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'Cipher' - full dynamic [SP & MP/Coop] with unlimited replayability


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wiper
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#1

Posted 11 August 2009 - 01:36

Hi all !

Essentially a development that started in the good old OFP times and that most probably will go on, arrives on its first step for Arma2.

For details see the readme below, here just a snapshot for what you may expect :

The mission development was centered around four central themes:
  • Literally unlimited replayability providing unexpected encounters each time the mission is restarted.
  • Let the player experience how awesome the AI and micro AI actually is that BIS has created for us and what I think is the most sophisticated AI for home computer games to date !
  • Give the player the possibility to explore and enjoy the gorgeous beauty of the Chernaurus map while immersed in a living environemt.
  • Embedding all of the above into a plausible "story line" keeping a most enjoyable balance.

No Addons needed.

Please post your impressions, what you like or what you miss or what you wanna have changed - in other words your feedback is more than welcome

Have fun !


version 1.41b uploaded 17-11-09
Download Cipher v1.41b


For Arma2:Operation Arrowhead check out AlecDelorean's thread for his great conversion here:
Cipher: Valleys of the Takiban


Please check the change log for the latest fixes in the readme below.


Mirrors:

Armaholic SP section

Armaholic MP/coop section
(Note that these mirrors may take some time to be actualized. If uncertain use the above link for the most recent version.)



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'Cipher' - a full dynamic SP & MP mission for Arma2 with unlimited replayability, v1.41b
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Description:

'Cipher' is a Arma2 mission fully based on scripts.
The mission development was centered around three central themes:

  • Literally unlimited replayability providing unexpected encounters each time the mission is restarted.
  • Let the player experience how awesome the AI and micro AI actually is that BIS has created for us and what I think is the most sophisticated AI for home computer games to date !
  • Give the player the possibility to explore and enjoy the gorgeous beauty of the Chernaurus map while immersed in a living environemt.
  • Embedding all of the above into a plausible "story line" keeping a most enjoyable balance.
As a result, on one hand the mission concept is based on a relatively advanced AI “engine” as a core system that I originally started to develop in the beginning of the good (golden) old OFP times and provides a full dynamic driven persistent AI.

On the other hand the "AI engine" (ADPI) provides sort of an interface so that it can be relatively easy adopted into a different mission concept.

So essentially 'Cipher' can be seen as a base module with a minimum content story wise, that just needs to be expanded to be a fully story driven mission. However this means, the story part still needs drastic scripting efforts not to speak of all stuff that needs to be implemented to have multiple and dynamic story lines working perfectly even in MP mode.


Features:

So, starting 'Cipher' what can you expect:
  • ‘Cipher’ is playable in SP mode as well as in MP coop mode (just copy the mission into your respective Arma2 folder).
  • Each time you start the mission over, you start at a unique location anywhere on Chernarus.
  • Each time you start the mission over, the primary objective is located somewhere else.
  • 2 basic mission modes are available: ‘Task Force’ mode by default, features a 10 man group and alternatively ‘SpecOp’ mode for a intense solo experience. There is even a third mode ‘SpecOp light’ where some of the enemy patrols are removed to ease up a bit.
  • You need to search for the main objective and after successfully completing the required tasks, call for extraction and leave Chernarus.
  • While on mission, you will encounter 'living' AI, easily implemented thanks to the new BIS modules, as well as scripted civilian population roving around the whole map, mostly by car.
  • Dynamically acting hostile forces, using choppers and armored vehicles, initially randomly patrolling around the target area, and dynamically reacting to encounters - eventually flanking your position and supporting each other.
  • random time start (at daylight), selectable daytime emphasis per option.
  • full dynamic weather
  • no Addons needed


What will you not meet in 'Chipher', yet:

  • large cinematic cut scenes (besides small intro & outro cuts)
  • voice actings

From that latter point of view consider 'Cipher' in beta stage. While the mission/concepts are heavily tested and should be working as intended, those fancy elements were needed to be kept out of focus, otherwise its development would have needed much more months to spend in.


Installation:

  • requires Arma2 v1.04 or later.
  • Extract the pbo files to your ArmA2\Missions folder for SP.
  • Extract the pbo files to your ArmA2\MPMissions folder for MP.



Known issues:

Well most of us Arma2 (and earlier versions of the game) users know that we need to live with some quirks the engine still has, mostly concerning AI behaviour.

  • Right after the mission has started your MTVR truck (or ammo crate in SpecOp mode) maybe isn’t accessible right away. This is a game engine peculiarity of fresh spawned vehicles and not a bug. If this happens give it about 20 seconds at max. After that time it can be accessed as usual.
  • When you find the Suitcase placed on elevated building positions (barns upper levels, deer stands,..) it may happen that it seems to vanish when you open it. Actually the “opened suitcase” might now be found at ground level. Also that action menus sometimes take some time to be active.
  • Although since patch 1.03 most of the civil module glitches seem to be fixed, expect strange civilian behaviour in some regards, often cars placed at strange places or strange wording by some civilian guys.
  • (Civilian) AI drivers seem to love to crash into other cars standing right in front of them on the road. Occasionally they often roll over other AI or player units, so always consider evasive behaviour with them.
  • Air AI has trouble navigating around rough terrain eventually crashing sometimes, particularly when attacking.
  • Performance: right at mission start up expect some lags and frame rate drops for some seconds on slower computer hardware, usually vanishing within 20-60 sec. After that time span the mission performance should be the same as for the official missions, most probably even better due to highly optimized scripts performance wise.
  • JIP (Join In Progress): Sometimes the daytime is not synchronized for a JIP’ing player. This particularly seems to happen with a fresh hosted game and it seems to be very hard to reproduce. To sync the time, abort to the lobby and reconnect a second time. In ‘Task Force’ mode you need to chose the slot of group member of the High Commander (the originally group leader) if teams are split. In SpecOp mode you need to select a new slot that was not played in the current mission.

For the mission itself and its tasks refer to the briefing when started.


MP notes:

Some words for the MP mode:

The mission is JIP (Join In Progress) ready and should run fine on a dedicated server but you need to know some specifics:

  • ‘Cipher’ can be played by 1-10 human players as Blue in Coop against OPFOR AI.
  • At least one player needs to take the role of one Team leader!
  • If starting alone always choose the first slot/group leader to minimize JIP issues for connecting players.
  • The standard mission starts as one single team but the group leader can split up the group into several teams where each team has its own leader using the HTS menu (use the Command menu for this). Note that the split teams can’t rejoin after the original team leader (i.e. “High Commander” of the sub teams) is killed.
  • When playing the SpecOPs version no team splits can be performed and only one human player is group leader. Each connecting player will be assigned to the team leader and always starts with a bike at the insertion point. Also initially no AI players are allowed but you need to let the AI enabled (in the lobby options) as the AI exists as a poll for JIP’ing players and for semi-respawns.
  • Because the team occasionally can be split after mission initialization, JIP works limited, yet: when JIP'ing you maybe need to reconnect and choose one of the units of the originally 'group' leader in TaskForce mode or one of the free slots of the pool AI in SpecOp mode.
  • Performance: In MP mode the mission's visual distance and the grass rendering can be chosen vie the lobby parameters.
  • Respawn/revive: Currently the mission doesn’t support respawns or reviving. The AI is tweaked to be challenging but not overly hard to fight. This should provide for a well balanced learning curve in mastering the game as well as the mission itself. Both aspects don’t match up with reviving elements very well I think. However if not all slots are taken by human players there’s still the possibility to switch over to a free slot using the team switch.



Hints:

Finally some hints from 'under the hood' - feel free to read on, as due to the mission concept 'spoiling' is not really possible, you'll never know what you will face

  • As briefing suggests, approach carefully. Often the mission can be easily failed by simply rushing towards the hostile area.
  • The closer you move to the hot spot the more likely you may encounter ambushes. Every single hut or deer stand may be a hideout!
  • In the first phase planning is crucial, always use terrain and cover to YOUR advantage!
  • Consider taking out Air targets at first hand, then APC or armored forces before moving in further.
  • Hostile air patrols periodically take place about every 5-30 minutes (you never know when they start), covering the hostile area for about 5-20 minutes.
  • Enemy armor is focussed around the primary target, but patrol movement may carry them far out for 1-2 km's away,
  • Same goes for some hostile infantry patrols.
  • Always remember the persistence of the AI: each enemy AI unit is there right from the beginning of the mission and none is spawned randomly. So relax - no cheating AI, each one you've killed is out of question, but if you encounter one you didn't expect at that position, you just have overlooked it
  • Have fun !


Made by Wiper




Change Log:

v1.41b
  • fixed: JIP broken in SpecOp mode
  • tweaked: extraction chopper spawns closer to the players team/ leader
v1.41
  • added: options for auto revealing the suitcase
  • improved: revealing algorithm
  • improved: intro implementation
  • fixed: black screen sometimes not terminated on clients
v1.40
  • added: intro
  • improved: small briefing changes and fixes
v1.39
  • hot fixed: respawning in SpecOp MP mode didn’t spawn player vehicles.
v1.38
  • added: bike options for SpecOp mode
  • added: separated options for open and closed trucks.
  • improved: code fetch indications.
  • improved: removed default assignment of “team red”.
  • fixed: briefing texts not correctly updated after suitcase auto reveal.
  • fixed: second supply dump sometimes placed too close to roads.
  • fixed: JIP caused player side units being invulnerable.
v1.37
  • added: SP options for team size.
  • added: options for player vehicles.
  • added: supply depot randomly somewhere near the approach path.
  • improved: options dialog.
  • fixed: wrong daylight emphasis notations in the briefing hints.
  • fixed: insertion markers misplaced for JIP’ing players.
v1.36
  • fixed: primary target marker vanished when a player JIP’ed.
  • fixed: using team switch could screw insertion process somehow.
  • fixed: possible frozen chopper after reload of a insertion procedure.
  • improved: primary target more likely to be found in urban areas.
v1.35
  • improved: further polishing of the suitcase placement
  • added: option for high and low solar altitudes
  • added: more guns to briefing gear and cargo spaces
  • fixed: some minor issues.
v1.34
  • fixed: wrong unit distribution for the player side terminated the insertion script if AI units got disabled in the MP lobby (special thanks for silent_op.pxs for finding that out).
v1.33b
  • added: MP option for disabling Med Packs in SpecOp mode.
v1.33a
  • hot fix: removed “debug teleport” that slipped through.
v1.33
  • fixed: bug in AI flanking evaluation.
  • fixed: added further blacklist areas (mostly lakes and ponds)
  • improved: armoured AI movements.
  • improved: slightly decreased AI “communication” distances.
  • improved: insertion chopper withdrawal.
v1.32
  • fixed: insertion chopper sometimes didn’t land
  • fixed: on dedicated servers enemy Hind didn’t continue movement sometimes.
  • fixed: BMP3 additional gunners disembarked under contact.
  • fixed: added further buildings to the buildings blacklist
  • fixed: added further areas to the positions blacklist
  • fixed: removed “open suitcase” to avoid odd sat phone placements
  • improved: task assignments step by step.
  • changed: briefing texts adopted to new tasks / flow.
v1.31
  • added: insertion by helo and rendezvous for all mission modes.
  • added: ammo crate at rendezvous point in Task Force mode.
  • added: reintroduced & improved default weapon and gear load out.
  • added: automated revealing function for the suitcase location depending on difficulty and player superiority.
  • improved: code fetching and radio activation takes some seconds now emphasizing the intended challenge of that task under certain conditions.
  • tweaked: briefing texts and briefing updates edited also to reflect latest additions.
  • fixed: black screen on clients after reload of MP missions
v1.30
  • added: difficulty options in SP and MP mode.
  • added: actual mission options in the briefing hints
  • tweaked: AI communication radius, patrol times and accuracies
  • minor fixes
v1.29
  • hot fixed: vehicle driving AI not getting back in vehicles after disembarking
  • hot fixed: disabled AI (in MP lobby) caused permanent script errors
  • fixed: weapon cargo in truck and ammo crates not accessible for JIP’ing players
  • fixed: pier type object missing in the blacklist for the primary target
v1.28
  • fixed: insertion point in inland water under rare circumstances
  • fixed: daytime inconsistencies in the briefing
  • fixed: script errors after loading a save game.
  • tweaked: SP dialog options now before the briefing starts
  • tweaked: better distribution of civilian road vehicles around the mission primary area.
  • added: SP & MP options for specific day & night time emphasis
  • added: SpecOp ‘light’ mode with lesser enemy patrols and armor
  • improved: various AI aspects mainly focussed on placement and movement
v1.27a
  • hot-fixed: due to a small oversight the dedicated SpecOp pbo wasn’t actually switched to ‘SpecOp’ mode
  • tweaked: several minor briefing corrections.
v1.27
  • fixed: some civilians and opfor units placed on roads without cars
  • fixed: odd suitcase placements possible in rural areas
  • fixed: some typos in the briefing
  • fixed: under *very* rare conditions only the enemy general was placed in the primary target area.
  • tweaked: enemy Hind should not crash in forests and hills too easy anymore, also by preventing its kamikaze attacks.
  • tweaked: slightly increased probability of aiming shake and reduced accuracy of the hostile AI
v1.26b
  • fixed: general and sentries moved away from their intentional holding positions after mission start.
  • fixed: Suitcase always placed next to the center of the target area.
v1.26a
  • hotfixed: permanent script error message due to a undefined variable.
v1.26
  • fixed: scripted AI movements and behaviour of saved games broken.
  • added: ample stuffed supply crate at Insertion Point in SpecOp mode.
  • changed: russian road patrols occasionally use civilian vehicles
  • changed: civilian cars now randomly distributed.
  • changed: total rewrite of the extraction logic for more freedom and control of the rescue chopper for the player now.
  • improved: enemy armored vehicles spawn using a point distribution system making them more random and variying.
  • tweaked: rain value varying while raining, reduced probability.
  • added: hint texts in the briefing diary section in cadet mode.
  • added: parameter “view distance” in MP lobby
  • added: parameter “grass setting” in MP lobby (needs Arma2 v1.03.58899 or higher)
v1.25
  • fixed: TeamSwitch didn’t teleport to insertion point on MP clients under certain conditions.
  • fixed: hostile vehicle AI gunner also ejected at initial enemy contact
  • improved: rain transitions and rate sync in MP.
  • added: 3 med packs for the player in SpecOp mode.
  • added: additional heavy gear in the units load section of the briefing.
  • tweaked: slightly lowered probability of presence for the hostile T72.
  • tweaked/fixed: reverted back to previous indirect BuildingPos placement methods for AI troops as due to a probable game glitch direct placements often seems to kill troops.
v1.24a
  • HotFixed: ‘GodMode’ not deactivated in MP mode.
v1.24
  • fixed: map locations and markers not set in SP briefing room
  • fixed: dead group leader not removed from players group in SpecOP MP mode.
  • tweaked: slightly higher possibility to spawn primary target in urban areas.
  • tweaked: disabled auto team split in MP mode (use HCS for splitting)
  • tweaked: removed odd locations for SuitCase spawns (bridges, ruin walls)
  • tweaked: AI placement now also on elevated buildings highly possible (beacon towers, industrial facilities…)
  • multiple minor AI tweaks.
v1.23
  • fixed: added a briefing.html for a proper briefing show up before the mission starts in SP mode.
  • fixed: rescue chopper didn’t launch in SpecOp mode.
  • fixed: AI waypoints sometimes out of bounds (introduced in v1.22).
  • fixed: Insertion point in rare situations on inland water surfaces.
  • fixed: AI waypoints for armored vehicles within forests
  • fixed: disembarked AI vehicles in combat weren’t unassigned.
  • optimized: both mission modes supported now by one pbo.
  • optimized: introduced pbo verisioning for the sake of dedicated server admins.
  • tweaked: weapon gear loadout now accessible in MP briefing, no more auto-distribution to human players.
  • tweaked: Insertion point spawns tendentially closer to the primary target now.
  • tweaked: rescue chopper doesn’t cut running engines while on wait
  • tweaked: all but first task assigments distributed according to previous task completions.
  • tweaked: slightly higher probability of presence for enemy AI group members
  • tweaked: coherence/swarming varying of attacking enemy AI
  • tweaked: slightly higher accuracy and lesser handshake for enemy AI.
  • tweaked: various text info, mostly for MP mode.
  • tweaked: daytime randomization now linear
  • tweaked: increased the visual distance by 500m in MP to 3500m.
v1.22
  • fixed: HCS was not active, supports SP and MP now.
  • tweaked: some BuildingPos added to a blacklist to avoid odd suitcase placements (like scaffolds, walls,..).
  • tweaked: civilian AI driving on roads now more present.
  • Added: a second play mode “SpecOP” included as an extra pbo.
v1.21
  • fixed: radio channel alpha was accessible before code retrieval
  • fixed: stalling enemy AI in most instances
  • added: 2 enemy AI squads mostly patrolling outside the target area
  • tweaked: enemy AI have a tighter patrol radius
  • tweaked: enemy AI responds quicker in general
  • tweaked: enemy AI does not flank excessively, going for a more direct approach
v1.20
  • fixed: suitcase interaction was broken
  • added: HCS made by Mr_Centipede (SP mode only)
  • added: images
  • tweaked: briefing texts
v1.19
  • fixed: mission end sequence not started.
  • fixed: accidently deleted mapcenter marker, causing civilian cars mass near the SW end of the map, eventually stalling.
  • tweaked: reduced primary target area sizes. Larger areas often cause the primary objective to be placed on deer stands somewhere out in the forests.
v1.18
  • fixed: hostile air AI never launched
  • fixed: enemy HQ AI partly disabled
v1.17a
  • Tweaked: rewritings for the extraction radio messages plus map updates, both for proper LZ planning.
  • updated the readme accordingly.
v1.17
  • First public release.


Credits:

All credits go to
Further credits to
  • Mr_Centipede for HCS (Hybride Commanding System) and
  • Kremator for hints in and implementation of HCS.
Special credits to
  • John Buford for the briefing Overview, his countless hours of testing online, edits of my english texts and his invaluable gameplay advices !
  • Nightrat for testing too and for his neverending patience in my combat playstyles
Last but not least specific credits to all who have contributed by spending their precious time and energy in testing, suggesting and feeding back. Without the enthusiasm of these people this mission never would have become what it is:
  • Hoz , Greg, keet, alpha-kilo, galzohar, DogTags, Alex72, Manzilla, MaXyM, Kremator, silent_op and/from www.phoenixsoldiers.com and WallyJas, markushaze plus all who I may have forgot to list here and all of you I unfortunately don’t even know :-)

Thanks to you All!

Edited by Wiper, 21 July 2010 - 12:04.
update - v1.40

"The simplest is always the best"
-Thomas Jefferson

Eagle911
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#2

Posted 11 August 2009 - 05:27

Found a bug
When changing to a dead squad leader the game freezes or something.

:( Got stuck near a BMP and no sqaud mates had AT

Dogtags
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#3

Posted 11 August 2009 - 11:05

I like it. Played for over an hour so far. AI are very challenging but not impossible and they are in logicla locations. Good mission to follow.

When I called for extraction I was told that I would either have to clear the AA or go to a clear area. I went outside of the red circles, a long way out and when I called for extraction I was told the same thing so I am now heading back into the red circled areas looking for AA.

I think either you should be able to call for extraction outside the hot zones or just make the story that you HAVE to destroy all AA because they are costing too many lives or something along that line.
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wiper
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#4

Posted 11 August 2009 - 14:20

Eagle911:
Does it mean you tried to switch to a dead unit while playing (SP or MP?) ? If so I'm afraid you actually found a game bug, as I think that shouldn't be possible. As for anti armor, the truck is full of SMAW stuff.

DogTags:
Great you like it !
You actually do not need to neutralize remaining AFV's. The point is that not only the area is checked but also the approach and withdrawal path of the extraction aircraft.
And that's why you are exactly right and I definitely need to upload an update containing that information in the message texts.
Thanks a lot for pointing that out.
"The simplest is always the best"
-Thomas Jefferson

Desiderius
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#5

Posted 11 August 2009 - 14:28

Hello Wiper,

is there an respawn or revive script included ?

Greetings
Jack Unger
Leader of www.fh-warzone.de

wiper
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#6

Posted 11 August 2009 - 17:10

DogTags:
Have updated the mission and the readme accordingly. Check 1st post / redownload.
Thanks again.


Desiderius:

is there an respawn or revive script included ?

No.
I have updated the readme for this too, quoting:
respawn/revive: Currently the mission doesn’t support respawns or reviving. The AI is tweaked to be challenging but not overly hard to fight. This should provide for a well balanced learning curve in mastering the game as well as the mission itself. Both aspects don’t match up with reviving elements very well I think. However if not all slots are taken by human players there’s still the possibility to switch over to a free slot.
"The simplest is always the best"
-Thomas Jefferson

Eagle911
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#7

Posted 11 August 2009 - 18:38

Eagle911:
Does it mean you tried to switch to a dead unit while playing (SP or MP?) ? If so I'm afraid you actually found a game bug, as I think that shouldn't be possible. As for anti armor, the truck is full of SMAW stuff.


Correct, in SP. I tried switching back to the sqaud leader

Dogtags
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#8

Posted 12 August 2009 - 00:57

I will give it a go tonight.

This has loads of potential.

How easy is it to make a pile of possible scenarios instead of the suitcase? You could replace the suitcase with rescue the prisoner, take out the big boss guy holed up in a house and many others. These could be randomly generated with randomly generated secondary targets as well. Extraction can be randomly determined as well so your mission may include extraction or it may not. If it does include extraction there maybe random events at times which do not allow it like radio jamming (side mission?) take out the radio jamming tower. Maybe you can also request supplies (Random again).

I can see potential for a hell of a lot of dynamic mission creation. "Life is like a box of chocolates" or in this case Cipher is like a box of chocolates!

Good stuff!

Edited by Dogtags, 12 August 2009 - 01:02.

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wiper
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#9

Posted 12 August 2009 - 03:44

lol, thanks for your positive critics, DogTags.
Yes, as mentioned in the readme, it is relatively easy to add 'story' stuff arond the core.
Downside of a random system always is its testing. Its a beast for debugging. Either you spend dozens of hours provoking the bug you're looking for or spending the same effort in writing debug stuff specific to the framework where it happens.

Another point is the current Arma2 state. I'd like to have all those house positions that amra1 provided for example here on the Cherno map. Compared to A1 some houses yet lack inside positions and inside paths. And those that have one, often are 'bugged', well sort of.

Once part of Cipher was indeed a prisoner who had to be rescued, in fact a kidnapped Doc (the head scientist for the code module lol).
He was flown in by the baddies randomly to one of the airports and held by them in the control room of the tower. Still have the script for that. I developed it using the Krasnostav Apt tower. But as soon as the acton took place at one of the other airport sites the big mess started within a couple of minutes. Most of the AI fell from the tower ladders instead of using those, or stairways, or got stuck outside running on spot endlessly. Horrible lol

So even after tons of coding around the quirks I dropped that "feature" and went for the extraction ending.
Similar here, BTW. Originally I wanted the Osprey to fly in but you can't imagine what a hell of a dumbnut that bird flies. With all tricks I could get off my pent I was lucky to get rescued savely in 2 out of 10 times. That VSTOL AI was able to crash even on a 2x2 km flat area into the one single tree out there in the middle lol.
So far for the details.

But I like your idea with the jamming towers...
It would fit pretty much into the story part of Cipher ... hmmm :-)

Oh btw, what would you say for the actual gear load ?
generally I tend to drop the heavy sniper rifle (M107) or the sniper possibility at all, forcing the player for decent close combat tactics. Or randmize its presence ?
Not sure though, particularely as 1.03 has definitely softer hostile AI.

However, I wish you much fun with the misison, and a save extraction this time ! ;)

Edited by Wiper, 12 August 2009 - 03:51.

"The simplest is always the best"
-Thomas Jefferson

kremator
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#10

Posted 12 August 2009 - 07:14

Wiper ... impressed with mission so far. High Command would really help in splitting your squad into functional units. Regarding splitting them (on the fly) check out my post in High Command System thread by Mr Centipede.

I noticed that there is no AT capability in the squad - kinda hard when a Tunguska is camping you :)

wiper
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#11

Posted 12 August 2009 - 07:26

Wiper ... impressed with mission so far. High Command would really help in splitting your squad into functional units. Regarding splitting them (on the fly) check out my post in High Command System thread by Mr Centipede.

I noticed that there is no AT capability in the squad - kinda hard when a Tunguska is camping you :)

Thanks.
As HC is it possible to order other teams to mount/unmount vehicles ?
Did you check the truck for AT equipment ? Plenty in there, as well as AA which you definitley need now since I fixed a nasty oversight when porting to solid MP code.
Check 1st post for the new version ;)
"The simplest is always the best"
-Thomas Jefferson

hamis
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#12

Posted 12 August 2009 - 07:29

Oh btw, what would you say for the actual gear load ?
generally I tend to drop the heavy sniper rifle (M107) or the sniper possibility at all, forcing the player for decent close combat tactics. Or randmize its presence ?

I'd say don't drop it,maybe randomizing is ok.

mr_centipede
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#13

Posted 12 August 2009 - 08:49

Thanks.
As HC is it possible to order other teams to mount/unmount vehicles ?
Did you check the truck for AT equipment ? Plenty in there, as well as AA which you definitley need now since I fixed a nasty oversight when porting to solid MP code.
Check 1st post for the new version ;)


Well, as HC you can order your other team to mount a vehicle that is 'EMPTY', not the one you place in editor that already has a driver in it.

as for HCS that kremator point out, it gave the options for your group to be split into other group and you can order them around using HC interface, then you can order those group to rejoin you back. I think it can make this mission better. But thats maybe because I made HCS script, with kremator help. So I may a little bit bias. The decision is yours of course :)

wiper
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#14

Posted 12 August 2009 - 09:19

Well, as HC you can order your other team to mount a vehicle that is 'EMPTY', not the one you place in editor that already has a driver in it.

as for HCS that kremator point out, it gave the options for your group to be split into other group and you can order them around using HC interface, then you can order those group to rejoin you back. I think it can make this mission better. But thats maybe because I made HCS script, with kremator help. So I may a little bit bias. The decision is yours of course :)


sounds interesting.
Well actually I wanted to use the HC module at one point for Cipher. But when i tried it out i did not find a way to let the 'remote' team embark any empty vehicles.
Looks like i should give it a try.
Thanks for the suggestion !
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Dogtags
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#15

Posted 12 August 2009 - 10:23

OK

Got to a clear zone and called for extraction. Chopper came and landed right next to a road, not on the road but, and this is important, one of the rotor blades was over the road.

I loaded all my men into the chopper and myself and sat there wondering how to tell the pilot I am rady let's go because he turned off the engine. So I fiddle with things, look at the map, try radio again etc and as I am doing this I hear the sound outside of an engine. I thought ENEMY! but I looked an a civilian truck was driving down the road, ahh I thought I am ok now what about this extraction...as I watch the truck go under the rotor blade about 3 metres at least from the chopper body, I saw the rotor blade move ever so slightly as the truck went uinder it, next thing BOOM! whole chopper blew up, that was frustrating yet funny, bit of a bug there.

Anyway how do I make the chopper get me out of there?
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wiper
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#16

Posted 12 August 2009 - 12:09

OK

Got to a clear zone and called for extraction. Chopper came and landed right next to a road, not on the road but, and this is important, one of the rotor blades was over the road.

I loaded all my men into the chopper and myself and sat there wondering how to tell the pilot I am rady let's go because he turned off the engine. So I fiddle with things, look at the map, try radio again etc and as I am doing this I hear the sound outside of an engine. I thought ENEMY! but I looked an a civilian truck was driving down the road, ahh I thought I am ok now what about this extraction...as I watch the truck go under the rotor blade about 3 metres at least from the chopper body, I saw the rotor blade move ever so slightly as the truck went uinder it, next thing BOOM! whole chopper blew up, that was frustrating yet funny, bit of a bug there.

Anyway how do I make the chopper get me out of there?


lol omg, sounds odd !
Honestly ther's nothing else to do. Just get in all men you have left plus yourself an off it goes :-)
It takes about 5-10 seconds but as soon as the engine starts the timer runs already for mission completion. When the chopper lifts off the final task should be prompted as completed and after some more seconds a cut scene blacks in...
Didnt you even get a task failure for that last one ? All men aboard ?

BTW, you may have read it already but just in case i mention it here. Had to hotfix two nasty bugs. The mission should be a lot more challenging right now too (Actually that way as I know it from the time before releasing it, lol) actual Version is 1.18!
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snake man
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#17

Posted 12 August 2009 - 12:22

full dynamic driven persistent hostile AI.

Could you please give out more details about this, it doesn't matter to me even if you go into script specific details. I'm very interested to hear about the dynamic features of this mission.
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wiper
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#18

Posted 12 August 2009 - 13:31

Could you please give out more details about this, it doesn't matter to me even if you go into script specific details. I'm very interested to hear about the dynamic features of this mission.

yep, my pleasure:
  • random placement: when the mission intializes, the location of the primary target (the insane brass with its suitcase) is determined by use of a set of markers (near villages) and scanning for houses and building positions. After that a proper location for the insertion point is determined in a similar way, but looking for street positions. A third placement routine does a paramterized mix of the same thing for all AI units.
  • random movement: after each unit/group is placed a script takes control of its movement. Basically the same terrain and building scanner routines as for the placement phase are now in control for waypoints.
  • Mounted unarmed AI moves from random WP to random WP, disembarking for patrol either for buildingPos WP's or outside, for a while, embarking again, moving to the next WP, etc

so far for the easy part :D
  • As soon as an AI unit has contact with its (predefined) enemies (i.e the player group(s)) a subsection inside the looping script kicks in for combat mode.
  • While in combat mode the unit responds to its "HQ" (script) once as soon its knowsabout rises, revealing the enemy position to other group leader nearby within a radius depending on various factors like skill, unit type etc.
  • some units have its specific role and predefined stances (guard, defend, sentry) others act randomly, again determined by some factors like skill or strength (group size), and attack.

now the tricky part:
  • If units attack they choose a route, partly random, but generally contolled by sort of a tactical terrain scanner. This scanner checks enemy and own positions and quantifies possible waypoint positions within that area. If for example a flanking maneuver would leave through open terrain while a village in front provides good cover the unit most likely will choose the direct path of course.
  • Air movement: The "base" of the hostile AI chopper is positioned randomly somewhere at the map margins at the beginning of the mission. A random timer controls its patrols. Within a 5-30 minutes waiting period he starts his patrol, flies a random path of ~3 km radius around the primary target for about 5-15 minutes or when fuel is bingo or dammage level too high, , lands agian at his base H, gets replenished and so forth...
  • If a certain number of units are in contact and/or the primary target (the general) has contact too, the chopper's stance switches from patrol to CAS and acts similar as for the ground units, besides he doesnt need a flanking path :)
  • Mounted behaviour: As soon as unarmed vehicles have contact they eject and act like infantry. If they survive and/or loose contact, after some time they getin back and continue patrol.
  • armored vehicles, my bad, still act similar to ground troops but in a more straight forward manner. I've given them a good portion of randomization to mask the fact that they lack of coordinated attack and defense, most importantly missing finding proper hull down pos when required and act in coop with inf !
..But (regarding the last point) as I tryed to indicate on top of my OP, i just wanted this baby off. Otherwise im coding another more years on that AI "engine" just for my own enjoyment, and what should that be good for ??! :)

Well that, in a nutshell, is 'Cipher'.

Edited by Wiper, 12 August 2009 - 17:03.

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MaXyM
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#19

Posted 12 August 2009 - 13:50

IMO one of the most interesting SP missions I played.
Thank you.

kremator
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#20

Posted 12 August 2009 - 15:15

Hey Wiper,

I have been able to mod your mission with the HC setup that I mentioned. It works perfectly in SP. I'm not sure how it will fare in MP but there shouldnt be a problem.

I am able to split the teams as required and send them on errands. The HC waypoints are very flexible in what you can do ... even the fact that you can send AI on >1 waypoint without micromanaging is worth it in itself !

I just love the HC system and just think it would make your amazing mission even better !