Search the Community
Showing results for tags 'infantry'.
-
With ED remaking infantry 3d models, i came up with an idea for historical accuracy. As a mission maker this will help me a lot and improve immersion. It would be great if Infantry's uniforms would change depending on year set in ME, so for instance if you set it in 2008 you get UCP, if you set it to 1991 (after ODS) to 2008 you get DCU. If you set it to 1991 ODS you get DBDU and if you set it 2015-2022 you get ACU. This is only for US Army so if anyone wants to help me you can do the same for Russia, Uk etc.
- 3 replies
-
- 1
-
- infantry
- mission editor
-
(and 2 more)
Tagged with:
-
First-off this touches on a variety of combined arms and core game elements, so i opted to stick it here if it would be better in the CA section or elsewhere please move it or let me know and ill re-post there. Ok now that's out of the way, I have been working on some scripting to try and improve the Combined Arms experience, in doing so I have been looking at gameplay and general immersion, I have written two core scripts that improve these aspects (in my opinion) and I would like to ask for one of them to serve as a 'proof of concept' for what I would love to see added to Combined Arms specifically However in the shorter term there are some much simpler asks that are a mix of new functionality and bug fixes that will allow for my demo scripts to be greatly enhanced, and by extensions similar scripting options that can add a lot to a mission. So the two features are: CREW COMMANDS: This is a mix of immersion and better situational awareness, lets the player benefit from magic AI vision and just generally get help finding their targets. Inspired by GHPC (and my own armoured experience) this generates calls to targets instructing the player of the target type and guiding them to the target with traverse calls. The version in the attached demo miz is still what I would call indev, has some edgecase issues and target prioritization is very basic at the moment and could use a few more features (radio items to adjust priority of targets and shut it up etc), but its stable and I think quite a bit better than the current vanilla experience. Note a few vehicles (mostly modern ones) will call "Target Cease Fire" when you kill a target but i don't remember hearing any other commands/callouts VEHICLE ACCURACY: This topic has been done to death in discord etc but the other big script feature in the demo miz is my stormtrooper function, basically it aims enemies manually using fire at point, in the demo miz this unfortunately manifests as them mostly ignoring the player entirely until the player is the only one they can see, once you get too close it (currently) makes the player visible so they will engage naturally. The primary issues here stem from a few bugs that severely limit how much it can be used, when it does fully work its a good way to have decent volume of fire without the players being instantly killed. ALL THE WISHES: So what would I love to see added beyond a full crew command system ... Each title is hyperlinked to a related thread Unit Description Enhancements: This will allow both crew commands and things like stormtrooper to function better, having quick programmatic access to the rough max range a unit can shoot will generally simplify a lot of potential scripts well beyond what I have mentioned here Fire at Point Options: This would enable much finer control over the AI in DCS, being able to specify to any increased degree the weapons units should use when given fire at point (or attack unit/group), and being able to shortcut the aim delay would enable simulating a lot more tactical scenarios easily AI LOS Respect Trees: I'm linking a bug report on this issue, but basically would love to see AI detection factor in foliage and forests for obvious reasons Ground Unit Follow Command: Pretty simple, for some scripting due to the nature of things like ROEs, Alert State, and invis/immortal etc being group-wide its often necessary to use individual units (1 unit groups) for certain effects to be feasible, but them moving them around together is a nightmare, a simple follow command would help immensely. This would also be great in normal mission making, allowing 2 groups to move together easily before splitting up at some point Dead Vehicle Fire/Smoke Randomization: Would love to see just some randomness here so they dont all always spawn the exact-same size fire and smoke effect Ok so these next ones I have heard rumours are tracked internally already but im not sure.... LUA LOS Access: Allow us to check LOS between 2 points using whatever the back end method of doing so is (expose it through lua), somethign that factors in buildings etc instead of the current land.isVisible() which only considers the ground. Get Detected Targets/Is Target Detected: Change to Return detected units that are of the same or neutral coalition instead of just "enemies", same for is detected, allow us to query if a specific unit has detected another regardless of coalition. BUGS: Ok Final thing before I talk demo mission, there are a variety of bugs that are really directly hindering the ability to accomplish some really interesting effects (can tell you without these both my above-mentioned scripts would be a lot better) or generally hurting CA gameplay a lot, Some of these are fully reported, some not yet acknowledged but id like to highlight them: Restrict Target breaks Fire at Point: Cant stop units from shooting at the air or the ground whichever if I plan to use any fire at points Fire at Point vs ROEs: This one is a major pain and why I need to have the players be invis or neutral or have the enemies neutral to use stormtrooper scripts, as it stands if you give a fire at point, regardless of their ROEs they will immediately ignore the fire at point to engage any valid target they have detected and is in range Aiming in CA has some issues: Makes aiming at close range a nightmare at times Tank Engagement Range: Pretty obvious why this would impact CA stuff I think Infantry Chickens: Running like their heads cut off, makes them hard to include if the players will be looking at them for any amount of time Sherman FF HE shells: They dont explode, less important than the issues above but worth mentioning (the standard sherman's shells do explode) DEMO TIME: Ok Thanks for reading, ive been enjoying using LUA to force DCS to do interesting things, and used it a lot to enable experiences that cant exist without it, sometimes its to make something that should someday hopefully end up in the base-game, other times not so much but either way it can suck when a weird bug renders something impossible or overly complicated. Please check out the demo miz ive attached: DesertFox_demo_nomods.miz(its on Sinai and will require the WW2 asset pack) This has just a single blue JTAC/Operator slot, grab that, let the miz run atleast 2 seconds and then there are a handful of shermans called driveme that are in singleton groups with the rest of the shermans and drive (or feel free to advance time until the shermans are making contact with the enemy) Regardless play until you've faced off against the enemy tanks and please remember this meant to be a proof of concept, this is not meant to be a completed mission, feel free to reach out if you want more info on the scripts I am always happy to share.
- 1 reply
-
- 5
-
- tanks
- combined arms
-
(and 3 more)
Tagged with:
-
My suggestion would be to adapt/refine visual and sound awareness and reaction of Infantry, Armoured etc. specially in night time conditions. This will make Apache missions much more realistic and thus attractive for players and mission builders.
- 5 replies
-
- 3
-
- visibility
- hearability
-
(and 4 more)
Tagged with:
-
With the really good Marianas terrain, it would be really nice to include troops for China Asset Pack. Marines would match perfectly I reckon. @uboats thoughts ?
-
1. Uncontrolled AI Huey that has a Start Advanced Waypoint Trigger, once activated slides on the ground like it has no mass. 2. AI Infantry doesn't follow the waypoints consistently - can often run in completely the opposite directions and won't stop within over 100m of the end point. 3. Helo set to fly to and land at an airport and land on a specific parking slot. It flies past the the airport and goes to a completely different one and then won't even land there but just floats about doesn't do anything further. If you can't build a mission and rely on waypoints or a helo to not slide into a house, or that a unit will actually enter a trigger zone, then how can we build a mission?! AndTheHorseYouRodeInOn.miz
- 2 replies
-
- infantry
- helicopter
-
(and 3 more)
Tagged with:
-
AI Vehicle Transport Doesn't Include MANPADS or Mortars
BuxtonHouse posted a topic in Mission Editor
I have been making a mission with a Chinook transporting troops and noticed that since Stinger and Igla troops count as Air defence, they cannot board the vehicles. So I know its not a bug exactly but just making a suggestion to change that (unless I'm doing something wrong). There is a way around to make them spawn in after the vehicle arrives. This is the same for Mortars, as they are in the artillery category. Also as an idea, the mortars could have infantry model attached to them so they don't look like ghosts firing them. If this change is considered, the MANPAD and Mortar unit could take up 2 spaces in a vehicle as they take up more space. -
14 Feb 2022 fixed Camel model lower wings... https://drive.google.com/file/d/1Cp-7lvDMP63dSWaG0yEa8_zRwUqHSN-p/view?usp=sharing Unzip, then copy and paste the entire folder into "C:\Users\XXXXXX\Saved Games\DCS\Mods\aircraft" You should then have the structure "C:\Users\XXXXXX\Saved Games\DCS\Mods\aircraft\WW 1" TO REMOVE IT.....just delete the Folder again....simple! DCS WW1 Flying Circus, A selection of 14 Player flyable WW 1 aircraft and numerous AI targets, including: 11 AI aircraft, an AI Zeppelin, 5 AI ships (and ww1 aircraft carrier), 5 AI tanks (Combined Arms ready), 5 AI Infantry, 2 Machine Gun nests (Combined Arms ready), 3 Field Guns (Combined Arms ready) and various other vehicles. Presenting, For Digital Combat Simulator: "WW 1 DCS World " Concept, code, FM, Graphics and Realization, FreddyStoned29 Presenting, For Digital Combat Simulator: "WW 1 DCS World" Concept, code, SFM, many of the plane models & cockpits, Graphics and Realization, by FreddyStoned29 Some plane models by Panzer Owl used with kind permission. Scripting inspiration from A-4E-C mod. https://github.com/heclak/community-a4e-c WW1 warships from ThomasBeerens https://sketchfab.com/ThomasBeerens WW1 Tanks from Sketch-Fab https://sketchfab.com/bradacvojtech https://sketchfab.com/JesperLandin https://sketchfab.com/olcaytoibili ai aircraft created and used with permission from BARANGER Emmanuel http://helijah.free.fr http://embaranger.free.fr And from Sketch-Fab and Sketch-Up and use a creative commons license. https://creativecommons.org/licenses/by/4.0/ And from Cad Nav https://www.cadnav.com/ ai aircraft 3D work - Hawkeye60 Thanks for an inexhaustable supply of help and advice from the DCS Modding Community, & DCS Modding Hub (https://discord.gg/DugZsx6) This is the full list of included aircraft. AlbatrosDVa FLYABLE Airco DH-2 Bleriot SPAD S-510 Bréguet 14 Bristol Scout Bristol M1C FLYABLE Caproni Ca-3 Caproni Ca-5 Dorand AR.1 Felixstowe F2 FLYABLE FokkerDR1 FLYABLE FokkerDVII FLYABLE Fokker-Eindecker-EIII FLYABLE FokkerEVD FLYABLE Gotha-GVb FLYABLE Hanriot DH-1 Nieuport 11 Nieuport17 FLYABLE Phonix D1 RAFSE5a FLYABLE Sopwith Camel FLYABLE Sopwith Triplane FLYABLE SopwithCuckoo FLYABLE SPAD SVII SPAD SX111 FLYABLE Vickers F ZeppelinL53 Zeppelin-Staaken R.VI
- 46 replies
-
- 12