring errors. Players are restricted to altitudes below 1000m. There are new units for east and west in upgrades. The ai works better and the game has been adjusted for quicker gameplay. All other features are present though this is a reworked version since the last. Note AA heli's.
Hey
Link still doesn't work!!
colligpip
Nov 30 2008, 14:22
umm could you use filefront or similar
ck-claw
Nov 30 2008, 14:40
Edit:-
Shouldnt of been passworded? http://forums.bistudio.com/oldsmileys/banghead.gif
C'MON!!!!!
This thing requires password!!!.
arma.isgreat.org
Nov 30 2008, 14:48
added filefront if that helps
Tears of joy !!!
arma.isgreat.org
Nov 30 2008, 16:15
Note the hotfix, there was an error in my release on the west side.
(Just redownloaded HOTFIX)
After 20 Min I Have "scalar" instead my money amount!
It Let me buy HELI etc.
Also IT would be nice to see balance for each team and each team Group members(as in WACO).
arma.isgreat.org
Nov 30 2008, 18:19
Ok, fixed the scalar
DirkGent
Dec 1 2008, 18:15
This map is really GREAT! Thank you! Just one thing that is on my wish list: able to respawn on camps.
code-red
Dec 4 2008, 15:39
I am not sure if this was adressed already.
Respawning the supply trucks didnt work for me, they got taken of the map but never respawned.
Does the ai comm use upgrades en stuff ?
Thanks for the mission, it is very good http://forums.bistudio.com/oldsmileys/wink_o.gif
Computica
Dec 10 2008, 16:53
I was wondering could you add/implement the VFAI Project scripts into warfare too?
You don;t need to merge VFAI into WF you just need to use this addon.
*Warfarev11 RBTI WACO WARFARE ADV*
Filefront - Warfare32V11-RBTADV.Sara.pbo
HOTFixed for clientid issue and scalar money.
This Filefront link did not work for me, can anyone pls upload to sendspace?
thx mate
Computica
Nov 23 2009, 05:49
I was wondering could you all release a Basic version of the Warfare ADV mission to be ported across other islands? You're AI is perfect, they are very active!
EDIT:
Nevermind you should leave as it is :P
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