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WARFARE BE2 *Rubber Ed*


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Rubberkite
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Posted 11 April 2012 - 12:40 #1

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 :thumb:


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.n...ects/warfare-be
- Mandoble for it's outstanding Mando Missiles script suite - http://www.ofpec.com...d=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...ighlight=ASR+AI
- Monsada & Rafalski (UPSMON) - http://www.armaholic...ighlight=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

Edited by Rubberkite, 21 January 2013 - 02:45.
update/corrections - 015

WARFARE RE - Warfare LEAGUE 013 Work In Progress....

kremator
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Posted 11 April 2012 - 14:16 #2

Cool ! Will check it out mate !

Thanks.

jedra
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Posted 11 April 2012 - 19:38 #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!
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Rubberkite
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Posted 11 April 2012 - 22:20 #4

Cool ! Will check it out mate !

Thanks.


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 ;)
WARFARE RE - Warfare LEAGUE 013 Work In Progress....

jedra
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Posted 12 April 2012 - 01:24 #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!
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Rubberkite
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Posted 12 April 2012 - 08:30 #6

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!


class sets {
// only classes of arrays under this
class level_0 { // perfect (only used for testing)
aimingAccuracy[] = {1.00, 0.00};
aimingShake[] = {1.00, 0.00};
aimingSpeed[] = {1.00, 0.00};
spotDistance[] = {1.00, 0.00};
spotTime[] = {1.00, 0.00};
endurance[] = {1.00, 0.00};
courage[] = {1.00, 0.00};
reloadSpeed[] = {1.00, 0.00};
commanding[] = {1.00, 0.00};
general[] = {1.00, 0.00};

units[] = { // add class names to this to override their default (or inherited) skill set

};
};
class level_1 { // sf 1
aimingAccuracy[] = {0.37, 0.05}; // skilltype = {<min value>, <random value added to min>};
aimingShake[] = {0.40, 0.20};
aimingSpeed[] = {0.55, 0.20};
spotDistance[] = {0.65, 0.30};
spotTime[] = {0.40, 0.20};
endurance[] = {0.80, 0.20};
courage[] = {0.80, 0.20};
reloadSpeed[] = {0.80, 0.20};
commanding[] = {0.80, 0.20};
general[] = {0.80, 0.20};

units[] = {
"sf_18d","sf_18c","sf_18z","sf_18b","sf_18e","sf_18a"
};
};
class level_2 { // sf 2
aimingAccuracy[] = {0.32, 0.05};
aimingShake[] = {0.35, 0.20};
aimingSpeed[] = {0.50, 0.20};
spotDistance[] = {0.60, 0.30};
spotTime[] = {0.35, 0.20};
endurance[] = {0.70, 0.20};
courage[] = {0.70, 0.20};
reloadSpeed[] = {0.70, 0.20};
commanding[] = {0.70, 0.20};
general[] = {0.70, 0.20};

units[] = {
"ibr_mutant"
};
};
class level_3 { // regular 1
aimingAccuracy[] = {0.30, 0.05};
aimingShake[] = {0.30, 0.20};
aimingSpeed[] = {0.45, 0.20};
spotDistance[] = {0.55, 0.30};
spotTime[] = {0.30, 0.20};
endurance[] = {0.60, 0.20};
courage[] = {0.60, 0.20};
reloadSpeed[] = {0.60, 0.20};
commanding[] = {0.60, 0.20};
general[] = {0.60, 0.20};

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[] = {0.25, 0.05};
aimingShake[] = {0.25, 0.20};
aimingSpeed[] = {0.40, 0.20};
spotDistance[] = {0.50, 0.30};
spotTime[] = {0.25, 0.20};
endurance[] = {0.50, 0.20};
courage[] = {0.50, 0.20};
reloadSpeed[] = {0.50, 0.20};
commanding[] = {0.50, 0.20};
general[] = {0.50, 0.20};

units[] = {
"ibr_bodyguard"
};
};
class level_5 { // militia or trained insurgents, former regulars
aimingAccuracy[] = {0.20, 0.05};
aimingShake[] = {0.20, 0.20};
aimingSpeed[] = {0.35, 0.20};
spotDistance[] = {0.45, 0.30};
spotTime[] = {0.20, 0.20};
endurance[] = {0.40, 0.20};
courage[] = {0.40, 0.20};
reloadSpeed[] = {0.40, 0.20};
commanding[] = {0.40, 0.20};
general[] = {0.40, 0.20};

units[] = {
"ibr_arl_officer","ibr_arl_sniper","ibr_arl_sab"
};
};
class level_6 { // civilians with some military training
aimingAccuracy[] = {0.15, 0.05};
aimingShake[] = {0.15, 0.20};
aimingSpeed[] = {0.30, 0.20};
spotDistance[] = {0.40, 0.30};
spotTime[] = {0.15, 0.20};
endurance[] = {0.30, 0.20};
courage[] = {0.30, 0.20};
reloadSpeed[] = {0.30, 0.20};
commanding[] = {0.30, 0.20};
general[] = {0.30, 0.20};

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[] = {0.10, 0.05};
aimingShake[] = {0.10, 0.20};
aimingSpeed[] = {0.25, 0.20};
spotDistance[] = {0.35, 0.30};
spotTime[] = {0.10, 0.20};
endurance[] = {0.20, 0.20};
courage[] = {0.20, 0.20};
reloadSpeed[] = {0.20, 0.20};
commanding[] = {0.20, 0.20};
general[] = {0.20, 0.20};

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[] = {0.31, 0.05};
aimingShake[] = {0.40, 0.20};
aimingSpeed[] = {0.55, 0.20};
spotDistance[] = {0.65, 0.30};
spotTime[] = {0.40, 0.20};
endurance[] = {0.60, 0.20};
courage[] = {0.55, 0.20};
reloadSpeed[] = {0.60, 0.20};
commanding[] = {0.60, 0.20};
general[] = {0.60, 0.20};

units[] = {

};
};
class level_9 { // pilot 2
aimingAccuracy[] = {0.30, 0.05};
aimingShake[] = {0.35, 0.20};
aimingSpeed[] = {0.50, 0.20};
spotDistance[] = {0.60, 0.30};
spotTime[] = {0.35, 0.20};
endurance[] = {0.50, 0.20};
courage[] = {0.50, 0.20};
reloadSpeed[] = {0.50, 0.20};
commanding[] = {0.50, 0.20};
general[] = {0.50, 0.20};

units[] = {
"ibr_arl_pilot"
};
};
class level_10 { // sniper
aimingAccuracy[] = {0.50, 0.20};
aimingShake[] = {0.70, 0.20};
aimingSpeed[] = {0.55, 0.20};
spotDistance[] = {0.70, 0.30};
spotTime[] = {0.75, 0.20};
endurance[] = {0.70, 0.20};
courage[] = {0.70, 0.20};
reloadSpeed[] = {0.70, 0.20};
commanding[] = {0.70, 0.20};
general[] = {0.70, 0.20};

units[] = {

};
};
};//sets

WARFARE RE - Warfare LEAGUE 013 Work In Progress....

jedra
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Posted 12 April 2012 - 08:38 #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.
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kremator
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Posted 12 April 2012 - 09:42 #8

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?

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Rubberkite
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Posted 12 April 2012 - 11:59 #9

@ 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

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....
WARFARE RE - Warfare LEAGUE 013 Work In Progress....

jedra
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Posted 12 April 2012 - 14:25 #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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Rubberkite
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Posted 12 April 2012 - 17:37 #11

@ Jedra
First of all congratulations your tool works really well and is really good also for debug!

check the album I've added some debug in progress screens :)
https://picasaweb.go...feat=directlink

Everything works fine with ASR_AI.
but I've to check the skill assign for recuited soldiers... seems that assign 1 to all recuited and doesn't work as intendeed.
( this is warfare BE problem ) tested also vanilla with default BE2071

ASR_AI works fine for server controlled AI in town resistance and occupations

Easy to check with your great tool ;)

@ Kremator
I will raise some value in skill config, when build 006 will be out please try again if Ai works better.

Edited by Rubberkite, 12 April 2012 - 17:40.
double post on same post ...

WARFARE RE - Warfare LEAGUE 013 Work In Progress....

kremator
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Posted 12 April 2012 - 17:52 #12

No problem mate. Could be the initial skill of the AI when they spawn.

Will test next version.

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Rubberkite
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Posted 13 April 2012 - 23:58 #13

new Build 006 released!

check first post for download link and changelog
WARFARE RE - Warfare LEAGUE 013 Work In Progress....

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Rubberkite
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Posted 21 April 2012 - 01:05 #14

new build 008 released:

BUILD 008

- NEW On Screen Display
- Minor tweak to occupations force

BUILD 007

- AV8 Price +
- Su34 Price +
- A10 Price +
- F35 removed (too powerful due to map size and lack of stealth plane on redfor)
- Less Power to AV8B - AV8B2 Aircraft: only - CAP/SEAD Loadouts
- EASA AV8 (red/blue) only CAP/SEAD Loadouts
- EASA Loadouts prices increased. ( should not be used for instant rearm.... )

- PARAM: Auto manned defense from max (20) to max ( 5 ) and range from (400m) to (250m)
- PARAM: town protection for construction interface lowerd from (450m) to (400m)
- Team Kill penalty now: 1000$
- Remove occupation_defenses remover from updatetownai FSM
- ADDED some PostProcessing effects from Gossamers Edition ( check fx 6 :) )
- MANDO MISSILES KEYs CONFIG selectable by GUI
- New Warfare Menu GUI colored button for: Mission Parameter in game list - Vehicle Flip - MMA key setup
- Tweaked money/min income ( bit less for commander)
- Black Market Weapons (bluefor on redfor equipment) and TWS weapon in case of parameter Thermal Weapons:

+ ['m107_TWS_EP1'];
+ ['M249_TWS_EP1'];
+ ['SCAR_L_STD_EGLM_TWS'];

+ ['m107'];
+ ['G36a'];
+ ['G36A_camo'];
+ ['M4A3_CCO_EP1'];
+ ['M4A3_RCO_GL_EP1'];
+ ['SCAR_L_STD_EGLM_RCO'];
+ ['SCAR_L_CQC_EGLM_Holo'];
+ ['SCAR_H_STD_EGLM_Spect'];

+ ['SMAW'];
+ ['MAAWS'];

- M203 Smoke and Flare grenades added to redfor Misc menu

- Small tweak on occupation core file ( no more ambulance on town occupation force groups )

- LAYOUT [ 33] Town & [ 25 ] Town fixed and neighbour checked we play less those layout so are less tested, if u find problem, please report I will fix soon.

- UPSMON updated to 5.1.0

- No more auto task assignment for towns ( to prevent people that attack town in peace time or not linked to territorial parameter, use manual select from the task menu on map to have a waypoint )


download link: http://www.mediafire...p1pig7oi45675hp

---------- Post added at 01:05 ---------- Previous post was at 01:01 ----------

Screenshot of new OSD with GPS moved in bottom right corner:
https://picasaweb.go...feat=directlink
WARFARE RE - Warfare LEAGUE 013 Work In Progress....

kremator
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Posted 21 April 2012 - 08:45 #15

That new OnScreen display looks very nice!

Grats on new version mate.

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Rubberkite
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Posted 21 April 2012 - 12:30 #16

That new OnScreen display looks very nice!

Grats on new version mate.


Thanks Mate ;)

The last thing that I want to change is to replace the standard GPS with a MAP on GUI, because GPS each time you change the zoom on sight it autoremoved and u have to open it back again.
I prefer a "minimal" style MAP and I will add option to remove all OSD information, if someone wants to use mission to make video or just have low resolution and/or doesn't like the HUD display.

The timer on OSD is good for medic and for peace time, u can see when u build respawn tent and u will know when 12 minute are going low and u will have action ready again, instead of check with mouse wheel..

With 006 I improved a lot the range firefight with ASR_Ai
with 007 I removed the power of AV8 aircraft, now is good for dogfight but u need tu buy a CAS plane, 1 people now can't fight air and land in same time, and this remove lot of power from aircraft, because CAS plane are slow and also ground force have chances to shot down.

We play with good pilot in both side, and when Av8 fly fast and low, it's really hard for land man to shot it down, now they can fight vs A10 or Su25/39, and AV8 is there for CAP only

Mission is almost final, when I finish with last tweak and fine tuning I will port to more maps, I think the first one will be Saharani... then the others

If someone whant's to help me on city depots / strong points / static defenses, I can release new map much sooner.

Cheers

Rubber
WARFARE RE - Warfare LEAGUE 013 Work In Progress....

kremator
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Posted 21 April 2012 - 12:48 #17

Have you considered releasing that little map as a script package on its own?

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Rubberkite
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Posted 21 April 2012 - 14:03 #18

Yes, Sure, I've considered that, and I will release the map as script,
I would like to assign custom key to zoom in and out, but I'm not expert with Dialogs and I will need time to learn by try and mistakes...
WARFARE RE - Warfare LEAGUE 013 Work In Progress....

kremator
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Posted 21 April 2012 - 15:27 #19

I will need time to learn by try and mistakes...


Welcome to my world :)

Thanks for considering this. Keep up the good work mate.

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Posted 22 April 2012 - 14:59 #20

Yes, Sure, I've considered that, and I will release the map as script,
I would like to assign custom key to zoom in and out, but I'm not expert with Dialogs and I will need time to learn by try and mistakes...


Try using Gaia's GUI design tool (you can find it on these forums)

It'll help out a bit with the GUI design phase, but it still doesn't make it super easy.

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