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Delta Force Anything to do with the Delta Force series of games, DF1, DF2, LW, TFD, BHD, DFX, AF etc.

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  #1  
Old 10-23-2015, 11:43 AM
Guest001 is offline Guest001
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Work In Progress: Savage Garden

Going for an arcade - cross - serious BHD.

A Helo Infil with AI that detects your body count and directs the Helo AI as you progress and that's the imagined entry point to an intricately planned enemy complex.

Here's the basic map so the community is free to add to it...
Attached Files
File Type: zip SavageGarden_SPv2-12.zip (39.7 KB, 4 views)

Last edited by Guest001; 10-23-2015 at 11:58 AM.
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  #2  
Old 10-24-2015, 11:30 AM
City Ace is offline City Ace
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Good, Stompem. I hope this map will be a huge success. Is it single player. And for which game?
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  #3  
Old 10-24-2015, 09:30 PM
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Quote:
Originally Posted by City Ace View Post
Good, Stompem. I hope this map will be a huge success. Is it single player. And for which game?
Vanilla BHD - Single Player AI - Can be COOP - No BIN - No WAC

It has Player Health Regeneration like in DFX2 so the map can be larger and tougher to complete.

I've put the basic map here in a semi-complete state as a template, so those in a hurry to get mapping can modify it and make their own version.

I'll publish it eventually but it'll more or less be a different map by then of course.

Last edited by Guest001; 10-24-2015 at 10:38 PM.
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  #4  
Old 10-25-2015, 02:31 PM
Baldo_the_Don is offline Baldo_the_Don
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I've already fixed about half a dozen minor item alignment mistakes. WP Golf's waypoint advance event was not assigned. The mission ended before I even got to the final waypoint. The enemy foot patrol's waypoint numbers got botched. The technical patrols are confused. Some vehicles spawn 18m - 20m in the air. The exfill is barely working.

The map looks like a fairly rough early draft.

I do love complicated helicopter stuff, if it's effective, and it seems to work in this map, though I haven't tested it very thoroughly yet.

I like it, so far!
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  #5  
Old 10-25-2015, 11:27 PM
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Quote:
Originally Posted by Baldo_the_Don View Post
I've already fixed about half a dozen minor item alignment mistakes. WP Golf's waypoint advance event was not assigned. The mission ended before I even got to the final waypoint. The enemy foot patrol's waypoint numbers got botched. The technical patrols are confused. Some vehicles spawn 18m - 20m in the air. The exfill is barely working.

The map looks like a fairly rough early draft.

I do love complicated helicopter stuff, if it's effective, and it seems to work in this map, though I haven't tested it very thoroughly yet.

I like it, so far!
The "mistakes" are really just several map designs composited (dumped in), if it was a complete map (I'd publish it myself) and I guess there'd be no real reason to mod it and it'd be harder to change things effectively so I left it loose and in very a early dev...

So anyone who mods this should come up with something entirely different to anyone else - I hope...
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  #6  
Old 10-26-2015, 01:59 PM
Baldo_the_Don is offline Baldo_the_Don
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I also get the impression that a lot of things that look like mistakes are experiments. Like how high can a technical drop without exploding on impact? 18m for sure, but 20m is too high.

Also, some technicals will move if set to 8 kmh patrol/combat speed, but other technicals will not move at all.

I knew that if you want to detach an AI from the minigun in a BH, you can redirect it to WP 0-0, but I was not aware that redirecting to the BH's SSN (WP 125-SSN) would do the same thing.

The insert BH breaks its insertion approach to orbit an enemy position if that position is not cleared on the first attempt. The orbit allows for mop up. I think that's good BH work, but I noticed that if you still miss an enemy after the first orbit, the BH still returns to the approach. I tweaked the events so that as long as the position is still hot, the BH continues orbiting, and only returns to approach once the positon is cleared. "Reset has visited flags" is a neat command to have in this case.

I really appreciate the experience and planning I see in this map.

Last edited by Baldo_the_Don; 10-27-2015 at 01:01 PM.
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  #7  
Old 10-26-2015, 10:19 PM
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Quote:
Originally Posted by Baldo_the_Don View Post
I also get the impression that a lot of things that look like mistakes are experiments. Like how high can a technical drop without exploding on impact? 18m for sure, but 20m is too high.

Also, some technicals will move if set to 8 kmh patrol/combat speed, but other technicals will not move at all.

I knew that if you want to detach an AI from the minigun in a BH, you can redirect it to WP 0-0, but I was not aware that redirecting to the BH's SSN (WP 125-SSN) would do the same thing.

The insert BH breaks its insertion approach to orbit an enemy position if that position is not cleared on the first attempt. The orbit allows for mop up. I think that's good BH work, but I noticed that if you still miss an enemy after the first orbit, the BH still returns to the approach. I tweaked the events so that as long as the position is still hot, the BH continues orbiting, and only returns to approach once the positon is cleared. "Reset has visited flags" is a neat command to have in this case.

I really appreciate the experience and planning I see in this map.
Yes there are a few errors - some that occur when pasting and other items which are just placed there ready for construction.

IE the sky lights
If you can find where to put them on the embassy I'd appreciate it.

It took a long time working out how to place the embassy basement correctly.

The stairwells are properly accessible and Tunnels can also be attached.



After your comments I've decided to go further with the "Work In Progress".

I'm doing this without BIN and/or WAC because of the difficulty I imagine some users may have adding /d to the command line to run them.

At least as far as I understand it, that's what you have to do unless you pack the files and it's still not exactly straight forward running a mod.

Perhaps we can cooperate in a mission to create some scenario based templates for new BHD mappers.

It wouldn't be right to make them learn the hard way like others have in the past - it takes years, we can accelerate that time by making specific missions with clear descriptions and event layouts.

Your particular expertise in BHD AI and your ability to trouble-shoot maps would be invaluable.

Are you interested?

I've started updating the map but would be willing to incorporate all you fixes and suggestions so far.

EDIT NOTE:

RE: Rest has visited flags - In this case I actually had them in but then removed them to speed things up a bit and the enemy perimeter is vaporized later but if you think it may appear off the mark to the player then I guess they should be back in...

Last edited by Guest001; 10-27-2015 at 01:35 AM.
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  #8  
Old 10-26-2015, 11:26 PM
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Nice work guys
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  #9  
Old 10-27-2015, 12:58 PM
Baldo_the_Don is offline Baldo_the_Don
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Thanks, Scott.

And Stomps, the trick with the russian embassy is a 1m grid with snap on. At least that's what I remember.

On this map, I did move the skylights into position (one long wall of each skylight is thicker than the other, watch for that), then in 2D view with extreme zoom and Ctrl+Arrow keys, got it aligned on the X-Y, then aligned the Z in wireframe view with Ctrl+Shift+Arrow Up and Down.

Snap to 1m grid, and you can bypass all that work. Well, as long as everything's on the 4 cardinal headings, at least.

As for a consolidated tutorial and instruction source for the DFBHDMED... is there really enough of a demand for that? Enough to justify the amount of work it would involve?

I kind of tried to update the manual once. Ctrl+Ced the text out of the .pdf, Ctrl+Ved the text into notepad, converted the mess to hypertext, and started adding clickable footnotes. So inefficient. I wasn't even half way through that when I realized the project was more Bondo than sheet metal, you know? I decided to give up trying to roll that particular rock up that particular mountain and just have fun with the game.

'Cause what's needed is a new MED manual, started from scratch, written from the ground up, preferably in sections divided by level of advancement, covering everything from picking a damn .env that works, to explaining that the compass directions for .cin and .end files are all A) twisted 90 degrees clockwise, then B) Reversed.

Then you realize that items twist on only two of the three axes anyway, so it's clear that even if you master this ridiculous alchemy that is DFBHD mapping, you STILL can't do such a very basic thing like tip an item sideways a bit because the .exes have no code in them to allow for roll.

There's a level of darwinism involved in training good mappers. The game and map editor are so complicated and broken that the casual mapper is very quickly disgruntled into leaving it alone. We masochistic lunatics left over end up finding our own way.

The depth of madness necessary to master the MED is a puddle compared to the Mariana Trench of madness required to make it easier for the less mad.

I may be lazy, but at least I'm melodramatic.
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  #10  
Old 10-27-2015, 03:08 PM
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Reworked Event List:
SavageGarden_SPv2-12-1.mis, 10/28/2015, 6:24am

Event 0: INITS
Event 1: SG 1 - Reached Alpha 1,0 Advance to WP 1,1
Event 2: SG 2 - Reached Bravo 1,1 Advance to WP 1,2
Event 3: SG 3 - Reached Charlie 1,2 Advance to WP 1,3
Event 4: SG 4 - Reached Delta 1,3 Advance to WP 1,4
Event 5: SG 5 - Reached Echo 1,4 Advance to WP 1,5
Event 6: SG 6 - Reached Foxtrot 1,5 Advance to WP 1,6
Event 7: SG 7 - Reached Golf 1,6 Advance to WP 1,7
Event 8: WIN CONDITIONS
Event 9: WIN GAME
Event 10: TEST MODE ON/OFF = [OFF ]
Event 11: Infil - Helo1 WP 9,0 Speed 30 km/h
Event 12: Infil - Helo1 WP 9,6 Speed 60 km/h
Event 13: Infil - Helo1 WP 9,9 Speed 18 km/h
Event 14: Infil - Helo1 Gunners Dismount
Event 15: Infil - Helo1 Prepare to land
Event 16: Infil - Helo1 Land
Event 17: Infil - Helo1 Leave
Event 18: Infil - Helo Vaporize
Event 19: Exfil - Helo Begin Approach
Event 20: AI - Enemy Patrol Inits
Event 21: AI - Enemy Attack Area 7
Event 22: AI - Enemy Attack Area 14
Event 23: AI - Enemy Perimeter Grp 54 - Not Dead
Event 24: AI - Enemy Perimeter Grp 54 - Dead
Event 25: AI - Enemy Perimeter Grp 55 - Not Dead
Event 26: AI - Enemy Perimeter Grp 55 - Dead
Event 27: AI - Enemy Perimeter Grp 56 - Not Dead
Event 28: AI - Enemy Perimeter Grp 56 - Dead
Event 29: AI - Enemy Perimeter Grp 57 - Not Dead
Event 30: AI - Enemy Perimeter Grp 57 - Dead
Event 31: AI - Enemy Perimeter Grp 58 - Not Dead
Event 32: AI - Enemy Perimeter Grp 58 - Dead
Event 33: AI - Enemy Teleport ssn 1 to tgt 3
Event 34: AI - Enemy Teleport ssn 1 to tgt 4
Event 35: AI - Enemy Teleport ssn 4 to tgt 3
Event 36: AI - Enemy Teleport ssn 3 to tgt 4
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  #11  
Old 10-29-2015, 04:57 AM
Guest001 is offline Guest001
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This afternoon I had a look at how to trigger dialog in BHD without the WAC.

Don't really have an editor for LWF files but using a binary/hex editor I've got it all working anyway so now it's just a matter of sorting through the wave lists for some generic chatter for the mission.

EDIT:
The trouble is I've just discovered these files like the WAC, can't be run outside the PFF without the command line argument /d



EDIT 2:
A solution would be to include all the files and build event conditions and objectives that won't make the mission a load of nonsense or even fail if the additional files are not loaded.

Last edited by Guest001; 10-29-2015 at 05:17 AM.
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  #12  
Old 11-22-2015, 06:39 PM
Guest001 is offline Guest001
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UPDATE

Savage Garden SP v2.13
Attached Files
File Type: zip SavageGarden_SPv2-13.zip (40.9 KB, 4 views)
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  #13  
Old 11-24-2015, 02:01 AM
Guest001 is offline Guest001
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Event List for SavageGarden_SPv2-13.mis, 11/24/2015, 18:15

NOTE: Helicopter Roping Events Added In Blue

Event 0: INITS

Actions:

Change Group 8 AI : gunner skill is Poor
Change Group 9 AI : gunner skill is Poor
Redirect group 42 to waypoint 9 - 0
Hide Win Subgoal 1
Hide Win Subgoal 2
Hide Win Subgoal 3
Hide Win Subgoal 4
Hide Win Subgoal 5
Hide Win Subgoal 6
Hide Win Subgoal 7
Hide Win Subgoal 8

Event 1: SG1 - Reached Alpha 1,0 Advance to WP 1,1

Triggers:

Group 8 has been destroyed and
Group 13 has been destroyed and
Group 14 has been destroyed and
Group 20 has been destroyed and
Group 44 has been destroyed and
SSN 1 is dead and
SSN 2 is dead
Actions:

Win Sub Goal 1
Show Win Subgoal 2
Vaporize Group 54
Vaporize Group 55
Vaporize Group 56
Vaporize Group 57
Vaporize Group 58
Vaporize Group 59
Redirect SSN 4 to nearest waypoint in list 22
Change SSN 4 AI : AI state to Follow Waypoint

Event 2: SG2 - Reached Bravo 1,1 Advance to WP 1,2

Triggers:

Group 45 has been destroyed and
Group 1 is within area 1 and
Event 1 has been triggered
Actions:

Win Sub Goal 2
Show Win Subgoal 3

Event 3: SG3 - Reached Charlie 1,2 Advance to WP 1,3

Triggers:

Group 46 has been destroyed and
Group 1 is within area 2 and
Event 2 has been triggered
Actions:

Hide Win Subgoal 1
Win Sub Goal 3
Show Win Subgoal 4

Event 4: SG4 - Reached Delta 1,3 Advance to WP 1,4

Triggers:

Group 47 has been destroyed and
Event 3 has been triggered and
Group 1 is within area 3
Actions:

Hide Win Subgoal 2
Win Sub Goal 4
Show Win Subgoal 5

Event 5: SG5 - Reached Echo Advance to WP 1,5

Triggers:

Group 48 has been destroyed and
Event 4 has been triggered and
Group 1 is within area 24
Actions:

Hide Win Subgoal 3
Win Sub Goal 5
Show Win Subgoal 6

Event 6: SG6 - Reached Foxtrot Advance to WP 1,6

Triggers:

Event 5 has been triggered and
Group 1 is within area 5 and
Group 49 has been destroyed
Actions:

Hide Win Subgoal 4
Win Sub Goal 6
Show Win Subgoal 7

Event 7: SG 7 - Reached Golf Advance to WP 1,7 Exfil

Triggers:

Group 1 is within area 17 and
Group 50 has been destroyed
Actions:

Win Sub Goal 7
Show Win Subgoal 8

Event 8: WIN CONDITIONS

Triggers:

Event 7 has been triggered and
Group 51 has been destroyed and
Group 1 is within area 20 and
Group 12 reaches waypoint 7, 1
Actions:

Win Sub Goal 8

Event 9: WIN GAME

Delay event 5 seconds

Triggers:

Group 12 reaches waypoint 8, 0
Actions:

Win, Blue

Event 10: GLOBAL

Delay event 5 seconds

Actions:

Show Win Subgoal 1
Redirect group 8 to waypoint 2 - 0
Redirect group 9 to waypoint 3 - 0
Change Group 8 AI : patrol speed = 15 km/h
Change Group 9 AI : patrol speed = 15 km/h
Change Group 17 AI : combat speed = 30 km/h
Change Group 17 AI : patrol speed = 30 km/h
Change Group 18 AI : combat speed = 28 km/h
Change Group 18 AI : patrol speed = 28 km/h

Event 11: OFF MISSION

Reset after 30 seconds

Triggers:

Player has been outside of mission area for 1 seconds
Actions:

Display Text Message 1

Event 12: TEST MODE ON/OFF = [OFF ]

Delay event 10 seconds

Actions:

Change SSN 10000 AI : destroyable

Event 13: Infil - Helo1 WP 9,0 Speed 30 km/h

Triggers:

Group 42 reaches waypoint 9, 0
Actions:

Change Group 42 AI : patrol speed = 30 km/h
Change Group 42 AI : combat speed = 30 km/h
Change Group 42 AI : use waypoint Z
Redirect group 17 to waypoint 18 - 0
Redirect group 18 to waypoint 18 - 0

Event 14: Infil - Helo1 WP 9,6 Speed 60 km/h

Triggers:

Group 42 reaches waypoint 9, 6
Actions:

Change Group 42 AI : patrol speed = 60 km/h
Change Group 42 AI : combat speed = 60 km/h
Change Group 42 AI : use waypoint Z

Event 15: Infil - Helo1 WP 9,9 Speed 18 km/h

Triggers:

Group 42 reaches waypoint 9, 9
Actions:

Change Group 42 AI : patrol speed = 18 km/h
Change Group 42 AI : combat speed = 18 km/h
Change Group 42 AI : use waypoint Z

Event 16: Infil - Helo Gunners Dismount

Triggers:

Group 43 is within area 13
Actions:

Redirect group 43 to waypoint 125 - 12

Event 17: Infil - Helo Prepare to land

Triggers:

Group 42 reaches waypoint 9, 10
Actions:

Redirect group 42 to waypoint 10 - 0

Event 18: Infil - Helo Land

Triggers:

Group 42 reaches waypoint 10, 0
Actions:

Change Group 42 AI : AI state to Land

Event 19: Infil - Helo Leave - Helo2 Start

Triggers:

Event 18 has been triggered and
Group 1 is within area 18
Actions:

Redirect group 42 to waypoint 11 - 0
Change Group 42 AI : AI state to Follow Waypoint
Redirect group 10 to waypoint 17 - 0
Change Group 10 AI : AI state to Follow Waypoint

Event 20: Infil - Helo Vaporize

Triggers:

Group 42 reaches waypoint 11, 0
Actions:

Vaporize Group 42
Vaporize Group 43

Event 21: Exfil - Helo Begin Approach

Triggers:

Event 7 has been triggered
Actions:

Redirect group 12 to waypoint 7 - 0

Event 22:
Exfil - Helo Hover and Land

Triggers:

Event 8 has been triggered
Actions:

Redirect group 12 to waypoint 8 - 0
Change Group 12 AI : AI state to Follow Waypoint

Event 23: AI - Enemy Patrol Inits

Delay event 2 seconds

Triggers:

Group 1 is within area 16
Actions:

Redirect group 3 to nearest waypoint in list 6
Change Group 3 AI : AI state to Follow Waypoint
Redirect group 4 to nearest waypoint in list 6
Change Group 4 AI : AI state to Follow Waypoint
Redirect group 5 to nearest waypoint in list 6
Change Group 5 AI : AI state to Follow Waypoint
Redirect group 6 to nearest waypoint in list 6
Change Group 6 AI : AI state to Follow Waypoint
Redirect group 7 to nearest waypoint in list 6
Change Group 7 AI : AI state to Follow Waypoint

Event 24: AI - Enemy Attack Area 7

Triggers:

Group 1 is within area 7 and
Group 15 is still alive
Actions:

Teleport group 15 to target 1
Change Group 15 AI : set Attack Distance to 150
Change Group 15 AI : engagement range (15m - 250m)

Event 25: AI - Enemy Attack Area 14

Triggers:

Group 1 is within area 14 and
Group 52 is still alive
Actions:

Change Group 52 AI : not blind

Event 26: AI - Enemy Helo 1

Triggers:

Group 13 is still alive
Actions:

Redirect group 13 to waypoint 4 - 0
Change Group 13 AI : patrol speed = 35 km/h

Event 27: AI - Enemy Helo 2

Triggers:

Group 14 is still alive
Actions:

Redirect group 14 to waypoint 5 - 0
Change Group 14 AI : patrol speed = 35 km/h

Event 28: AI - Enemy Perimeter Grp 54 - Not Dead

Triggers:

Group 42 is within area 8 and
Group 54 is still alive
Actions:

Redirect group 42 to waypoint 12 - 0
Change Group 42 AI : AI state to Follow Waypoint
Redirect group 17 to waypoint 0 - 0
Create particle effect at teleport target 11

Event 29: AI - Enemy Perimeter Grp 54 - Dead

Triggers:

Event 28 has been triggered and
Group 54 has been destroyed
Actions:

Redirect group 42 to waypoint 9 - 1
Change Group 42 AI : AI state to Follow Waypoint
Redirect group 17 to waypoint 18 - 1
Change Group 17 AI : AI state to Follow Waypoint

Event 30: AI - Enemy Perimeter Grp 55 - Not Dead

Triggers:

Group 42 is within area 9 and
Group 55 is still alive
Actions:

Redirect group 42 to waypoint 13 - 0
Change Group 42 AI : AI state to Follow Waypoint
Redirect group 17 to waypoint 0 - 0

Event 31: AI - Enemy Perimeter Grp 55 - Dead

Triggers:

Event 30 has been triggered and
Group 55 has been destroyed
Actions:

Redirect group 42 to waypoint 9 - 2
Change Group 42 AI : AI state to Follow Waypoint
Redirect group 17 to waypoint 18 - 1
Change Group 17 AI : AI state to Follow Waypoint

Event 32: AI - Enemy Perimeter Grp 56 - Not Dead

Triggers:

Group 42 is within area 10 and
Group 56 is still alive
Actions:

Redirect group 42 to waypoint 14 - 0
Change Group 42 AI : AI state to Follow Waypoint
Redirect group 17 to waypoint 0 - 0

Event 33: AI - Enemy Perimeter Grp 56 - Dead

Triggers:

Event 32 has been triggered and
Group 56 has been destroyed
Actions:

Redirect group 42 to waypoint 9 - 4
Change Group 42 AI : AI state to Follow Waypoint
Redirect group 17 to waypoint 18 - 1
Change Group 17 AI : AI state to Follow Waypoint

Event 34: AI - Enemy Perimeter Grp 57 - Not Dead

Triggers:

Group 42 is within area 11 and
Group 57 is still alive
Actions:

Redirect group 42 to waypoint 15 - 0
Change Group 42 AI : AI state to Follow Waypoint
Redirect group 17 to waypoint 0 - 0

Event 35: AI - Enemy Perimeter Grp 57 - Dead

Triggers:

Event 34 has been triggered and
Group 57 has been destroyed
Actions:

Redirect group 42 to waypoint 9 - 5
Change Group 42 AI : AI state to Follow Waypoint
Redirect group 17 to waypoint 18 - 1
Change Group 17 AI : AI state to Follow Waypoint

Event 36: AI - Enemy Perimeter Grp 58 - Not Dead

Triggers:

Group 42 is within area 12 and
Group 58 is still alive
Actions:

Redirect group 42 to waypoint 16 - 0
Change Group 42 AI : AI state to Follow Waypoint
Redirect group 17 to waypoint 0 - 0

Event 37: AI - Enemy Perimeter Grp 58 - Dead

Triggers:

Event 36 has been triggered and
Group 58 has been destroyed
Actions:

Redirect group 42 to waypoint 9 - 6
Change Group 42 AI : AI state to Follow Waypoint
Redirect group 17 to waypoint 18 - 1
Change Group 17 AI : AI state to Follow Waypoint
Kill SSN 199

Event 38: AI - Enemy Teleport ssn 1 to tgt 3

Triggers:

Group 1 is within area 14 and
SSN 1 is alive and
SSN 2 has been killed and
Odd Numbered Time Playing
Actions:

Teleport SSN 1 to target 3

Event 39: AI - Enemy Teleport ssn 1 to tgt 4

Triggers:

Group 1 is within area 14 and
SSN 1 is alive and
SSN 2 has been killed and
Even Numbered Time Playing
Actions:

Teleport SSN 1 to target 4

Event 40: AI - Enemy Teleport ssn 4 to tgt 3

Triggers:

Group 1 is within area 14 and
SSN 1 has been killed and
SSN 2 is alive and
Odd Numbered Time Playing
Actions:

Teleport SSN 2 to target 3

Event 41: AI - Enemy Teleport ssn 3 to tgt 4

Triggers:

Group 1 is within area 14 and
SSN 1 has been killed and
SSN 2 is alive and
Even Numbered Time Playing
Actions:

Teleport SSN 2 to target 4

Event 42: AI - Friendly Helo2 Drop Rope

Triggers:

Group 10 reaches waypoint 17, 3
Actions:

Change SSN 11 AI : Play part anim #1 for 3.0000 seconds

Event 43: AI - Friendly Helo2 Soldier1 Use Rope

Delay event 4 seconds

Triggers:

Group 10 reaches waypoint 17, 3 and
Event 42 has been triggered
Actions:

Change SSN 4 AI : Find and Use SSN 11

Event 44: AI - Friendly Helo2 Soldier1 De-Rope

Delay event 4 seconds

Triggers:

Event 43 has been triggered
Actions:

Change SSN 4 AI : Find and Use SSN 0
Redirect SSN 4 to waypoint 0-0

Event 45: AI - Friendly Helo2 Soldier2 Use Rope

Delay event 4 seconds

Triggers:

Event 44 has been triggered
Actions:

Change SSN 5 AI : Find and Use SSN 11

Event 46: AI - Friendly Helo2 Soldier2 De-Rope

Delay event 4 seconds

Triggers:

Event 45 has been triggered
Actions:

Change SSN 5 AI : Find and Use SSN 0
Redirect SSN 5 to waypoint 0-0

Event 47: AI - Friendly Helo2 Soldier3 Use Rope

Delay event 4 seconds

Triggers:

Event 46 has been triggered
Actions:

Change SSN 6 AI : Find and Use SSN 11

Event 48: AI - Friendly Helo2 Soldier1 De-Rope

Delay event 4 seconds

Triggers:

Event 47 has been triggered
Actions:

Change SSN 6 AI : Find and Use SSN 0
Redirect SSN 6 to waypoint 0-0

Event 49: AI - Friendly Helo2 Soldier4 Use Rope

Delay event 4 seconds

Triggers:

Event 48 has been triggered
Actions:

Change SSN 3 AI : Find and Use SSN 11

Event 50: AI - Friendly Helo2 Soldier1 De-Rope

Delay event 4 seconds

Triggers:

Event 49 has been triggered
Actions:

Change SSN 3 AI : Find and Use SSN 0
Redirect SSN 3 to waypoint 0-0

Event 51: Infil - Helo 2 Departs

Delay event 10 seconds

Triggers:

Event 50 has been triggered
Actions:

Redirect group 10 to waypoint 11 - 0
Change Group 25 to Team Blue

Event 52: Infil - Helo 2 Vaporize RDir Roping

Triggers:

Group 10 reaches waypoint 11, 0
Actions:

Vaporize Group 10
Redirect SSN 3 to waypoint 125-388
Change SSN 4 AI : Find and Use SSN 1218
Redirect SSN 5 to waypoint 22-0
Change SSN 5 AI : AI state to Follow Waypoint
Redirect SSN 6 to waypoint 23-0
Change SSN 6 AI : AI state to Follow Waypoint


Event 53: AI - Friendly Convoy Truck 1 Stop

Triggers:

Group 17 reaches waypoint 18, 5
Actions:

Redirect group 17 to waypoint 0 - 0
Redirect group 23 to waypoint 125 - 802

Event 54: AI - Friendly Convoy Truck 2 Stop

Triggers:

Group 18 reaches waypoint 18, 4
Actions:

Redirect group 18 to waypoint 0 - 0
Redirect SSN 9 to waypoint 125-804
Redirect SSN 7 to waypoint 125-331
Redirect SSN 8 to waypoint 125-332
Redirect SSN 10 to waypoint 125-390

Last edited by Guest001; 11-24-2015 at 03:37 AM.
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  #14  
Old 11-24-2015, 10:04 AM
Baldo_the_Don is offline Baldo_the_Don
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As I'm writing this, the .zip has had 1 view, and I assume that view is me, since I DLed and played the mission yesterday. It still needs a bit of tweaking, but it's building up well.

Should I run through my suggestions here in the thread, or would you rather PM these things?

I will put this out: if you have a map with moving vehicles and moving AI, set up events that vaporize the vehicle once it's destroyed. You can't really be sure where those wrecks will end up, and I've seen my fair share of AIs getting blocked by wreckage.

Basically, if SSN X is dead, then vaporize SSN X, delayed 15 seconds. Universally in DFBHD, the husk then disappears as the smoke and fire stops.
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Old 11-24-2015, 10:08 AM
Scott is offline Scott
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I downloaded it too so the counter must not be working..
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Old 11-24-2015, 12:34 PM
Guest001 is offline Guest001
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Quote:
Originally Posted by Baldo_the_Don View Post
As I'm writing this, the .zip has had 1 view, and I assume that view is me, since I DLed and played the mission yesterday. It still needs a bit of tweaking, but it's building up well.

Should I run through my suggestions here in the thread, or would you rather PM these things?

I will put this out: if you have a map with moving vehicles and moving AI, set up events that vaporize the vehicle once it's destroyed. You can't really be sure where those wrecks will end up, and I've seen my fair share of AIs getting blocked by wreckage.

Basically, if SSN X is dead, then vaporize SSN X, delayed 15 seconds. Universally in DFBHD, the husk then disappears as the smoke and fire stops.
Thanks Baldo, I think for this exercise and for the benefit of any and all who are interested in editing that we keep it all in the open.

I generally remove as many groups of objects during the course of a mission as possible but as the BHD engine is extremely robust it's easy to overlook this optimization.
After considering your suggestion I will pay a little more attention to removing objects sooner if they become clutter.

BTW I don't mind your critique and it's very useful as you may see below so please feel welcome put any comments or suggestions here at any time.

---------------------------------------------------------------------

So - I thought I took care of the vehicle wrecks with event 1 but now I see I left out the first 2 Enemy Helos, Groups 13 and 14.

Event 1: SG1 - Reached Alpha 1,0 Advance to WP 1,1

Triggers:
Group 8 has been destroyed and
Group 13 has been destroyed and
Group 14 has been destroyed and
Group 20 has been destroyed and
Group 44 has been destroyed and
SSN 1 is dead and
SSN 2 is dead

Actions:

Win Sub Goal 1
Show Win Subgoal 2
Vaporize Group 54
Vaporize Group 55
Vaporize Group 56
Vaporize Group 57
Vaporize Group 58
Vaporize Group 59
Redirect SSN 4 to nearest waypoint in list 22
Change SSN 4 AI : AI state to Follow Waypoint


EDIT:
Just a note and it's just about the opposite of what we are discussing here and that's regarding decal stay or leaving bodies around for effect...

In any scripting language the idea is you make an argument that on "death" the entity will initiate a death sequence or animation and stay or not stay visible.

Ideally for this type of optimization and as generally implemented in the more sophisticated game engines, the AI would stay visible for a certain time period but it won't disappear until you look away...

Not so here I think and to make things a bit harder the BHD Engine has this part of the AI behaviour hard coded, so you need to undertake the manually scripted operations you have described above.

Now getting back to the MEd and mainly for the benefit of mappers other than you Baldo, you can get the effect of bodies laying around using the following:

Event 0: AI - Enemy - Dead Bodies
Delay event 5 seconds

Triggers:

SSN 1 is dead

Actions:

Change SSN 1 AI : use Autonomous Behavior

LOL - I know the meaning of "Use Autonomous Behaviour" is reversed but...

Autonomous behaviour
1. The ability to function in an independent fashion.

Last edited by Guest001; 11-24-2015 at 01:21 PM.
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