Arma 3
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Immersive RealismSWOPScriptcollection
   
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Data Type: Mod, Server
Mod Type: Mechanics
File Size
Posted
3.015 MB
2 Jan, 2021 @ 9:30am
1 Change Note ( view )

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Immersive RealismSWOPScriptcollection

Description
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My thoughts on this-------------------
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bCombat and ASR AI Mods Recommended

Honestly this is not finished but maybe you still find these immersionfeatures useful. Made for milsimpurposes in mind.
Not all scripts used in this missionscriptcollection are from me.(I worked on it to be used for milsim units but it still needs to be tweaked)
This is the last "mod" I made and it is a collection of mission scripts(Some adjusted from youtube mission scripts) for sp/mp/ded where I made features for SW hyperrealism combat missions with
intelligent selfreliant ai cause I wanted the ai be self relient and not gamemaster having to micromanage everything. Immersion! I am no longer into gaming and won't be working on this anymore, some things may have to be tweaked or unwanted features excluded, feel free to use for your missionfiles. Not all scripts in there are used.

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Downloads-----------------
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The used SWOPmod and if you don't want to unpack the pbo to get the file you can find the example mission RealismSWOPScriptmission.zip here
https://drive.google.com/drive/folders/1ffuRY5Ryxg7CmblTPoZn9-_To9Oz6pqO?usp=sharing

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Short Overview------------
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Autoskill by unittype
healthtweaks(more immersive healthpools for certain under-overporered units(Swop B2,Droidekas etc.))
lightsaberforceusers with forcedamage ability
zombies/civilians
autoattacking tanks and moving turrets(droidekas etc.)
bombing and reinforcement system for enemy ai and player bombing calling system by laser
ai player LAAT transports, BARC Speeder drops and ammodrops.
spawnpoints setable by laser
Players revivable thx to G Revive

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Overview------------
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/scripts/Unit_spawn_init(+Unit_spawn_loop)
SWOP Droidekas, Dwarf and spider droids ATAT ATTE ATST are now moving by themselves and engage on sight(My unitserverutils mod is needed for this function).
Skilllevel of ai is automatically assigned on spawn depending on unit.
Armorlevel tweaked for imperial guards, BX Commando Droids, Magnas, Superbattledroids, dwarfspider, spider,droideka, deathtrooper, trandos, wookies, mandos, geo warriors for more balanced and realistic combatfeeling.

/functions/client
Ai detect script for opfor that calls ai reinforcements as bombings gun/rocket runs or airborne infantry drop(droids only right now) after being visible for too long to ai.
/"-"/server
Reinforcementfunctions and SWOPPortablegunbackpackhider as this backpack is nonimmersive.

/initPlayerLocal+onPlayerKilled+onPlayerRespawn
Playerloadout is now saved after equip and restored after respawn

/init+description
Initialising and preparing the respawnselection features

Scripts\NEKY_PickUp(Land)\+Scripts\NEKY_PickUpRappel(Rappeling)\
Ai transportcalling for bluforplayers(LAAT) by Alpha/B/G.... communications.

scripts\ADV ADV_zeus makes every unit visible to gamemaster

G_Revive Respawnsystem for selected resppawn and optional respawnlimits revivable ai and more(tweakable)

You can also call republic bombings with lasermarker and Alpha/B/G.... communications. I don't know but I think you can these features in a flag in the arma editor. Also I think you can find there a feature to set airborne insertpoints with lasermarker and Alpha/B/G.... communications. Only for officers or squadleaders of'course. Also LAAT insert for BARCspeeders should be at Scripts\NEKY_VehicleDrop\NEKY_Init.sqf

6 Comments
RisenYah  [author] 24 Jan, 2021 @ 7:50am 
Under "APC" or "Cars" in the unitplacesection are vehicles you can drive. Under "Turret" you find only things that you can only shoot with.
Vehement 24 Jan, 2021 @ 7:33am 
Where do I find the vehicles that can move though?
RisenYah  [author] 24 Jan, 2021 @ 7:29am 
No, a separate ai soldier is moving it but you can control the ai where it goes as gamemaster. But you can sit in it while the ai is moving around and shoot.
Vehement 20 Jan, 2021 @ 2:48pm 
@YahMando777 So can I drive it?
RisenYah  [author] 13 Jan, 2021 @ 9:25am 
No it is a script that attaches the AT AT(And all other turrets) to an invisible soldier at spawn and makes the AT AT move at enemies some other scripts are somehow broken I think but the moving turrets work fine. Sorry man I did only use the content that was already there so it is still a turret although a moving turret none the less.
Vehement 12 Jan, 2021 @ 11:26am 
Do the AT-ATs have animations?