birdnerd365 Posted February 12, 2004 Share Posted February 12, 2004 One of the things I really would like to see in GR is the ability to call for fires (mortars, etc. - and to have them called in on you!) and close air support. Also, I'd love to be able to laser designate targets for smart bomb runs or laser guided artillery. Has anyone done any work on this? Any ideas? bn Quote Link to comment Share on other sites More sharing options...
Mamon Posted February 12, 2004 Share Posted February 12, 2004 You can simulate a lot of these things with scripting in Igor. Might take a little bit of ingenuity and patience but those things you described are possible Quote Link to comment Share on other sites More sharing options...
el nino foxhound Posted February 12, 2004 Share Posted February 12, 2004 (edited) Thats really funny. Just finished my first mission ever (that is if some guys testing it are satisfied with what I made) and have been working on a new one. I think you guys will like it. It has something to do with a beach and landing and some nice fireworks from the see if you know what I mean. Edited February 12, 2004 by el nino foxhound Quote Link to comment Share on other sites More sharing options...
Chavez Posted February 12, 2004 Share Posted February 12, 2004 One of the things I really would like to see in GR is the ability to call for fires (mortars, etc. - and to have them called in on you!) and close air support. Also, I'd love to be able to laser designate targets for smart bomb runs or laser guided artillery. Has anyone done any work on this? Any ideas? bn Calling in Mortars, or make them hit your platoon is a rather easy task. Laser designation won't work coz you cannot get info from the game engine about what target a ghost is aiming at or what kit he is currently holding. Hope that's implemented in IGOR2. There are some cheap ways to sim laser designation, but it won't be fully good. Quote Link to comment Share on other sites More sharing options...
mr.pibb Posted February 12, 2004 Share Posted February 12, 2004 WOW I just had an apiffiny, ever play Vietcong? What a neat thing they did with calling in support(one of the few things I DID like about the game). Heck, they got the realistic radio message relays for targetting and then you choose a location, command radios back the confirmation, and a few moments later-blam-kablam-kablam! The selected target area is bombarded. I wonder if you could make reference points in the script where through a console command you could direct fire to one of those locations. The console command would then not merely just implement the bombardment, but would put you into a "fire for effect" mode that would involve radio transmissions during the target selection, ending with a confirmation from command. Times like this make me wish I had the time to produce everything I think up! But I dont. Quote Link to comment Share on other sites More sharing options...
birdnerd365 Posted February 13, 2004 Author Share Posted February 13, 2004 I just had an apiffiny, ever play Vietcong? What a neat thing they did with calling in support(one of the few things I DID like about the game). Heck, they got the realistic radio message relays for targetting and then you choose a location, command radios back the confirmation, and a few moments later-blam-kablam-kablam! The selected target area is bombarded. I wonder if you could make reference points in the script where through a console command you could direct fire to one of those locations. The console command would then not merely just implement the bombardment, but would put you into a "fire for effect" mode that would involve radio transmissions during the target selection, ending with a confirmation from command. Times like this make me wish I had the time to produce everything I think up! But I dont. No, I haven't played Vietcong, but that's what I had in mind. I think it would add a lot more realism to the game. You wouldn't be able to plink off 30 baddies with sniper fire if they were able to call in mortars on your position, for example. The console idea is brilliant, that had never occurred to me! I don't know how you would go about doing it, but I'll have a look. I'm new to scipting, so it mike take some time...and, like you, time is always the issue! Quote Link to comment Share on other sites More sharing options...
The_Slink Posted February 14, 2004 Share Posted February 14, 2004 If you put an actor by your target you can make something along the lines of if playerplatoon is seeing targetguy as a continueif no? Quote Link to comment Share on other sites More sharing options...
el nino foxhound Posted February 17, 2004 Share Posted February 17, 2004 I think I found a solution to this. Couldnt sleep tonight so was thinking about it for a few hours. Wont tell you too much have to try first. But maybe use a demo or proximity to a zone and if player dont want artillery there he just leaves. Looks like I have got some work to do. Quote Link to comment Share on other sites More sharing options...
Jack57 Posted February 17, 2004 Share Posted February 17, 2004 One way of trapping an input response from the player that I have used successfully is a double tap of the command map key. For example, you could have it so that if the player taps it twice within one second he is calling for artillery (or whatever). I like to imagine it a bit like what we do in the aviation industry where it is common practise to double tap the transmit button as a way of delivering an affirmative response. It's not that hard to set this up using a timer and a flag which can be toggled. Cheers, Jack Quote Link to comment Share on other sites More sharing options...
el nino foxhound Posted February 25, 2004 Share Posted February 25, 2004 Its not really going very fast since I dont have too much time lately but I am still working on this. I have tried to make it a tapping thing too but I don't know how to make it work and also how can I make it to work with only one member off player platoon or isn't that possible? And what do you guys think, should I use a friendly actor which you have to protect who calls in close air support and artillery or is it nicer when a member off player platoon can do it himself? BTW is there an actor available which carries a radio on it's back? (only in MP1 and MP2) Thanks again for your help Quote Link to comment Share on other sites More sharing options...
San Posted February 25, 2004 Share Posted February 25, 2004 BTW is there an actor available which carries a radio on it's back? (only in MP1 and MP2) Yes, use Wolfsong Model Viewer to see what chr.files you need. Quote Link to comment Share on other sites More sharing options...
mr.pibb Posted February 26, 2004 Share Posted February 26, 2004 And what do you guys think, should I use a friendly actor which you have to protect who calls in close air support and artillery or is it nicer when a member off player platoon can do it himself? BTW is there an actor available which carries a radio on it's back? (only in MP1 and MP2) Thanks again for your help Hey El nino foxhound I would think jack probably has the answer on the command funtion tapping, I have never tried that but of course with using a freindly NPC to do the calling in then you wouldnt need the function anymore, you could just choose a screnario that executes him to radio in and hence the bombardment begins. Personally I would have to know why the lone ranger NPC was the guy doing the calling instead of yer platoon member, it might be better with a little team of a few NPC's that are like spec ops or something like that, where it seems to me that a radio guy would be more a part of a team rather than be operating alone assisting yer platoon. Of course then teams always execute plans as a team, therefore maybe having a seperate Ateam and then having another seperate Bteam with the radio guy that follows the Ateam around, then yer free to control him alone. Just an idea BTW- Thanks again for the help testing the MP mission with me. Christian Quote Link to comment Share on other sites More sharing options...
el nino foxhound Posted February 26, 2004 Share Posted February 26, 2004 (edited) Hey El nino foxhound I would think jack probably has the answer on the command funtion tapping, I have never tried that but of course with using a freindly NPC to do the calling in then you wouldnt need the function anymore, you could just choose a screnario that executes him to radio in and hence the bombardment begins. Personally I would have to know why the lone ranger NPC was the guy doing the calling instead of yer platoon member, it might be better with a little team of a few NPC's that are like spec ops or something like that, where it seems to me that a radio guy would be more a part of a team rather than be operating alone assisting yer platoon. Of course then teams always execute plans as a team, therefore maybe having a seperate Ateam and then having another seperate Bteam with the radio guy that follows the Ateam around, then yer free to control him alone. Just an idea BTW- Thanks again for the help testing the MP mission with me. Christian Hey Mr Pibb I like that last thing you mention also. I am working on this, have a few things tried yet but deleted them cause I didn't like it. I think when I get this right you are even allowed to choose if you want artillery support (or airsupport) or not. BTW No thank, you know how to contact me so if you ever need some more testing Greets, Edited February 26, 2004 by el nino foxhound Quote Link to comment Share on other sites More sharing options...
mr.pibb Posted February 26, 2004 Share Posted February 26, 2004 Seems like some of the best ideas you come up with while making a mission take a lot of time and thought, and often due to neccessary changes because of limitaions the results dont always end up the way you originally planned. I'm right there too, spent like 3 whole days on getting tanks to fire cannons at actors, after a particular problem I cannot get rid of I had to scrap the whole dang thing, after that I said to #$*) with modding and finally here I am working on the mission again after 3 days of not. Now its all just funny Cya Christian Quote Link to comment Share on other sites More sharing options...
Sixpence Posted February 26, 2004 Share Posted February 26, 2004 I created a Artillery Strike in BRAVO 2-5 (with correct radio Messages ), but is a simple Zone under Fire. Quote Link to comment Share on other sites More sharing options...
en4rcment Posted February 26, 2004 Share Posted February 26, 2004 I had air support take out a large platoon in Disavowed. The problems you would have is making the air support appear on demand where it is needed. The only thing I can think of is to have the players go to zones (maybe to aim the laser at a target) and then each zone activates a different explosion damage effect for an area. Could be done if you have the time to play with it... Quote Link to comment Share on other sites More sharing options...
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