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DanAK47

Guerrilla Pack

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I've released the update, including the unit replacement config...

In the first post that is...

Anyway downloading now :bounce3:

EDIT: This mod is a blast! :)

Edited by Icarus

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Very nice game play! Although I find that the switching between view on weapons with both iron and scope that its very unreliable sometimes you get the scope view other times it just shows it for a second and your back to iron sights?

STGN

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I tested your mod in "Battlefields" mission. It felt a bit choppy, but is playable.

In conclusion, a significant improvement in performance. :)

Icarus

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Very nice game play! Although I find that the switching between view on weapons with both iron and scope that its very unreliable sometimes you get the scope view other times it just shows it for a second and your back to iron sights?

STGN

Same situation here, can DanAk47 help us? :)

@krzychuzokecia

Sorry It works fine for me. I only use Dan Mod with DanGuerrillas only.

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Very nice game play! Although I find that the switching between view on weapons with both iron and scope that its very unreliable sometimes you get the scope view other times it just shows it for a second and your back to iron sights?

STGN

This happens sometimes, the solution is to press the back key with the weapon up, or lower the weapon and press V again. The engine tries to remember if the optics are on regardless of whether optics are allowed in certain animation states or not.

Crashing happens in the editor if you change a unit's type multiple times (for example, if you are trying to check all the units out). This issue is not unique to my addons, it even happens with BIS units.

Also, the SVD was always the BIS model - you must have been playing with a mod before.

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Crashing happens in the editor if you change a unit's type multiple times (for example, if you are trying to check all the units out). This issue is not unique to my addons, it even happens with BIS units.

TBH I never encountered it earlier, but with new version of Your's addon it happens to me frequently. Though, I understand that it may not be fixed.

Also, the SVD was always the BIS model - you must have been playing with a mod before.

Yes, You were right (I replaced BIS models with WW4 ones) but sights (ironsights!) were spot on!

One thing that buggers me: marksmen units use the same load-outs as snipers. Was it intentional? (Now both use heavy .50 cal rifles)

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Yes, You were right (I replaced BIS models with WW4 ones) but sights (ironsights!) were spot on!

One thing that buggers me: marksmen units use the same load-outs as snipers. Was it intentional? (Now both use heavy .50 cal rifles)

The marksman are just a non-ghillied sniper, so they don't stand out as much when used with a squad. Only the elite units use the .50 caliber rifles.

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Aaand hows it coming? Errors fixed, etc?
As DanAK47 last posted in October, i would assume he's busy with something in real life. Have some patience im sure he will update the topic when he is good and ready too.

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What more do you expect? No one has reported any bugs (except for the scopes occasionally disappearing, which can't be fixed), so I haven't been doing any work on the pack.

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Thank you for this amazing mod, Dan! :bounce3:

I have a question. Does the aggressive behavior of your bots is the result of some scripts you used or is it because of some clever config tweaking?

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Thank you for this amazing mod, Dan! :bounce3:

I have a question. Does the aggressive behavior of your bots is the result of some scripts you used or is it because of some clever config tweaking?

At least, the "dexterity" config entry has been heavily modified and explains why the AI is aiming so quickly. Read the first posts of this topic about it.

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The dexterity of the AI's weapons has been increased which quickens their aiming speed. However, some other things have been changed such as their rate of fire and sensitivity. By far, the most noticeable difference comes from changing the dexterity value.

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20 October Update:

I have updated the control scheme again: now all 2d iron sights are removed, and you press V once to raise the 3d irons, a second time to lower them.

A big performance-sapping bug was fixed. Some other bugs were fixed, including a bug where AI would get stuck after healing/being healed.

A mod config has been included with the pack that replaces default units with units from the pack using 3d sights. When playing the campaign, some missions currently crash with the config enabled.

The update is back compatible with previous versions.

Major changes:

-3d iron sights. I was impressed with the positive feedback Batis received about his 3d iron sight videos, so I decided to dig up the work I had previously done a while ago and re-implement it. I am still not 100% happy with the feel of the sights - they highlight a lot of engine problems. For example, sight wobble is not as smoothly rendered as with the 2d sights and this makes the 3d irons look a little bit jerky sometimes. Pieces of the gun disappear as you zoom in, but this allowed for a nice "rear sight blurring" effect.

-Units are organized by skill level according to a 2-vs-1 paradigm: elite units can defeat 2 veteran units and veteran units can defeat 2 recruit units. This is more pronounced at long ranges, so recruit units can overrun elite units with less odds if they can sneak up close.

-More units and weapons, including some more exotic types. Mercenaries, private contractors, military advisors, and other units are now depicted. I have also added weapons such as the SCAR16, SCAR17, M79 grenade launcher, and SR25. Some weapons have special functions, such as the detonator and M112 charges. You can now assign charges to certain detonator channels, so you don't have to blow them all up at once. In multiplayer, you can assign explosives to "global" channels so your friends can blow them up if you die.

-Added a mission pack.

Readme:

DanAK47's Guerrilla Pack Beta 2

This pack adds unconventional warfare soldiers to the West, East, and Resistance sides. The following units are depicted:

-US Army Special Forces

-US Army Rangers

-US Infantry

-US Navy SEALs

-US Marines

-Russian Spetsnaz

-Russian VDV

-Russian Naval Infantry

-Russian Infantry

-Guerrilla forces

-Mercenaries and private contractors

-Advisor units

Features:

-Units are organized in the editor by skill levels. There are three skill levels: Elite, Veteran, and Recruit. Skill levels are assigned according to a "2 vs 1" odds rule: an elite unit can defeat 2 veteran units, and a veteran unit can defeat 2 recruit units. This is less true at close range: recruit units can surround and destroy elite units if they manage to get in close.

-Special animations for units. The animation scheme a unit uses varies with his weapons: soldiers use different stances when using machineguns or sniper rifles. Stances are not tied to the type of unit, but to the weapon they are currently using. A rifleman that picks up a machinegun will switch to using the machinegun stance and vice versa.

-3d iron sights. Pressing the optics key now activates the 3d iron sights. Zooming in blurs the rear sight. Press the move backward key to lower the sights. AI also use the iron sights, and recruit units are slower to aim.

-Special weapon functions. M112 charges and demo packs can be detonated seperately using the detonator weapon. In multiplayer, charges can be "shared" with your friends: place an explosive, set it on a "global" detonation channel, and a teammate can detonate it using the detonator. The commando mortar can be carried and set up by one soldier. Rucksacks allow soldiers to carry more ammunition. Holdover charts on sniper rifles allow for first-shot hits. Antimaterial rifles can disable light vehicles with a shot to the engine block.

-A unit replacement config.cpp is included with the pack.

Credits:

-Base weapon models for AK, M4, M249, M240 series by Earl

-FAL base from RKI (Inquisitor's?)

-RPG7 models from Kegetys

Download link: http://www.mediafire.com/download.php?wqdpr6ckdckra32

Mission pack: http://www.mediafire.com/?c5j34c3yfwjxoo6

Screenshots:

http://img.photobucket.com/albums/v464/DanM1A/FlashpointAddons/windrunner1.jpg

http://img.photobucket.com/albums/v464/DanM1A/FlashpointAddons/merc1.jpg

http://img.photobucket.com/albums/v464/DanM1A/FlashpointAddons/sights2.jpg

http://img.photobucket.com/albums/v464/DanM1A/FlashpointAddons/demo1.jpg

More screenshots:

http://img.photobucket.com/albums/v464/DanM1A/FlashpointAddons/sights3.jpg

http://img.photobucket.com/albums/v464/DanM1A/FlashpointAddons/sights1.jpg

http://img.photobucket.com/albums/v464/DanM1A/FlashpointAddons/windrunner2.jpg

http://img.photobucket.com/albums/v464/DanM1A/FlashpointAddons/sf6.jpg

http://img.photobucket.com/albums/v464/DanM1A/FlashpointAddons/Rescue1.jpg

http://img.photobucket.com/albums/v464/DanM1A/FlashpointAddons/interdiction1.jpg

http://img.photobucket.com/albums/v464/DanM1A/FlashpointAddons/M2491.jpg

Where the US Navy SEALs Unit and US Ranger?? I never found it.

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Where the US Navy SEALs Unit and US Ranger?? I never found it.

West Desert Elite and Veteran units

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Dan, could you point out the script that changes weapon of a player, whenever he picks up a weapon that is not adjusted to your mod?

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Dan, could you point out the script that changes weapon of a player, whenever he picks up a weapon that is not adjusted to your mod?

Not 100% sure what you mean but it is probably magazines.sqs: this script changes "player", "AI", "HD", and vanilla BIS weapons/magazines to the appropriate one for each unit (typically the player or units under his command, as they are more likely to pick up "wrong" gear).

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I have some problems with this mod in Resistance campaign. I can't aim some weapons (when I press V the sight doesn't show) and some skins has no body, I can only see their head.

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I didn't know that dan's addon is playable in a campaign. But I never had any problem with it in any SP missions I played except for not hitting anything more than 100m from me.

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