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Thread: Invasion 1944 v2.6 (CO)

  1. #661
    I was wondering if you were planning to add buildingpos to the buildings so that the AI will make more use of them? For me this would be one of the biggest improvements to the mod.
    Its definitely something I'd like to do, I'm not 100% on setting buildings up for this though so any example you could point me to would be fantastic.

    @pacUK & i44team: I hope your remarkable efforts on i44 don't mean that you never have time to actually play Arma! - if so, stop for an hour or two & play with asr_ai (v.1.14.1_test5) plus TPWC AI suppression + TPW_AI_LOS. The game is very different to vanilla. Asr_ai will have the AI searching buildings, sniping from rooftops, & firing from windows. The suppression & LOS mods really change CQB as well. BuildingPos positions would be a great asset.
    Heh well it does tend to eat up a lot of our time, but in this case yeah I spotted the suppression the other day and have been bugging the team to try it out all week Really does add a lot to the mod, already left tpw a message about possibly incorporating it into the mod by default, possibly via a module (I'm not too sure how it will handle certain missions such as D-Day with so many units, and AI advancing up the beach) but in general I think it could add a ton to the gameplay.

    Good luck with the campaign its always great to see community made missions for the mod, we're also always on the lookout for experienced mission makers so feel free to send samples our way if you're interested in joining the team!

  2. #662
    Another little preview of what to expect to hear in 2.62, vo.2 who produced VopSound has generously supplied us with a tremendous bunch of new sounds that will be integrated over this and future versions still to come. The sounds heard in this video are all ingame and live, with no 'ambient' warfare sounds added, just pure gameplay:


  3. #663

  4. #664

  5. #665
    If these voices could be borrowed by IF44 game,...

  6. #666
    Impressive!
    Can you tell us something about the combat whistle?

  7. #667
    Quote Originally Posted by PacUK View Post
    Its definitely something I'd like to do, I'm not 100% on setting buildings up for this though so any example you could point me to would be fantastic.
    Best I can do is refer you to this thread I'm afraid http://forums.bistudio.com/showthrea...te-buildingPos as I don't have any practical experience of it myself.

    I believe McNools's Aliabad map has got buildingpos buildings, and I guess his upcoming WW2 that you are including in the next release may have too so he might be a good source of info.

    JJ
    Last edited by jiltedjock; Jul 24 2012 at 13:16.

  8. #668
    First Sergeant McNools's Avatar
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    Actually I have no idea how those works since that seems to be a part of the model rather than the map.




    also creating some sounds.

  9. #669
    CWR² Developer Jakerod's Avatar
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    Quote Originally Posted by PacUK View Post
    Its definitely something I'd like to do, I'm not 100% on setting buildings up for this though so any example you could point me to would be fantastic.
    This might be of use to you as far as that goes unless I am misunderstanding what they want. Note that this is an OFP tutorial: http://ofp.gamepark.cz/_hosted/brsse.../lesson8_l.htm

    My apologies if this isn't what they're talking about.

  10. #670
    Thanks guys, both those links do explain it a fair bit more. As a lot of our older buildings are setup with ArmA's building paths that so it makes sense as to what we have already setup, and why the AI doesn't like it I can't promise anything for 2.62 but I'll do what I can to get those implemented for sure by 2.63. Not too sure if the buildings will automagically be updated on the binarised maps so they might need to be repacked etc but otherwise a relatively simple, but time consuming job

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