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Johan_D

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suppressive fire
« on: 19 Nov 2003, 20:06:31 »
I dont know anything of scripting, but I saw that BAS for example used invisible targets to simulate firing around you.

Now to have suppresive fire maybe a script could place such target at the place you want your squad to fire to. Like a point and click on the map or something. The script drops an invisible target. you must have the option to remove itof course.
So, then you will have your squad fire around.
It can also be used by the AI. when their leader spot you the script could place such opbject behind your squad..

Johan

Offline General Barron

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Re:suppressive fire
« Reply #1 on: 19 Nov 2003, 21:14:43 »
   Here's the problem with suppressive fire: it is worthless unless the enemy you are trying to suppress actually reacts to it. And since the AI doesn't react to bullets flying around them, other than just laying down, there is no reason to even use suppressive fire. It works better to just shoot to kill instead.
   Even if you did script the AI to take cover when under fire, it would only be useful in very specific locations: such as when they are near buildings, or behind fortifications. But 90% of the terrain in OFP does NOT suit itself to taking cover. In OFP, any part of terrain that does not have a bush or tree on it is devoid of any cover. In the real world, even "open" fields have small ditches, patches of grass, rocks, depressions, and other micro-terrain. The fields of OFP have about as much of this cover as an empty parking lot.
   For example, imagine if you were walking in a huge, empty parking lot, gun in hand, when suddenly somebody 100 meters away from you started firing a machine gun at you ("suppressive fire"). Would you (a) lay down and fire back at the a-hole, like the AI in OFP; or would you (b) allow yourself to be "suppressed", and not fire back?
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Johan_D

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Re:suppressive fire
« Reply #2 on: 20 Nov 2003, 17:02:24 »
I see.. but it may enhance the gameplay.

Unless someone find a way to let the AI react better to it then we have to wait to ofp2

Johan

Offline Roni

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Re:suppressive fire
« Reply #3 on: 27 Nov 2003, 00:35:09 »
I'm no expert but couldn't you use the basic idea outlined above to make the targetted dudes run away and/or stop shooting ?  Something involving "panic" and setcaptive or knowsabout if I'm not mistaken.

I have no idea how you would implement this, but how about this for an idea -

You have the group leader start a script that continually checks the number of bullets flying around him (nearestobject ?) and adds them to a "jeez its getting hot around here" tally.  You'd have to find some way to eliminate "friendly" bullets - but that shouldn't be too hard - bullets come in E and W varieties I believe  ???

You then reduce this tally by some fixed amount every few seconds, and maybe add to it if the number of known enemies increases.  Finally, you compare this tally to a fixed number, say - based on the number of guys left in your squad.  If the tally is above "x" then the targetted dudes stop shooting at you (setcaptive = true ? knowsabout = 0 ?).  If it is above "2x" then they run away (panic = true ? move away from nearest enemy / towards own rear ?)

This would make the squad's "morale" pretty much based on the fire heading towards its leader, but that seems kind of right - if your Looey decides to head for the hills then I reckon that the squad would follow.   :gunman:   :noo:


Just a thought.

Offline General Barron

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Re:suppressive fire
« Reply #4 on: 27 Nov 2003, 01:04:37 »
Roni,

Problem with making them run away is that firefights usually last only a couple of minutes anyway (even if you have high dispersion weapons and low skill). Enemies usually don't retreat very well, and really you can just simplify things by using the command "this allowfleeing X". A low X means that after a few men in the squad die, the rest will retreat. High X means they usually fight to the death.

I've thought of a system very similar to yours, actually, but for a slightly different purpose. Basically, you would have guys "stuck" (movement disabled) behind a sandbag wall or some other form of cover. A script would check for pretty much the exact same things you suggested, but instead of "running away" after things get too hot, the man would lay down, and thus be protected by the sandbags.

Like I said before;

Quote
Even if you did script the AI to take cover when under fire, it would only be useful in very specific locations: such as when they are near buildings, or behind fortifications.

Having pre-placed AI behind sandbags counts as one of those very specific situations. I kinda put off doing that script, but now that I'm thinking about it again, I think I'll actually sit down and try to make it.
HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP
kexp.org-- The best radio station in the world, right here at home! Listen to John Richards!

Offline Roni

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Re:suppressive fire
« Reply #5 on: 27 Nov 2003, 06:43:12 »
I probably shouldn't post this here but what the heck -

Attached is a little script that I wrote for use with just about all of my scenarios - a little adaction that allows players to "dig in".  Essentially, all it does is lower the player's "z" position to around 1.5m below ground then keeps him there.  The player is forced prone but can stand up or even move if he likes, but once he moves more than 1 metre away he pops back to the surface.  One neat effect is that if you look down when you are prone you are almost invisible !

I haven't rigorously tested it to see whether it changes your visibility to AI troops (I highly doubt it) or gives you more cover (very likely - I have seen bullet splats on the ground next to me which haven't hurt),  I haven't had enough experience with explosions to tell if it makes a diference to them though.   :beat:

Perhaps something like this could be instituted for all enemy on a side (AI and player) ?  Apart from some or all of the other effects noted above he would sink lower and lower the more that he was being shot at.

One good (or not so good) effect of the script is that if you lie prone and point even slightly down your gun barrel goes below ground level.  Any shots that you fire then hit the ground right in frot of you.  Could be a good thing if you are trying to simulate troops hunkering down and shooting blindly under fire.

Let me know what you think.