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Author Topic: SEB Nam Pack 2.0  (Read 185403 times)

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Offline TheCaptain

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Re:SEB Nam Pack 2.0
« Reply #345 on: 14 Sep 2002, 01:14:19 »
Comments on the current vietnam pack v1

I've been trying to make a dynamic SEAL team mission, and as such I've been experiementing with AI settings, armor scripts, etc.

I've been impressed, actually, with the behavior of the troops and their weapons. The special forces men kneel down often to take aimed shots, the machine gunners throw supressing fire over a large area (full auto with the SEB M60! whooo!), and troops with M16s or Car15s take rapid single shots, pumping them into enemies, while the grenadiers take out large numbers of troops. I was surprised, but the fact that the troops behaved like this gave me great hope for the SEB nam pack.

Oh yes, and VC RPGs flying into clumps of my troops are scary as shit.

And that ROCKS.

One of the problems I initially noticed, was that my troops got cut down too randomly. I've done quite a bit of research on the SEALs and SOG troopers, and I knew this was mostly innacurate. They don't just die all that often, they get wounded as peopel have said... I've experimented with combinations of mainly four options to produce less robots, more personality, and have chances of survival increase.:

1) Allowfleeing

2) Armor script

3) Skill level

4) Weapon loadout

I've thus fashioned a number of characters based on these options, and I seem to have created troops that survive longer, yet when the chips are down and the odds are against them, they still have a tendency to die.

Allowfleeing is the 'courage' script that BIS made. A value of 0 creates a rambo that never moves from his position, and a value of 1 means they always flee. Can this be implimented in the CPP? The units that flee in a normal flashpoint island, while running through woods or open ground, have this tendency to die. Painfully. However, in the thick Ia Drang jungle, what with reduced accuracy and lots of impenetrable jungle, makes for a more tactically aware enemy that isn't constantly holed up waiting for a shot, so you can move more freely knowing that the enemy won't constantly have their gun trained in your direction, waiting for the perfect moment to kill you. They aren't ALL sniper types, after all. When set to higher values, they can sill do stupid things, like runing away and getting cut down.

The armor script (available on OFPEC) allows you to make a unit have an armor value above his normal, by setting the damage and resurrecting if nescessary. It's a little funky, and I've found that a rating of 1.02 works wonders. Using this, a troop can take on average 3-4 assault rifle hits before they are crippled (crawling), and another 1-2 before they eventually die. This increased resilliance to damage *works really well*, and should be included at the unit level in the next version. If a unit is in a position where they're going to die anyway (coming around a corner into a bundle of the enemy, or getting ambushed, etc.), being able to take 5-7 shots instead of just 2-3 makes them much more likely to survive with random shots, but still able to die in bad situations.

The skill level (not suprisingly) plays a large part in unit's performance. Things like reaction time, etc. are factored in, to the point that a skilled AI can take on a larger force. However, without the armor or allowfleeing to a small degree, the opfor gets a lucky shot and the skill is thus wasted. There's a tendency in mapmaking to make all units have a high skill, and this presents problems.

Weapon loadout obviously plays a huge part in performance, determining what the unit wants to use, and when. For example, DKM's Mossberg 500 shotgun, when used on a point man SpecFor unit, four shell loads, six grenades, a high armor, with medium skill and allowfleeing of .5, makes for a smart, resillient point man that shoots the shotgun up close, chucks grenades afar, runs away when he's cornered, gets mortally wounded but may not nescessarily die.


Also, for the love of god, turn super AI off. Makes a big difference in far-off sniping. To make units tougher and smarter, play with the options I described, but having super AI on means they can detect you from afar in pitch black and snipe you in the head with an SKS when their skill level is zero.

It makes things more realistic, because you can actually sneak up on dumb vc.

For example, I played a test mission where I placed about 50 standard VC in groups around an Ia drang village, with four-five standard VC recon squads. I didn't change any of their values, no allowfleeing, etc. I then placed a standard 6 man spec for squad, with a modified point man unit (shotgun, grenades), and gave them a seek & dest waypoint in the middle of the town. This was night, of course, but the troops got cut down very quickly, cut down by usually single shots. I did the same thing but gave the troops all a full skill, and the results were quite similar. They died. I then gave the spec for troops an allowfleeing of .3 across the board, and an armor rating of 1.02. The results were quite surprising. When the troops originally were pinned down by the massed 20-30 VC, they got pinned down and died while assaulting. However, the armor and allowfleeing extended their shelf life, so that once they broke into the grous and killed the leaders and a few, the VC were overwhelmed, didn't take as many shots, ran away, did dumb things, while the seals rushed in and took them out. In the initial assault the enemy groups were arrayed correctly and took out one member and mortally wounded two, but the seals recovered and managed to kill the full enemy presence with two dead and three seriously wounded. I was not taking part, just observing.

Now, why did this happen so much differently? I tracked the number of times my troops got hit, and after the initial assualt, they weren't attacked too much, once the enemy was routed. However, the allowfleeing forced the troops to move when being fired upon, and the armor gave them an extra edge.Both of these commands made them use the skill rating I gave them more effectively, taking out all the enemy. The battle did, however, take appx. 10 minutes, with small groups of each falling back and reassaulting. Kind of interesting accounting for the fact that the attackers had a seek and destroy waypoint and the defenders all had hold. However, these two options didn't guarantee success. I tried it again with the default skill settings, and though they took out half the enemy, they eventually died.

So what's my point?

More armor and the courage function allow more of a skill gap between units, the firefights are longer, and the troops act more human. These increased values allow the units to survive longer and be able to actually display tactical inteligence. If they're going to die, they're going to die anyway (for example, AI taking an RPG it, being mortally wounded, and then crawling into a hut with a guy with an RPD.).

The end of long winded case study.
The Captain

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Offline Nixer6

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Re:SEB Nam Pack 2.0
« Reply #347 on: 14 Sep 2002, 04:11:59 »
The Captain;
Good stuff, gonna keep that info and use it thanks,

Eviscerator, I have found some, glad you found Horney.wav ;D

It was among the many I lost. I have searched alot.
Found one with some guy talking about snow peas and plastic snakes :wow:

Now If somebody would just make a new Island, I tried...I suck at it.

I just gave up on a mission on Ia Drang that I had spent alot of time on. My small team kept getting stuck in woods going uphill and wouldn't move! No matter what I did???

Oh well back to Jungle Everon.
Why do I have to be a Rocket Scientist to make a good mission?

Offline ebud

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Re:SEB Nam Pack 2.0
« Reply #348 on: 14 Sep 2002, 05:28:42 »
Captain

That was a very good read. Thank you for posting that info. I really can't wait to see what you have up your sleeve as far as missions go. Sounds really good so far.
If you're in a war, instead of throwing a hand grenade at the enemy, throw one of those small pumpkins. Maybe it'll make everyone think how stupid war is, and while they are thinking, you can throw a real grenade at them.
Jack Handey

Vyper

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Re:SEB Nam Pack 2.0
« Reply #349 on: 14 Sep 2002, 21:17:30 »
That was an amazing read Mon Capitan.

If i'm to understand you corectly your saying that by using those techniques you can achieve realistic battle sinario's? With both sides holding out under fire and actually attacking and then withdrawing to regroup?

So instead of just shooting the enemy, they think....as in actually think about how to do it and the ebst way?

Kinda sounds to me as if this is AI in its purest sense!!!!1

Could you either post or send me a quick tutorial on how to use this per chance? because i would really like to havea  go with this!

Vyper

Offline TheCaptain

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Re:SEB Nam Pack 2.0
« Reply #350 on: 15 Sep 2002, 00:01:26 »
I'll see if I can make a quick tutorial or at least clarify...

The AI units in op flash act like robots,the 'perfect' soldier, in a sense. If you notice what they do under your command in most missions, they usually carry out your explicit instructions, often getting themselves killed in the process. Their skill rating seems, to me, to be mainly centered around how quickly they aquire targets and how long it takes for them o shoot. For example, units with a low skill rating (at least the SEB VC) with point their gun at you for a few seconds before they actually open fire. You can have units that have a high or low firearms skill, but they still always appear to wait for what their commander tells them, and I'm prety sure this carries over to AI groups: They only do what their commander says and not much more, to the point of getting killed at times. What these combinations of functions do, in essence, is attempt to make the units think for themselves, or not be explicitly penalized if they do. For example, in flashpoint if an AI unit strays from his team, he may very well get pegged with an errant shot and die, whereas the units that stick together have a better chance of surviving because they concentrate their firepower. It's darwinian. If all the units thought for themselves, being in separate groups, if you will, the OFP battles would be very different.

Allowfleeing gives the units a chance to break away from their command, and get in a more advantageous position, which it actually appears the allowfleeing command does. They run away to somewhere safer, instead of staying pinned and likely dying. The higher armor values give the units a chance to either run away or advance without getting completely blown away. When people are in combat, they get scared, and they take chances.

For example, here's a new tactic I discovered with my slightly upgraded seals: The flanking charge. With grouped, low skill units, if they all target an enemy and fire, you're in trouble, but their skill isn't good enough if they get surprised, so you have a few units get them engage from the front, and you send the bulk of your force from the side. Once your units break into the lines, the VC units scatter, and the ones that do try to shoot often can't target quickly enough, and they get cut down (usually by the point man's mossberg). =)

Note: Armor script does NOT work with player controlled units. However,since all it's doing is allowing units to think for themselves, you should be able to balance it out.

Okay, tutorial: go to the OFPEC editing depot, and find a script by Snypir called "how to make tougher units".
Follow his example, and give your units (preferably SEB Spec Forces RT (recon team)) anywhere from a 1.0 to 1.01 to 1.02 value for armor. It doesn't seem like it would make a difference, but it does, trust me. Now, fill a village on Ia Drang with 12-24 VC. Don't modify their skill. Give the VC a hold waypoint and the spec forces a seek and destroy. Place the RT about a hundred meters away from the bulk of the forces. Watch the battle, either as a commander of the RT, or as a civilian watching from a distance. Note what happens in the battle. Now give allowfleeing commands to the troops on both sides. Allowfleeing 1 is a coward (dumb), and allowfleeing 0 is a guy that will never run away (dumb), so experiement with giving the troops those values. .25 works well for spec forces, and .5 - .85 works well for VC. Adjust the skills of the spec forces.

You now have 4 options to play with with each spec op, weapons skill, courage, armor, and their loadout. Each man of the RT has a different function, so splt them up wisely. If you give them all full skill and the best of all the functions, they'll rox0r the VC's b0x0rz, but that's not much fun, is it? There are all sorts of options you can play around with. Let me give an example:

Unit: Officer
Loadout: Car-15/Grenades/Smokers
Skill: [player]
Allowfleeing: [player]
Armor: [player]

Unit: Machine Gunner
Loadout: M60
Skill: .85
Allowfleeing: 0
Armor: 1.01

Unit: Grenadier
Loadout: M79
Skill: .6
Allowfleeing: .5
Armor: 1

Unit: Law
Loadout: Car-15/LAW
Skill: 1
Allowfleeing: .5
Armor: 1.01

Unit: Commando
Loadout: Car15/Grenades
Skill: .85
Allowfleeing: .25
Armor: 1.02

Unit: Medic
Loadout: Car15
Skill: .6
Allowfleeing: .4
Armor: 1.03

Now, those options appear to make those units slightly different from normal flashpoint units, and you need to know what each's strengths are. For example, the machine gunner will never run from his position, but he also doesn't have much armor. The Grenadier will flee if pursued, and he is pretty good at grenading things. The medic refuses to die, and is actually able to reach injured comrades, but he's not too good with a rifle, etc. With these slightly more powerful units, it now makes sense to split up your squad and give them tactics, because they now have a chance of surviving without just always following you around.

That should get you guys started.

I'm making heavy use of this in my SEAL Team mission, which using the new dialogs can now play much like X-Com or jagged Alliance, where you get recruits, send them out on missions, their stats improve, and each one actually means something, because you have to equip them. There's also the air power and brown water navy for when the shit hits the fan that you can call in, and there are no set missions, just intel reports, dynamically placed units, you pick your insertion method/location, your squad, outfit them, and head out into the field. You get command 'points' for enemy kills, captures, arms detroyed, bases taken out, villages liberated, ambushes done, intel recovered, POWs/downed pilots/cut off marines rescued, etc. Ultimate goal is to use your guys to drive the VC off the island of Ia Drang. A mission like this is where the individual stats/personalities shine. I'm also thinking of modifying the stats dynamically for the units during battles: Some have good stats unless half their team dies, others have improved stats if they're outnumbered, etc. Each unit thus having a positive/negative modifyer. All stats could go up up to 100% on one unit, but only go up or down 25% on another. Of course, the player would be notified. "John Hortman has gone berzerk!"

Oh, and by the way.. The spec forces kick major ass at night, just like they should. =)

Now if only they wouldn't get stuck in the f--king forests...
The Captain

Offline Nixer6

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Re:SEB Nam Pack 2.0
« Reply #351 on: 15 Sep 2002, 04:20:15 »
More Good stuff from the Captain ;D

Can't wait to try out your Ideas!

I see I am not the only one who's guys get stuck in the woods, especially going uphill. So I am starting (again) my own Island....Hope I finish it this time..Lots of work.

By the way I'm a Captain too,  well I've got a US Coast Guard 100 Ton Masters License, I drive a boat for a living. FWIW

Time to go out and play.
Why do I have to be a Rocket Scientist to make a good mission?

Chomps

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Re:SEB Nam Pack 2.0
« Reply #352 on: 15 Sep 2002, 06:38:29 »
Will there be any mortars in the pack?  ;D

Offline Hawkins

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Re:SEB Nam Pack 2.0
« Reply #353 on: 15 Sep 2002, 09:43:53 »
We already have a mortar so I see no point on making another one. :) But it's their choice. ;D

Hawk

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Re:SEB Nam Pack 2.0
« Reply #354 on: 15 Sep 2002, 16:59:32 »
Yep, we have a mortar made by GFX the question is: Would it be include in SEB Nam Pack 2 ? this mortar need new cpp (at least crew parameters : VC & NVA)

About TheCaptain post and suggestion, I shouldn't use Armor script. snYpir script is great but involve multiple loop scripting (for each unit!)
SelectThis had a good idea to make firefight longer (tweaking weapon/ammo cpp, Red Weapon's pack like), I think this will be enough
But allowfleeing option test is very interesting  :)

Bronski

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Re:SEB Nam Pack 2.0
« Reply #355 on: 15 Sep 2002, 19:25:20 »
How do you change the weapon skill of the unit?  I'm just getting into mission editing, i know how to use the armor script, and the allowfleeing command, but i don't know how to change the skill of the guy?  Anyone know how you do that?

Vyper

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Re:SEB Nam Pack 2.0
« Reply #356 on: 15 Sep 2002, 22:35:53 »
just tried it.......i really like the results.

However i found one bug. People who get hit a loada times think they are dead. everybody else thinks they are dead too so you get live people mingling with enemies but they just lie still and everybody ignores each other.

I fixed this by lowering the armour so they die at the obtimum time so you get a good gun fight but they actually die.

Whats the defult armour level? is it 0? or 1?

Vyper

Bronski

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Re:SEB Nam Pack 2.0
« Reply #357 on: 15 Sep 2002, 23:36:59 »
In the toughunit.sqs there is a line about ressurection.  By default it is false, so the guys could come back.  Is that what was causing them to stay alive but be ignored by all?

Offline TheCaptain

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Re:SEB Nam Pack 2.0
« Reply #358 on: 16 Sep 2002, 03:41:41 »
Default is one, and you can set resurrection to true to make them just die, but the armor script doesn't work *as* well

Also, I suggest screwing around with

Are there any plans to make a sawed off shotgun or a sawed off M79 appear as a secondary weapon? maybe, just maybe? ;)  I'd prefer that to a LAW... Or maybe have those replace a handgun?

The armor scruipt is just simulating what would happen if the SEB team gave the units more armor but kept the current weapon settings. That way you can tweak which types of unis are more likely to die rather than doing an across the board weapon change, which would have the side effect of making either A) Some weapons more powerful, or B) Both sides equally likely to die, because their weapons are all underpowered. I suggest going with the armor modding rather than the weapon modding.
« Last Edit: 16 Sep 2002, 03:43:35 by TheCaptain »
The Captain

Offline SelectThis

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Re:SEB Nam Pack 2.0
« Reply #359 on: 16 Sep 2002, 05:17:16 »


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« Last Edit: 16 Sep 2002, 05:18:19 by SelectThis »