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| Operation Flashpoint: Dragon Rising - Mission Editing and Modding Chat Zone A little area for all you mission editors and modders to chat and discuss ideas. |
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18-10-2009, 05:22 AM
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#1 | ||
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Senior Member
Join Date: Oct 2009
Posts: 875
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Hi all,
Version 1.5 has been released and renamed! short Youtube video showing the difference in the AI mods (version 1.0) : http://www.youtube.com/watch?v=O4m1gimwbHI Improved AI v1.5 http://www.willhostforfood.com/access.php?fileid=90206 Difficult AI v1.5 http://www.willhostforfood.com/access.php?fileid=90204 Extreme AI v1.5 http://www.willhostforfood.com/access.php?fileid=90205 ----------------------------------------------------------------- Reduced Burst Fire length AI Mod 1.0 http://www.willhostforfood.com/access.php?fileid=90347 This modification can be used with or without the AI mods (will effect original AI) This reduces the amount of time that the AI fire in one go. Now they no longer fire like crazy people, and take single / three shot bursts. Sometimes they still fire like crazy ![]() Like the AI mods, unzip into your MAIN installation folder. not the DATA_WIN folder ----------------------------------------------------------------- to give you an idea where these sit, here is a difficulty bar : Code:
TOO EASY IMPOSSIBLE \/ \/ |-O-----------------I----------------D-------------------E-------| O = Original Game AI I = Improved AI D = Difficult AI E = Extreme AI Changes : More view distance (Difficult and Extreme only) better accuracy faster recovery (Difficult and Extreme only) better detection range (Difficult and Extreme only) better hearing (Extreme only) larger "danger close" range (Extreme only) reduced shield no weapon damage reduction for shooting at player no accuracy reduction for shooting at player Morale and Experience of AI now taken into account when shooting at player VERSION ARCHIVE : HARDCORE AI VERSION 1.0 (280 Downloads) http://www.willhostforfood.com/access.php?fileid=90024 SEMI HARDCORE AI VERSION 1.0 (233 Downloads) http://www.willhostforfood.com/access.php?fileid=90035 Normal but ACCURATE AI VERSION 1.0 (135 Downloads) http://www.willhostforfood.com/access.php?fileid=90042 Downloads as of 1:16am GMT 19th October 2009 Version 1.5 Changelog Normal but Accurate renamed to Improved, and had the following modifications : decreased central sight cone to original decreased standing/crouched/prone accuracy modifiers closer to original decreased general accuracy slightly improved shield effectiveness slightly reduced hearing and target acquisition range closer to original semi-hardcore renamed to Difficult, and had the following modifications: slightly decreased central view range greatly decreased peripheral view range decreased non-combat view range increased central view cone slightly decreased standing/crouched accuracy and degradation reduced hearing and target acquisition ranges slightly decreased general accuracy slightly improved shield effectiveness a tiny bit HARDCORE renamed to Extreme, and had the following modifications: decreased peripheral view range SLIGHTLY decreased non-combat view range decrease danger close range a little decreased hearing range a little decreased target aquisition slightly slightly reduced base accuracy These changes will take effect immediately, no need to restart campaign mission. *Note about campaign mission* (Difficult and Extreme only) This mod can make some things in the campaign bug out a little due to placement of unit objects within the map. you wont find any missions are broken though, for instance in Mission 2 it is nearly impossible to pass undetected due to the proximity of the second fire team to the convoy at the start of the level. *Note about multiplayer* Quote:
Quote:
As this modifies AI as a whole, your team mates are now AWESOME. but they are also a little pycho! your REALLY need to be using RULE OF ENGAGEMENT to stop your guys from shooting at people 500+ meters away (they hit them too) giving away your position. the ROE Return Fire Only is the best choice when you want to try sneaking up to a position, or flanking. *note of close range battles* (Difficult and Extreme only) Due to the lack of leaning, fighting battles closer than 100 meters is practical suicide, if you plan to get this close, have your team suppress the position first to cause wounds and reduce morale so that when you do get close, they arent so good at shooting you! Uninstallation instructions: head into the DATA_WIN folder inside your Operation Flashpoint folder and delete the AI and DISPERSIONSYSTEM folder to return to the Original AI settings. Last edited by TemplarGFX; 20-10-2009 at 01:10 AM. |
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18-10-2009, 05:31 AM
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#2 |
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Senior Member
Join Date: Oct 2009
Posts: 346
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Nice!!
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18-10-2009, 05:42 AM
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#3 |
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Senior Member
Join Date: Aug 2009
Posts: 806
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haha nice work mate,,,
__________________
"Once that first bullet goes past your head, Politics and all that sh*t goes right out the window." "People ask me when i get home, why do you keep going into battle when you know you'll eventually not make it out of war alive, I simply say, because it's about the guy next to me." "300,000 innocent civilians were killed in the Somalian war, 300,000 innocent lives taken, thats not war, thats fkn genocide." |
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18-10-2009, 05:59 AM
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#4 |
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Member
Join Date: Aug 2009
Posts: 89
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Nice job man! You will go down as the first man to start "fixing" FPDR.
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18-10-2009, 06:00 AM
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#5 |
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Senior Member
Join Date: Oct 2009
Posts: 130
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Haven't even finished the game yet. I'm puttin these little diddies on anyway. Maybe it'll give me the fear I've been waiting for in this game.
Cheers Templar ![]() ![]()
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18-10-2009, 06:03 AM
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#6 |
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Member
Join Date: Oct 2009
Location: Australia
Posts: 31
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18-10-2009, 06:08 AM
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#7 |
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Senior Member
Join Date: Oct 2009
Posts: 360
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Good job mate, first released mod in OFPDR history
and a nice one at that! This makes me even more hungry for a decent set of tools to mod this game, could transform it to a totally different level. In relation to the problem I asked you about in the other thread, I took a good look through the executable and it is calling the files you have modded and a handfull of others, but nothing for the xml's I have been working on...guess that will have to go on the burner for now as editing the exe is pointless (and illegal). Anyway nice work!
__________________
=Mods=
[Mod] - Damage Rebalance [MiniMod] - Entity Restriction = 80 [MiniMod] - UI Fix - Tether & comchat removal -------------------------------------------- OFPDR Smoke does NOT work. Please CM make this feature operate as it's supposed to! http://www.youtube.com/watch?v=m7_Zc8I4sjs&fmt=18 |
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18-10-2009, 06:14 AM
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#8 |
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Member
Join Date: Oct 2009
Location: Australia
Posts: 58
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Very nice, I'll try this out tonight and see how it changes things.
Out of interest, how did you determine the values that you set when you were editing the AI stuff? EDIT: I did not need to replace anything, am I doing it right? Last edited by Phantaroo; 18-10-2009 at 06:19 AM. |
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18-10-2009, 06:32 AM
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#9 |
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Senior Member
Join Date: Oct 2009
Posts: 875
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if you unzipped into your main folder with "recurse subdirectories" (which in non geek terms means create any directories in the archive) option in your unzip program, then yes. WinRar asks you if you want to replace the directory win_data, simply because it already exists. it doesnt do anything to the stuff already inside the directory, but it asks you anyway. Other archive programs may not do this, and only ask if you are replacing a file.
some of the values are simply distances. so taking the original values as a base point I increased them and then played through mission 2 a few times to see what difference it made. alot of the other values are either percentages, or multiplyers. and again I did the same thing. In the end it was just trial and error. Of course working out how all these things worked together took about 10 hours (and Im still not 100% sure on alot of it) ACOG : What needs to be found are the command line switches. they are unfortunately not stored in the exe in hex, so they will be stored in asm. and I know nothing about asm. if we can find a -loose or similar command that forces the engine to look for unpacked files first, rather than the other way around, modding will become alot easier. at the moment though, you can only play with those files mentioned in the exe and have any type of change show up in game. I've tried every type of dev/debug mode command line switch I can think of, but nothing has worked
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18-10-2009, 07:08 AM
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#10 |
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Member
Join Date: Oct 2009
Location: Australia
Posts: 58
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Right now I'm just getting owned, run n gun doesn't work anymore, and I can no longer rely on enemy muzzle flashes to spot the enemy because I'll be dead before I can see them! Looks like it works OP.
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