Jump to content

Recommended Posts

 

 Are you a lonely guy? Do you get down when your AI dont speak to you for more than 15 minutes? Do you get bummed when #2 didnt tell you how awesome that shot out at 500m was?

 

Q14oYY.gif

 

No more.

 

 

 

                                                                                                      Ego Mod

 

This very W.I.P mod is really just something I made for myself but figured some others might enjoy it too. It started because after making a mission in which a team of delta Force were easily annihilated by African Militia using ingame skill settings (.2 is the lowest) - something was not right. Its (like some other mods) changes skills based on class -primarily to highlight the proficiency and lethality of Spec Ops and Snipers.

 

Out of that grew massive feature creep and it is now what i would call  a 'very poorly coded and optimized immersion mod' with a strong emphasis on Civilians, reactions to extreme violence and destruction and better Urban combat.

 

 

 

More coming soontm....

  • Like 14

Share this post


Link to post
Share on other sites

Hey froggy, this looks really neat, I especially like the second patrol in Tanoa, has a real chaotic edge about it which is what i'd expect urban combat to be like, a definite enhancement over a regular vanilla encounter.  I'm tuned right into this man, keep it coming. 

  • Like 2

Share this post


Link to post
Share on other sites

Awesome. Loved your other immersion mods. Will this affect ACE3 AI? I believe that has presets also based on class. or can optionally enable / disable the AI feature? I love the talk function. Sorta like Half Life, GTA and RUG-DSAI mixed in.

 

Hahah... that "You suck" was funny. Nerve racking for military to go through hostile civ areas. 

 

Should have a config option to let users create other dialects.

 

PS: Need a "marines" setting. All USMC are all rifleman first, then other class next. Just FYI.

Share this post


Link to post
Share on other sites

 

 

 More focus on ambush and civilian -this time player led

 

Thanks fellas -glad some people are into it. Its really a mess right now because of all the lineintersect and cursortarget eachFrame expenses.  Imo its worth it but ill keep working on the optimization. Obviously the banter is over spamming so ill get to that.

  • Like 3
  • Haha 1

Share this post


Link to post
Share on other sites

Hee! The more the merrier as far as AI-enhancement mods are concerned.

 

Cheers :sun:

 

Orc

 

 

 

 

  • Like 2

Share this post


Link to post
Share on other sites

Holy Smokes.....who'd be a hooker in downtown Georgetown! 

 

P.S. I like the banter, don't lose it.

  • Like 1

Share this post


Link to post
Share on other sites
3 hours ago, Evil Organ said:

Holy Smokes.....who'd be a hooker in downtown Georgetown! 

 

P.S. I like the banter, don't lose it.

 

 not sure if you noticed those chicks hands....just saying :/

 

 Bringin Vice back to Tanoa -anyway I can!

 

@Valken: So you saying that Marines are all at basic riflemen proficiency regardless of class? I can arrange that

  • Like 2

Share this post


Link to post
Share on other sites
13 hours ago, froggyluv said:

@Valken: So you saying that Marines are all at basic riflemen proficiency regardless of class? I can arrange that

 

Yes that is correct for United States Marine Corps. Every grunt who passes training are rifleman by default. That is one of the requirements regardless if they go on to become medics, engineers, demolition or etc...

 

Note that Scout Snipers are an elite class in the Marines though. Same for Marine Force Recon units. They are pretty much up their with Tier 1 SF (Seals, Delta, DEVGRU, etc...)

 

You can definitely lower the skills of pilots for example. Flyboys would be master of the air, not gunmans. Not sure of ARMY (tank or artillery units) but I doubt they all are at the shooting level of Marines by training as their focus is different. Same for Naval units unless they are SEAL type teams.

 

I would advise that police (Gendemerie is basically military right?), Syndikat and even armed civilians can be notched down in accuracy unless they are SWAT tactical units. That would be roughly how I would base the military side of each faction.

 

Note I have no idea how EU military discipline units would train up.

 

Edit - also, I was just thinking if we use unit mods, would they inherit the proficiency updates such as RHS units or etc..? Not sure how that works and may be complicated.

 

I am using Jarred's replacements to play some default ARMA scenarios so it would be cool if their skills were adjusted properly.

Share this post


Link to post
Share on other sites

 

 Gotcha. Ill adjust all Marines units. Jarred's, RHS, CUP, Iron Front, FoW, Unsung and Massi are already accounted for via Monster Lists. The rest is basically already set up that way ie Syndikat, Gendemerie, Militias, Pilots,Crewman Autoriflemen (for effect), and Medics as well as specialists are already lowest Tier units with pretty bad to awful shooting skill ranges - but they can still get you when caught unprepared and their skill raises upon each kill. Tier 1 type units have a starting aimingAccuracy (the most important value) at around 0.1 with all other values very high as well as they get certain aiming bonuses in CQB etc so they are extremely dangerous especially after 1-2 kills.

 

This was the whole catylst for making this - i remember (maybe thru rosy red tinted glasses) how SpetzNatz was a scary group to run into in OFP -they had a distinct look and seemed far deadlier leading to high tension approaches. Somewhere that got lost, maybe its that all CSAT uniforms look the same to me so Line Cook #2 looks like Recon Pathfinder but they also feel equally and unnaturally dangerous which again kills mission tension. There needs to be low notes to appreciate high notes. As it is it seems BI relies mostly on superior body armour to display battlefield dominance so basically that comes down to whos the biggest baddest, twitchiest bullet sponge on the field -not exactly thrilling..

 

There are also Agent troops that Ive created that have different levels but basically can travel around , latch onto different squads and slowly increase their skills (depending on level of the Agent) -this becomes an urgent and organic target to find as he can eventually build an army of terminators and HQ will try and warn you and help locate him for you (more on this later)

  • Like 7

Share this post


Link to post
Share on other sites

Sounds really good! The only other faction I can think of really are PMCs. Supposedly all the pro PMCs are ex-military up to a point. In the couple of conflicts, they were reported as taking in ex-convicts due to lack of availability!! This is seriously what was reported hence all those PMC on civilian incidents in the world.

 

So you can setup Ion or any of Jarred's factions (ooh Praying Mantis) to be some top notch killing machines, but not Tier 1 for sure.

 

 

Share this post


Link to post
Share on other sites

 

 Cool just remember its more of a proof of concept  for random SP fun than polished mod. The amounts of loops Im running is stupid but so far have played the 1st 6 missions of East Wind campaign with it maintaining a high 40-60 fps.

 

 Here im working on Environmental camo -buildings, deep foliage, light etc...As it is, Vanilla Ai is only concealed when they sit behind solid cover object but we all know well theyll stay in place without a Stop order. This adds a general camo to them so they are not called out so easily by AI leading to more interesting CQB

 

 

  • Like 4

Share this post


Link to post
Share on other sites

 

 Mostly been messing around with adding alot more banter as well as testing out shadow concealment to add to the other camouflage (thanks to Das Attorney for pointing me towards LLW scripts).

 

Shame Youtube doesnt allow annotations anymore and am seemingly no longer smart enough to use the newer Movie Maker so Ill just let the AI speak for itself.

 

Also adding Unit Panic in which lower courage units may just huddle over and whimper like a little girl when overwhelmed -panicked units can be Rally'ed Up via a commander with enough Command points and yes -you'll hear it ;)

 

 

 

  • Like 4

Share this post


Link to post
Share on other sites

Nice work there @froggyluv going to be keeping an eye on this one.

 

Quick question though is does this work on enemy AI also or is it something that you need to assign? If so any idea how it might work with VCOM AI or other AI controller scripts? It might allow the AI to run away instead of sticking around and fighting; which to me would add to the immersion of being in a fight. Just think if you are a AI towel head terrorist and you see a bunch of super beared up bad ass killer chairborne rangers come swooping in via a helo and there are 12+ of them and 3-4 of you...are you going to want to stick around or are you going to find a way to GTFO as fast as possible without dying so you can go find more towel heads to come back and kill them?

Share this post


Link to post
Share on other sites

*sighs* was hoping wouldn't get any tricky request type questions :hehe:

 

It will be implemented to work outta the box but ill probably make it so you can opt out certain troops and what not. Pretty much the whole point of this little shit mod is to just have the world be alive around you without having to do much. But as to your example: Recon and Sniper Units are immune to Panic but they can induce it as can Tanks, Planes and Artillery etc.. Generally it will be very low tier troops who are susceptible to panic but again they can be Rally'ed back by a strong commander or a new unit I created called an Agent.

 

I play alot of strategy war games and really like the effect that panic can create beating the enemy psychologically rather than every man just standing around shooting at each other like its no big deal.

 

The built in Camouflage is also something I felt was sorely needed. Now groups that are hanging out in the dark shadows of a Chernarus Redux Forest (Great Map btw!) are not just instantly spotted because they're not directly behind a tree. The nice thing is Groups that are set to Stealth inherently tend to stick to shadowy areas so this able to function quite well.

  • Like 3

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×