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Thread: A&S ProMode (Advance And Secure) Game Mode

  1. #21
    Thanks ck-claw!


    @ TeilX
    Yep it is on the roadmap for the next release.

    As its almost 150 missions one by one conversion is too much effort.
    Mac has made a tool to automate the process of mass sqm modification, yet it
    does not work unfortunately. To cut it short I will write my own tool to do the
    conversion job. It should take one or two weeks to complete the task.

    Before this the random mission generation is planned to easily play on
    community made worlds without effort and different scenarios each time.

  2. #22
    Gunnery Sergeant TeilX's Avatar
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    wow 150 missions is a lot.^^ thx for news and good luck with the tool.

  3. #23

    Exclamation

    Twelfth release of A&S ProMode (2011-04-01)

    This update adds the new random mode. This will create dynamically a different
    mission area on each run. It is mainly to easily test community worlds with AnS.
    The pack contains 59 worlds to choose from!

    The picture shows the search for suitable locations visible in the debug mode:



    From now on you will find a second pack in the file base called AnS_ProMode_OA_AI_DATE.7z.
    This one has the AI mode active by default.

    You can see the planned additions for the next release in the roadmap.

    I am looking for people interested to submit new modsets for community mods,
    like ACE2, FDF and others. It is a easy job - you only need to define the unit
    class and its equipment: west side or east side.


    2011-04-01 changelog
    • Added: random mission mode.


    • Changed: Make the X Ray crate generated by script directly at the flag position.
    • Changed: Automatically create a fire in X-Ray for night missions when the player side has no nightvision googles.


    • Fixed: Float values do not work for mission parameter values.



    The optional AI mode can be used for enjoyment while waiting for the server
    to fill or as training. See the details in the features section of the wiki.

    You can review the list of changes in detail.

    The A&S ProMode (2011-04-01) pack is available in the filebase.

    Find more about A&S ProMode, its features and countless configuration options in the wiki.

    Leave your feedback in the forum and enjoy!

  4. #24
    Woo-hoo congrats buddy!
    A.C.E. Advanced Combat Environment

    Dev-Heaven.net Free Project Hosting | A2 Community Issue Tracker Help BIS, Help yourself!

  5. #25
    The current list of available worlds for the random mode is:

    • Afghanistan
    • Aiaktalik
    • Belsebub03
    • Bet Hurtgen
    • Bet Hurtgensnow
    • Bet Nomeisland
    • Bet Snowisland
    • Brik
    • Celle
    • CMR Cicada
    • CMR Ovaron
    • Crowe Desertisland
    • Del Fuego
    • Eden
    • Everon2010
    • Fallujah
    • FDF Isle1 A
    • GNT Sands
    • Ilhamarrom
    • Intro
    • Isladuala
    • Isle Van Den
    • Isola Di Capraia
    • Jadegroove
    • Japahto
    • Kolgujev2010
    • Kulima
    • LDDK Isle
    • Lingor
    • MBG Kellu
    • MBG Nam
    • MB Manaisland
    • Namalsk
    • Necro
    • Nicosia
    • Nogova2010
    • Panthera2
    • PLR Mana
    • Pomegratskaya W
    • Queshkibrul
    • Razoreniya
    • Sbrodj
    • SHL Heighland
    • Skarikiska
    • Spritzisland
    • Thirsk
    • ThirskW
    • Torabora
    • Tropica
    • USEC Aoraki
    • Winter Sbrodj
    • Yapal


    • Chernarus
    • Desert E
    • ProvingGrounds PMC
    • Shapur BAF
    • Takistan
    • Utes
    • Zargabad

  6. #26
    thats Great kju, now we have a lot Places for fun ;-)
    Greez Hotze

  7. #27
    Gunnery Sergeant TeilX's Avatar
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    wow amazing,fantastic!!!! great job

    one Q:Are the zones always in a strait line in random pack?
    Last edited by TeilX; Apr 1 2011 at 17:28.

  8. #28
    Woot! thanks. been wanting this on community map

    Edit: is there a way for me to ensure AI don't spawn as transport vehicle such as C130 or quad bikes? They don't serves any purpose but to drive/fly around aimlessly.
    Last edited by Muahaha; Apr 1 2011 at 19:11.

  9. #29
    My only fear with the randomness is that sometimes you might get an area that is plain open, or an area where you can fire directly at the target objective from your spawn point. I know there are scripts in place to prevent spawn killing, but it still ends up with some pretty messy behavior. I've even had this happen on the official A&D map I did actually manage to get enough people to try out (attackers couldn't leave their spawn because we were in a position to shoot them as soon as they leave the "bubble").


    As for defining new loadouts, few questions:

    1. Is there a way to define more than 1 primary and secondary weapon, so there is a choice? Will placing it in "extra weps" work?

    2. Can names of classes be changed (say, replace "ammo bearer" with something else)?

    3. I see you have "extra mags" classes, so I assume there are already default mags. Which mags are already included by default? All magazines that the primary weapon can use? Only some of them (ex: are c-mags usable by default or not)? Grenades? Smokes? Anything else? Are extra mags something you can choose from or built in to the loadout?

    4. Do you actually have a way to change the unit model in-game based on player's choice? If so, how? I thought it wasn't possible and you'll always be stuck with the model of the character that was placed in the editor/sqm?


    As for AI driving around aimlessly, are drivers not scripted to dismount in combat? Because they probably should be for unarmed vehicles

  10. #30
    You are welcome


    @ TeilX

    There will be more patterns in the next release(s) like:



    (see the issue list for more)


    @ Muahaha

    Right now not - you can only remove them from X-Ray altogether.
    The plan is to make AI parachute over zones from unarmed air units.
    They already do use unarmed ground vehicles to rush to the zones and get
    out once there.

    As for the C130 - maybe it will be possible to make it an AC-130 for AI.


    @ galzohar

    Of course at times the random selection will be no good - the only solution I
    see is a restart or some admin interaction to adjust the zone positions.
    The later would be doable, yet quite some effort to realize.

    Right now you can change the distance between zone via mission
    parameters. In addition AI does use smoke grenades quite a lot to reduce
    the problem somewhat.

    to 1)
    Not possible right now - I can see that playing with AI this would be nice to
    have. For PvP play weapon selection leads to a set of issues though.
    On top without scoped weapons (and OA only at disposal / faction specific
    equipment) it is already tough to find enough rifles for the different classes.

    to 2)
    It could be made possible - right now the names are hardcoded to the "class
    index". That said some class availabilities are hardcoded to them as well.
    One could change this as well - not sure if its worth the effort though.

    to 3)
    The magazine type and count for the weapons is defined in the weapons
    definition file: http://pastebin.jonasscholz.de/1376

    The extra mags are for magazines in addition - like in ACE this can be used
    for IEDs or the various grenades.
    The smoke and handgrenades are defined in the end of the given class file.
    (for the grenadier its rifle smoke grenades and flares)


    to 4)
    http://community.bistudio.com/wiki/selectPlayer


    AI in general have one waypoint in between to the next zone (when far away
    enough) to flank at times and not head all the same route.
    AI in unarmed ground vehicles get out once they reach the target zone.

    > Make AI in motorbikes/jeeps eject and move on as infantry when driving slowly and getting hit.
    http://dev-heaven.net/issues/17989

    As for AI not speeding well with ground vehicles, thats only something BI can fix.
    Especially the broken setWaypointCompletionRadius makes AI slow down.

    I already use a workaround, yet it is not that much better:
    setWaypointCompletionRadius or how to make AI complete before reaching the exact pos?

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