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Thread: WARFARE BE2 *Rubber Ed*

  1. #1

    Lightbulb WARFARE BE2 *Rubber Ed*

    WARFARE RE (Rubber Ed.) based on WARFARE Benny Edition
    CURRENT BUILD: 015 - 21 / Jan / 2013


    all informations/changelog and download link here: http://www.4qw.it/re


    Credits:
    - Benny for his helpfulness and support in many area of development ( thanks a lot mate )
    - all people that contribs on BE development - https://dev-heaven.net/projects/warfare-be
    - Mandoble for it's outstanding Mando Missiles script suite - http://www.ofpec.com/ed_depot/index....=653&game=ArmA
    - DAO crew ( I used the IDEA for Injury HUD and Vehicle crew HUD ) - http://dao.nu/
    - Robalo_AS (ASR_AI) - http://www.armaholic.com/page.php?id...light=ASR%2BAI
    - Monsada & Rafalski (UPSMON) - http://www.armaholic.com/page.php?id...ghlight=UPSMON
    -
    Special thanks:
    - Band Of Brothers for hosting and test the mission almost every night - http://bob-arma2.fr/
    - Wild Mercenaries for great "testing" matches
    - Armaholic for mirroring the mission and for long time at service of ArmA comunity
    - Urban Xtreme for hosting and promoting RE
    - All other server with RE running



    MISSION Description:
    Spoiler:
    Last edited by Rubberkite; Jan 21 2013 at 01:45. Reason: update/corrections - 015
    WARFARE RE - Warfare LEAGUE 013 Work In Progress....

  2. #2
    Second Lieutenant Kremator's Avatar
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    Cool ! Will check it out mate !

    Thanks.

  3. #3
    Looks pretty good. Been running it on my Dedi for the last couple of hours and it looks like you have done a pretty slick job!
    Jedra's Addons
    Arma 2 : Enhanced Skills Slider
    Take On Helicopters : Take On Taxi | Jedra's Time Trials | Weapon Indicators | No Radar

  4. #4
    Gunnery Sergeant Rubberkite's Avatar
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    Author of the Thread
    Quote Originally Posted by Kremator View Post
    Cool ! Will check it out mate !

    Thanks.
    Quote Originally Posted by Jedra View Post
    Looks pretty good. Been running it on my Dedi for the last couple of hours and it looks like you have done a pretty slick job!
    @Kremator & Jedra
    Thank u mate, lot of work and it's a pleasure to see that someone like

    @ Jedra
    I see your dedi with ASR AI running so you will enjoy the great AI firefight

    I lowered the default ASR_AI accuracy a bit, and I removed the ASRAI features that could interfee with UPSMON script and the result is really good.
    Fight vs more smart AI but with human accuracy not aimbot
    If u attack town with vehicle be carefull they place mine on the road... and if u dont see.. bum hehe

    Join us in bob server one of this day, in more players is better

  5. #5
    I noticed that the AI were very good indeed. I had to tone them down a bit using my enhanced skills slider - yeah, I'm a wuss!

  6. #6
    Gunnery Sergeant Rubberkite's Avatar
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    Quote Originally Posted by Jedra View Post
    I noticed that the AI were very good indeed. I had to tone them down a bit using my enhanced skills slider - yeah, I'm a wuss!


    If u want to tweak AI skills with this config also, we will test your preferences, this is the current config, I will raise the spot distance skill and the spot time skill to make them more reactive... plese set the other skills as u prefer and we will play with new tweaked for a while, there is space to improvement for sure!

    PHP Code:
    class sets {
                
    // only classes of arrays under this
                
    class level_0 // perfect (only used for testing)
                    
    aimingAccuracy[] = {1.000.00};
                    
    aimingShake[]    = {1.000.00};
                    
    aimingSpeed[]    = {1.000.00};
                    
    spotDistance[]   = {1.000.00};
                    
    spotTime[]       = {1.000.00};
                    
    endurance[]      = {1.000.00};
                    
    courage[]        = {1.000.00};
                    
    reloadSpeed[]    = {1.000.00};
                    
    commanding[]     = {1.000.00};
                    
    general[]        = {1.000.00};

                    
    units[] = { // add class names to this to override their default (or inherited) skill set
                        
                    
    };
                };
                class 
    level_1 // sf 1
                    
    aimingAccuracy[] = {0.370.05}; // skilltype = {<min value>, <random value added to min>};
                    
    aimingShake[]    = {0.400.20};
                    
    aimingSpeed[]    = {0.550.20};
                    
    spotDistance[]   = {0.650.30};
                    
    spotTime[]       = {0.400.20};
                    
    endurance[]      = {0.800.20};
                    
    courage[]        = {0.800.20};
                    
    reloadSpeed[]    = {0.800.20};
                    
    commanding[]     = {0.800.20};
                    
    general[]        = {0.800.20};

                    
    units[] = {
                        
    "sf_18d","sf_18c","sf_18z","sf_18b","sf_18e","sf_18a"
                    
    };
                };
                class 
    level_2 // sf 2
                    
    aimingAccuracy[] = {0.320.05};
                    
    aimingShake[]    = {0.350.20};
                    
    aimingSpeed[]    = {0.500.20};
                    
    spotDistance[]   = {0.600.30};
                    
    spotTime[]       = {0.350.20};
                    
    endurance[]      = {0.700.20};
                    
    courage[]        = {0.700.20};
                    
    reloadSpeed[]    = {0.700.20};
                    
    commanding[]     = {0.700.20};
                    
    general[]        = {0.700.20};

                    
    units[] = {
                        
    "ibr_mutant"
                    
    };
                };
                class 
    level_3 // regular 1
                    
    aimingAccuracy[] = {0.300.05};
                    
    aimingShake[]    = {0.300.20};
                    
    aimingSpeed[]    = {0.450.20};
                    
    spotDistance[]   = {0.550.30};
                    
    spotTime[]       = {0.300.20};
                    
    endurance[]      = {0.600.20};
                    
    courage[]        = {0.600.20};
                    
    reloadSpeed[]    = {0.600.20};
                    
    commanding[]     = {0.600.20};
                    
    general[]        = {0.600.20};

                    
    units[] = {
                        
    "bink_usmc_tl","bink_usmc_sl","bink_usmc_dmr","bink_usmc_scout","bink_usmc_scout_l","bink_usmc_tl_des","bink_usmc_sl_des","bink_usmc_dmr_des",
                        
    "bink_usmc_scout_des","bink_usmc_scout_l_des",
                        
    "rb_teamleader"
                    
    };
                };
                class 
    level_4 // regular 2
                    
    aimingAccuracy[] = {0.250.05};
                    
    aimingShake[]    = {0.250.20};
                    
    aimingSpeed[]    = {0.400.20};
                    
    spotDistance[]   = {0.500.30};
                    
    spotTime[]       = {0.250.20};
                    
    endurance[]      = {0.500.20};
                    
    courage[]        = {0.500.20};
                    
    reloadSpeed[]    = {0.500.20};
                    
    commanding[]     = {0.500.20};
                    
    general[]        = {0.500.20};

                    
    units[] = {
                        
    "ibr_bodyguard"
                    
    };
                };
                class 
    level_5 // militia or trained insurgents, former regulars
                    
    aimingAccuracy[] = {0.200.05};
                    
    aimingShake[]    = {0.200.20};
                    
    aimingSpeed[]    = {0.350.20};
                    
    spotDistance[]   = {0.450.30};
                    
    spotTime[]       = {0.200.20};
                    
    endurance[]      = {0.400.20};
                    
    courage[]        = {0.400.20};
                    
    reloadSpeed[]    = {0.400.20};
                    
    commanding[]     = {0.400.20};
                    
    general[]        = {0.400.20};

                    
    units[] = {
                        
    "ibr_arl_officer","ibr_arl_sniper","ibr_arl_sab"
                    
    };
                };
                class 
    level_6 // civilians with some military training
                    
    aimingAccuracy[] = {0.150.05};
                    
    aimingShake[]    = {0.150.20};
                    
    aimingSpeed[]    = {0.300.20};
                    
    spotDistance[]   = {0.400.30};
                    
    spotTime[]       = {0.150.20};
                    
    endurance[]      = {0.300.20};
                    
    courage[]        = {0.300.20};
                    
    reloadSpeed[]    = {0.300.20};
                    
    commanding[]     = {0.300.20};
                    
    general[]        = {0.300.20};

                    
    units[] = {
                        
    "ibr_rebel11","ibr_rebel22","ibr_rebel33","ibr_rebel44","ibr_rebel55","ibr_rebel66","ibr_rebel77","ibr_rebel83","ibr_rebel95","ibr_rebel102",
                        
    "ibr_rebel111","ibr_rebel125","ibr_rebel132","ibr_rebel145","ibr_rebel151","ibr_rebel162","ibr_rebel173","ibr_rebel184","ibr_rebel195",
                        
    "ibr_rebel206","ibr_rebel217",
                        
    "ibr_arl_rif","ibr_arl_rif2","ibr_arl_mg","ibr_arl_ar","ibr_arl_at","ibr_arl_aa","ibr_arl_crew","ibr_arl_medic",
                        
    "ibr_drg_man1","ibr_drg_man2","ibr_drg_man3","ibr_drg_man4","ibr_drg_man5","ibr_drg_man6","ibr_drg_man7"
                    
    };
                };
                class 
    level_7 // civilians without military training
                    
    aimingAccuracy[] = {0.100.05};
                    
    aimingShake[]    = {0.100.20};
                    
    aimingSpeed[]    = {0.250.20};
                    
    spotDistance[]   = {0.350.30};
                    
    spotTime[]       = {0.100.20};
                    
    endurance[]      = {0.200.20};
                    
    courage[]        = {0.200.20};
                    
    reloadSpeed[]    = {0.200.20};
                    
    commanding[]     = {0.200.20};
                    
    general[]        = {0.200.20};

                    
    units[] = {
                        
    "ibr_arl_stoner1","ibr_arl_stoner2","ibr_arl_stoner3","ibr_arl_stoner4","ibr_arl_stoner5","ibr_arl_stoner6","ibr_arl_stoner7"
                    
    };
                };
                class 
    level_8 // pilot 1
                    
    aimingAccuracy[] = {0.310.05};
                    
    aimingShake[]    = {0.400.20};
                    
    aimingSpeed[]    = {0.550.20};
                    
    spotDistance[]   = {0.650.30};
                    
    spotTime[]       = {0.400.20};
                    
    endurance[]      = {0.600.20};
                    
    courage[]        = {0.550.20};
                    
    reloadSpeed[]    = {0.600.20};
                    
    commanding[]     = {0.600.20};
                    
    general[]        = {0.600.20};

                    
    units[] = {
                        
                    };
                };
                class 
    level_9 // pilot 2
                    
    aimingAccuracy[] = {0.300.05};
                    
    aimingShake[]    = {0.350.20};
                    
    aimingSpeed[]    = {0.500.20};
                    
    spotDistance[]   = {0.600.30};
                    
    spotTime[]       = {0.350.20};
                    
    endurance[]      = {0.500.20};
                    
    courage[]        = {0.500.20};
                    
    reloadSpeed[]    = {0.500.20};
                    
    commanding[]     = {0.500.20};
                    
    general[]        = {0.500.20};

                    
    units[] = {
                        
    "ibr_arl_pilot"
                    
    };
                };
                class 
    level_10 // sniper
                    
    aimingAccuracy[] = {0.500.20};
                    
    aimingShake[]    = {0.700.20};
                    
    aimingSpeed[]    = {0.550.20};
                    
    spotDistance[]   = {0.700.30};
                    
    spotTime[]       = {0.750.20};
                    
    endurance[]      = {0.700.20};
                    
    courage[]        = {0.700.20};
                    
    reloadSpeed[]    = {0.700.20};
                    
    commanding[]     = {0.700.20};
                    
    general[]        = {0.700.20};

                    
    units[] = {
                        
                    };
                };
            };
    //sets 

  7. #7
    There were some PMC guys on OPFOR that seemed to have a range of 0.9 to 1.0 which made them deadly. I have not seen any units get this high a score using Robalo's usual configs (level 1 aren't this high and level 1 is 1.0 and no units get this by default)- I tuned them down to a range of 0.65 to 0.75 across the range of skills - I probably should have turned spotDistance and spotTime down a bit more as well. The normal Russians were OK - pretty much what I expect when running ASR_AI.

    I will play more at the weekend.

  8. #8
    Second Lieutenant Kremator's Avatar
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    Hmmmm, played this for about 30 minutes last night and found the opposite with the BLUFOR AI - they were stupid! We started close to Loy Manara, and there were 3 T55s patrolling the town. I had set AI commander and all troops had an M136. They were rolling into town and NOT using the AT on the tanks and getting massacred each time.

    I'm only running CBA and latest ASR_AI on my dedi.

    Comments?

  9. #9
    Gunnery Sergeant Rubberkite's Avatar
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    Author of the Thread
    @ JEDRA
    Skill are assigned by Warfare script, ASR_AI should not replace the unit skill, I can't find hot to set Skill level in ASR config
    Yes with vanilla PMC it's almost impossible to fight close range they have inhuman skills, I have to try with PMC as occupation in town, I will use your addon to check the server side created units

    Quote Originally Posted by Kremator View Post
    Hmmmm, played this for about 30 minutes last night and found the opposite with the BLUFOR AI - they were stupid! We started close to Loy Manara, and there were 3 T55s patrolling the town. I had set AI commander and all troops had an M136. They were rolling into town and NOT using the AT on the tanks and getting massacred each time.

    I'm only running CBA and latest ASR_AI on my dedi.

    Comments?
    I never understand 100% how ArmA AI works

    AT soldier, ... say to me enemy tank 200m and do nothing ... u have AT weapon why u don't shot it?
    This (should be) same as vanilla ... sometime they shot u from far distance and instant, some time u can jump ahead without getting shootted...

    usually we don't play with Ai Commander and AI squad, so we never noticed that...

    BTW I will change in Build 006 the spotting distance and time to spot increasing those value ( AI should engage from far distance and faster..)
    I want also check turning off server dynamic viewdistance ASR_AI config param to se if we notice improvement or not.

    I ask u to try with client without ASR_AI and server with ASRAI, and send your client controlled AI and check if them use M136 and witch unit engage from far distance.

    I'm sure and this is (really well) tested that Resistance force and occupation force use AT weapons very well against our vehicles!

    as I told to Jedra there is space for improvement but AI... will be always AI....

  10. #10
    Rubberkite - ASR_AI assigns it's skills in post-init to all created units after a few seconds delay - there's a chance that that it might clash with warfare (it might assign them before or it sometimes might assign them after). However based on those 0.9 PMC guys I suspect that was Warfare's doing! I got fed up of being headshotted from a mile away so I made them a bit more stupid with my addon!!

    I forgot to mention that I also upped the AI Blufor unit skills a bit too - I can't remember what to now though. I will get the chance to play around some more at the weekend.

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