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Author Topic: HQ Script  (Read 2080 times)

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Johan_D

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HQ Script
« on: 15 Aug 2004, 11:32:13 »
I was thinking of a Headquarters script.

Imagine a town, away a bit from the front, where the HQ is held. The script simulates a descission process. It knows about the own troop positions, and get reports of knowabouts from own troops versus enemy troops.
Then it decides where to send the reinforcement groups to.
The fun part could be that you can when the game starts, you can set the HQ mode in defensive, offensive, panicing,neglectiv, or random.
Every battle would be different. Of course the groups must have an alive radioman to contact the HQ.
If the HQ is under attack then it could decide to move out.

Bluelikeu

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Re:HQ Script
« Reply #1 on: 20 Aug 2004, 14:59:11 »
         Your request is more difficult than it sounds. You are basically asking for an AI to manage troop positions, targets, supplies. I'm not saying it's impossible, but it would take many long days to fully create what you want. I would also like to see such a modification implemented; It would make the game much more interesting. So, if you really want this to be possible, I would suggest gathering a group of skilled scripters to create your mod.

If anyone attempts to start such task I would be willing to assist with the scripting.
Bluelikeu32@hotmail.com

Great idea Johan_D :D

Bluelikeu

  • Guest
Re:HQ Script
« Reply #2 on: 21 Aug 2004, 20:15:18 »
     Accually, I've started by myself and have sofar created a list of things to do.

 >:(List:

Reveal Script
This will generally compile all information about locations, and numbers of enemy units.

Check Status Script
This will check the status of all groups under the command of HQ and compile it.

Check odds Script
This will check to make sure that, based on enemy units, the chances of a group completing its mission are of a suitable level.

Request Reinforcements Script
This will auto assign groups to reinforce another group if it is outnumbered, or there is an open spot in the base's defences. (Gonna be interesting to do dat)

Retreat Script
This will retreat a group or defence line, based upon odds, and group status.

Attack Script
This will order a group, if there is an opprotunity, to attack an area containing enemy troops, based on odds, and group status.

Defence Mode
This will order the HQ to change its stance to defence mode. All unused troops will be called back to gaurd areas, inwhich may need a defence.

Offence Mode
This will call upon the HQ to change its stance to offensive. In this mode the AI will attempt to attack more often and more aggressively.

Mass FallBack Detection/Script
This will call upon the AI to return all units back to its HQ if the chances, odds, and group status of the HQ is lower then the ascending army.

Auto Scout Script
This will call upon the AI to send a scout troop to roam areas that have the possibility of containing enemy units. The scout team will return numbers of troop concentrations, and status of all groups in the sector.

Automated Patrol Script
This will automatically call a group to patrol and area that is of predefined importance.

Auto Switch Mode
This will assess odds, numbers, and chances to determine what stance it should take. (This is gonna be a thoughie)

AI Build Script
This script will tell when and where the Ai should build fences, and or emplacement guns. (I'm not really sure how to do this one, but  ::) yeah)

Reinforce Defences Script
This will call upon the AI to determine which defences to rearm, based upon availiable troops, and ammunition.

Resupply Script
This will tell the AI when and where to resupply ammunition, based upon ammunition left, and importance of area.

Medical Script
This script will activate when the HUB script decides so. Injured troops will be sent to a central hospital for treatment, and then sent back to join their troop.

Assorted Support Scripts
Scripts that aid the troops. like, artillery, air strikes.

oh and almost forgot the most important script
 8) 8) 8)  ??? 8) 8)

The Hub Script
This will handle all other scripts and collect data that is given by all the others. This is the script that will decide how and when to activate all the other scripts.
 :-[
I gotta do this all by myself! :-X
Unless,
People are will to assist
but thats too much to ask :o
« Last Edit: 21 Aug 2004, 21:19:16 by Bluelikeu »

djackl

  • Guest
Re:HQ Script
« Reply #3 on: 21 Aug 2004, 20:26:25 »
So do you mean like, you want an MP game with a Hq being some sort of command element, like in Capture the Airport?

Bluelikeu

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Re:HQ Script
« Reply #4 on: 21 Aug 2004, 21:15:38 »
I think that he wants an AI to litterally handle and move all other AI troops on the map. Sort of like a skirmish mode, where you don't have to handle all the content yourself. Not to say that it will assist you, but that you can explore the finer points of the game, rather than having to command 5 groups of units, and worry about having to resupply or restock their equipment and soldiers. As for Capture the Airport type games, I guess so. Not an easy task heh heh. :-[
« Last Edit: 21 Aug 2004, 21:17:52 by Bluelikeu »

DBR_ONIX

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Re:HQ Script
« Reply #5 on: 22 Aug 2004, 11:11:38 »
Sounds like you've done a lot of it sofar, Bluelikeu!  :o
Hmm, what about a varation on the scripts, where the player is the HQ Commander guy? :D
- Ben

Bluelikeu

  • Guest
Re:HQ Script
« Reply #6 on: 22 Aug 2004, 15:23:36 »
Accually I've done nothing yet. :-\
I've basically just started jotting down some ideas. Most of the scripts you see up there are not really needed exept for the different modes and the HUB script. I'll get to doing it on my next weekend(5days) ::). If I do allow players to operate the scripts, I wouldn't have to do much. Just delete a few lines here and there. But, that would put the whole mod into a field similar to BattleZone II. You would fight against other AI commanders. I was going to make it 2 AI fighting against themselves rather than you fighting against AI.... you get the point. It's much easier to draw up the scripts if each AI knows everything about the other. If a player were playing, heh, it would be the easiest game ever. :P

If you wanna help, E-Mail Me.
Bluelikeu

Mr.Cool

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Re:HQ Script
« Reply #7 on: 22 Aug 2004, 15:41:07 »
I wish I could help but...I am a n00b at scripting I started about 4 days ago and this is how I work...when I think or need a scirpt I go look how to do it and try to use those other veirables in that sciript (or if I make it from scrach) and tryto use in in other scripts that I make...its going ok

Bluelikeu

  • Guest
Re:HQ Script
« Reply #8 on: 22 Aug 2004, 17:51:54 »
No Problem :D
Even if you don't know how to script very well, you can help to test the mod when I'm done. :o

Offline LCD

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    • Everon Cartel
Re:HQ Script
« Reply #9 on: 22 Aug 2004, 19:21:15 »
the script can b very nice.... nd if u wanna player 2 fight it u can use CoC or somin simpler i created ;D ;)

as 4 the script.... i m8 help but only if i have taam ::P

LCD OUT
"guess being the community has downsides .." - cheetah
Help Perfecting Da Next Best Thing - O-Team Beta

Bluelikeu

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Re:HQ Script
« Reply #10 on: 22 Aug 2004, 20:47:10 »
Quote
nd if u wanna player 2 fight it u can use CoC or somin simpler i created

I would accually like to hear more about these scripts. If you could tell be what they do, exactly.


Quote
as 4 the script.... i m8 help but only if i have taam ::P
I would really appreciate any help you can give. Unfortunately.....heh....there is no team at the moment. Only me. ( 8) Lone LUser). Basically I would only need help on the HUB script. As for the others, all i gotta do is mak'em stack'em en fix'em to work with the HUB. How many people would you accually call a team ??? 3-4 ??? 1 heh  8)
Basically the HUB is easy to understand how to do it, but I would need help on how to decide what scripts to run based on values given by output scripts.  :P

!!!JOIN NOW, E-MAIL ME IMMEDIATLY!!!

Offline LCD

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Re:HQ Script
« Reply #11 on: 22 Aug 2004, 21:17:41 »
Taam = time ;) ;D lol ::) so ill help if i have time... u can ask me questions or somin ya know cuz im master scripter n things ;) ;D

as 4 the other things

Quote
would accually like to hear more about these scripts. If you could tell be what they do, exactly.

the CoC mod is a mod that have the player control groups... check em. i think OFPEC got links 2 em on the newz page right now ;) as 4 ma script its just somin simple usin the onmapsingleclick nd radio 2 have the player control units ;)

LCD OUT
"guess being the community has downsides .." - cheetah
Help Perfecting Da Next Best Thing - O-Team Beta

Johan_D

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Re:HQ Script
« Reply #12 on: 24 Aug 2004, 16:01:31 »
Hi,

What I had in mind is something like this:

In the mission editor you define the HQ, exec the script and then it runs.
You have to set a marker or trigger for the area the HQ is responsible for, can be the whole island, or a part if one uses two HQ's.
Then one places groups of soldiers, name the groups like ge1,ge2, etc..
Optionally one can place a marker or two to pinpoint the area's where the HQ has to focus attention, like a rectangle for a frontline.
When the script is running, the HQ populates the focus points with troops, hold back tanks for backup, and sets up supply/support points behind the front.
The HQ tries to move the front to the enemy position, if to much casualties it pulls it back and eventually to the HQ itself.

One important wish would be that the HQ actually uses soldiers who goto the front, count the enemies or sees what happening, and physically have to go to the HQ to tell the info, or use a radio if it finds one.
Would be most fun for WW2 scenario's.

The HQ could optionally, enclose enemy position to cut them off, and then kill them.

Imagine two scripts running against each other.. total war going on, and you are in the middle.

Johan

PS: Bluelikeu, interresting how you split it up. I have little knowledge of scripting, it was just an idea.
Dont forget then, that the HUB script has to have a mood setting, like defenise, offensive, or in state of unbelief, like the Germans in Normandy in '44. When you play at the HQ side, then it could be very tense when the HQ finally decides to counter attack.

PPS: The HQ needs to have some delay in the decisions, unless you make an option to have the script running in WW2 mode or modern, since modern warfare is probably much faster then during WW2.
Maybe randomly loosing contact, or out or range?
« Last Edit: 24 Aug 2004, 16:10:08 by Johan_D »

Bluelikeu

  • Guest
Re:HQ Script
« Reply #13 on: 24 Aug 2004, 16:33:40 »
      Sounds good. I'll try to implement what you want. I noticed that you mentioned a lot of things about realism at the front lines. I will work on that. But, generally, I am going to be really stuck on other problems, like the implementation of other scripts by the AI when they need it. :P But, for sure i will attempt to create the realism, since i would know more about the HUB script than others. Or, a possible idea; i could make it easy for other people to add their own scripts. Might take some time.

Good Ideas :D

E-Mail Me If You Wish To Join The Project: Bluelikeu32@hotmail.com
Bluelikeu

Bluelikeu

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Re:HQ Script
« Reply #14 on: 29 Aug 2004, 09:15:05 »
ok, so far i've complete the AI choosing a position to attack.
however you have to assign different marker zones for it to work. Still in beta stage, i'll try fully check it ou.

Blulikeu