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Thread: FOB template v.1.0b

  1. #1

    FOB template v.1.0b



    A template of a small forward operating base (FOB) for OFP/CWA built with Hesco bastions.
    To use it you can either copy/paste it or merge it with your mission. Just remember to delete the info markers after doing so.

    It's loosely based on the work of Mike-USA and some reference photos.

    DOWNLOAD: http://www.mediafire.com/?dfi555g528xpeai




    CONTENTS

    - The template itself (fob_templ_addons_1.0b.Intro)
    - A demo mission showcasing features and issues with this FOB (fob_templ_addons_1.0b_demo.WW4_DesertEden2)
    - A binarized version of the mission above (fob_templ_addons_1.0b_demo.WW4_DesertEden2.pbo)


    ADDONS NEEDED

    - WW4 - http://www.moddb.com/mods/sanctuary1 or http://forums.bistudio.com/showthrea...W4-Modpack-2-5
    - Editor Update 1.02 or greater - http://www.ofpec.com/ed_depot/index....d=158&game=OFP
    - MAPFACT's Military Objects - http://ofp.gamepark.cz/index.php?showthis=7084

    KNOWN ISSUES:
    Spoiler:


    HOW TO EASILY MODIFY THE COLOR OF THE BASTIONS
    Spoiler:


    HOW TO CHANGE THE FLAG
    Spoiler:



    That's all. I hope this is of use to anyone.

    Feel free to use, modify or distribute this template at will. You don't need to notify me, although mentioning where did you get it from and who initially made it would be appreciated.

    SCREENSHOTS
    Full album: http://imageshack.us/g/827/coldwarassault201203312.jpg/


    DOWNLOAD: http://www.mediafire.com/?dfi555g528xpeai


    ---
    EDIT: File updated. I've added the forcegetin script to the infantry guys too in the demo mission. Just to avoid the rare case where they aren't able to get in the truck if the chopper lands in a weird position.

  2. #2
    kenoxite

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  3. #3
    You really know how to encourage people to keep releasing stuff here.

    Anyway, images removed, main image reworked. Sorry for not realizing some images were about 115kb.

  4. #4
    Great Job on FOB template!

    Off topic: I guess Max Power is fed up with people in ARMA3 forum section, and lets his anger out by being rude to OFP/ARMA CWA forum members


    Icarus

    P.S. Sorry Max
    Last edited by Icarus; Apr 1 2012 at 11:31.

  5. #5
    hi,

    I had the same idea few weeks ago but I was too lazy to do it

    Thanks for sharing your template. It usually saves a lot of mission maker's time. Your FOB is nicely made.

    I suggest you to use doMove command instead of waypoints to solve the "AI stuck" problem since doMove is more precise than waypoints (put a game logic in key points to have the positon). I also suggest to use dirt roads in the editorupdate to help AI to have better pathfinding.

    Also, to save fps it is better to spawn the base with a player radius detection script than placing object on the map at the mission start. Like that, the base will spawn ONLY if the player is at a certain radius. Don't forget to place one model of each bastion somewhere in the sea to avoid annoying spawn lag.

    Keep it up!

    cya.

    Nikiller.
    [LOL] ofp/ArmA clan since 2004.
    No Respawns, No Crosshairs, No Muppets.
    Want a good ofp/ArmA2 coop? Visit the [LOL] clan homepage | ofp [LOL] addons pack | ArmA2 [LOL] addons pack

    WW4mod25 sound replacement mod v1.1 | Nikiller's scripts pack

  6. #6
    Thanks for all the advices, Nikiller. I wasn't aware the dirt road objects also included paths for the AI. I'll try to place some and see how that works out. To try to correct the pathing issue I initially tried using 3WX path objects but they kept crashing the game after a while.

    About the whole base being "setPosed", that's a nice idea, although a bit too tedious to have to name all the objects and setposing them with a trigger (or game logic with distance check). Any way to implement that in the easiest way possible? Anyway, I could cercainly use this trick for the clutter/ambience objects.

  7. #7
    Well, those roads don't help. There doesn't seem to be any significant difference. What does help, somewhat, is to play around with the waypoint positions until you find the G spot. Even then once every ten times the AI will act stupidly.

    doMoves don't seem to particularly help either. I forgot to mention that above, but the instances where the AI got stuck happened exactly while issuing doMove commands. Not via script, but the command menu (which, if I'm not mistaken, are exactly the same). That's actually why I included a grunt with you in the template, so the user can try that kind of stuff by himself.

    TBH I think I'll leave it as it is. While there are problems with AI pathing I've revised the FOB extensively before release and they should be minimal. And, well, they shouldn't surprise any OFP player. We all know that the AI simply can't get their shit together when they're placed anywhere but rolling hills and open fields.

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