MechWarrior 5: Mercenaries

MechWarrior 5: Mercenaries

Infantry_No_Expense
Showing 1-7 of 7 entries
Update: 24 Mar, 2023 @ 12:51pm

These are the changes made by the mod version 1.3

------------------------
1.3 Version - Changes
Added ModOptions for Gunner and Rockeeter spawn ratio.
Added ModOptions for infantry reaction time.
Added ModOptions for infantry reaction distance.
Optimized distance calculations.
Changed default load order from 31 to 30.

1.2 Version - Changes
Moved all AI changes from the Infantry_No_Damage mod into this mod.
Optmized AI more.

1.1 Version - Changes
Now compatible with ModOptions
Allows setting Infantry spawn amount from 0 to 30.

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Infantry_Master_Pawn
.
1. Character Mesh
a) Desired Max Distance from 30000.0 to 100000.0
b) Forced LOD model from -1 to 1
c) Cast Shadows from disabled to enabled
.
2. LODSprite
a) Min distance from 27000.0 to 100000.0
b) Max draw distance from 50000 to 120000.0

------------------------
Infantry_Gunner_STM
.
1) Material
a) Added Cast Shadows to all 5 materials

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InfantryManager_BP
.
1. Details
a) Control
Infantry Movement Cap from 25 to 300
2. Functions
a) Report Unit Death to other units
from 2000 to 20000

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InfantryManagerAwarenessComponent
.
1. Variables
a) DetectionRadius from 15000 to 50000
b) DetectionFrequency from 2.5 to 0.5
c) Created Infantry_Reaction_Time
d) Created Infantry Reaction_Distance
.
2. EventGraphs
a) Event Manager Configured
Added ModOptions for Infantry Reaction Time.
.
3. Functions
a) Update Detection Radius
Added ModOptions for Infantry Reaction Distance.

------------------------
InfantryManagerSpawnerComponent
.
1. Variables
a) Spawn Radius from 15000 to 7500
b) NumberOfInfantry from 10 to 2000
c) Created InfantryAmount Int and set default to 7
d) Created Infantry_No_Expenses String for ModOptions
.
2. EventGraphs
a) Event Manager Configured - On Configure of InfantryManager BP
Min/Max Infantry Spawn from 0/20 to InfantryAmount
b) Added logic to use ModOptions
Added logic to stop the event if InfantryAmount is 0.
.
3. Functions
a) BeaconSpawn
Spawn count check from 10 to InfantryAmount
L Units Per Beacon from 10 to InfantryAmount
b) Added logic to use ModOptions
Added logic to spawn no infantry if InfantryAmount is 0.
c) ExecuteSpawn
Added ModOptions for Gunner and Rockeeter spawn ratio.

------------------------
InfantryManagerUpdateComponent
.
1. Variables
a) TargetingUpdateFrequency 3.0 to 0.5
b) InfantryUpdateFrequency 2.5 to 0.5
.
2. EventGraph
a) AwarenessUpdated (replacing Target/Infantry Update Frequency)
Added ModOptions for Infantry Reaction Time.
.
3.Functions
a) Movement - Flee - Should flee?
GetHorizontalDistance 5000 to 50000
b) Movement - Flee - Should Follow?
GetHorizontalDistance 2500 to 50000

------------------------
Great Intant Action scenario for testing these changes
MDg1NTczMDIwMDEyMjUyMDEw

Update: 24 Mar, 2023 @ 12:44pm

Update: 10 Mar, 2023 @ 12:22am

These are the changes made by the mod version 1.2

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

1.2 Version - Changes
Moved all AI changes from the Infantry_No_Damage mod into this mod.
Optmized AI more.

1.1 Version - Changes
Now compatible with ModOptions
Allows setting Infantry spawn amount from 0 to 30.

------------------------
Infantry_Master_Pawn
.
1. Character Mesh
a) Desired Max Distance from 30000.0 to 100000.0
b) Forced LOD model from -1 to 1
c) Cast Shadows from disabled to enabled
.
2. LODSprite
a) Min distance from 27000.0 to 100000.0
b) Max draw distance from 50000 to 120000.0

------------------------
Infantry_Gunner_STM
.
1) Material
a) Added Cast Shadows to all 5 materials

------------------------
InfantryManager_BP
.
1. Details
a) Control
Infantry Movement Cap from 25 to 300
2. Functions
a) Report Unit Death to other units
from 2000 to 20000

------------------------
InfantryManagerAwarenessComponent
.
1. Variables
a) DetectionRadius from 15000 to 50000
b) DetectionFrequency from 2.5 to 0.5
.
2. Functions
a) Update Detection Radius
Removed calculation and forced set to 50000

------------------------
InfantryManagerSpawnerComponent
.
1. Variables
a) Spawn Radius from 15000 to 7500
b) NumberOfInfantry from 10 to 2000
c) Created InfantryAmount Int and set default to 7
d) Created Infantry_No_Expenses String for ModOptions
.
2. EventGraphs
a) Event Manager Configured - On Configure of InfantryManager BP
Min/Max Infantry Spawn from 0/20 to InfantryAmount
b) Added logic to use ModOptions
Added logic to stop the event if InfantryAmount is 0.
.
3. Functions
a) BeaconSpawn
Spawn count check from 10 to InfantryAmount
L Units Per Beacon from 10 to InfantryAmount
b) Added logic to use ModOptions
Added logic to spawn no infantry if InfantryAmount is 0.

------------------------
InfantryManagerUpdateComponent
.
1. Variables
a) TargetingUpdateFrequency 3.0 to 0.5
b) InfantryUpdateFrquency 2.5 to 0.5
.
2.Functions
a) Movement - Flee - Should flee
GetHorizontalDistance 5000 to 50000
b) Movement - Flee - Should Follow
GetHorizontalDistance 2500 to 50000

------------------------
Great Intant Action scenario for testing these changes
MDg1NTczMDIwMDEyMjUyMDEw

Update: 10 Mar, 2023 @ 12:12am

Update: 8 Mar, 2023 @ 2:02pm

These are the changes made by the mod version 1.1

------------------------
Now compatible with ModOptions
Allows setting Infantry spawn amount from 0 to 30.

------------------------
Infantry_Master_Pawn
.
1. Character Mesh
a) Desired Max Distance from 30000.0 to 100000.0
b) Forced LOD model from -1 to 1
c) Cast Shadows from disabled to enabled
.
2. LODSprite
a) Min distance from 27000.0 to 100000.0
b) Max draw distance from 50000 to 120000.0

------------------------
InfantryManagerSpawnerComponent
.
1. Variables
a) Spawn Radius from 15000 to 7500
b) NumberOfInfantry from 10 to 2000
c) Created InfantryAmount Int and set default to 7
d) Created Infantry_No_Expenses String for ModOptions
.
2. EventGraphs
a) Event Manager Configured - On Configure of InfantryManager BP
Min/Max Infantry Spawn from 0/20 to InfantryAmount
b) Added logic to use ModOptions
Added logic to stop the event if InfantryAmount is 0.
.
3. Functions
a) BeaconSpawn
Spawn count check from 10 to InfantryAmount
L Units Per Beacon from 10 to InfantryAmount
b) Added logic to use ModOptions
Added logic to spawn no infantry if InfantryAmount is 0.

------------------------
InfantryManagerAwarenessComponent
.
1. Variables
a) DetectionRadius from 15000 to 50000
b) DetectionFrequency from 2.5 to 0.3
.
2. Functions
a) Update Detection Radius
Removed calculation and forced set to 50000

------------------------
Infantry_Gunner_STM
.
1) Material
a) Added Cast Shadows to all 5 materials

------------------------
Great Intant Action scenario for testing these changes
MDg1NTczMDIwMDEyMjUyMDEw

Update: 8 Mar, 2023 @ 1:11pm

Update: 6 Mar, 2023 @ 9:13pm

These are the changes made by the mod version 1.0

------------------------
Infantry_Master_Pawn
.
1. Character Mesh
a) Desired Max Distance from 30000.0 to 100000.0
b) Forced LOD model from -1 to 1
c) Cast Shadows from disabled to enabled
.
2. LODSprite
a) Min distance from 27000.0 to 100000.0
b) Max draw distance from 50000 to 120000.0

------------------------
InfantryManagerSpawnerComponent
.
1. Variables
a) Spawn Radius from 15000 to 7500
b) NumberOfInfantry from 10 to 200
.
2. EventGraphs
a) Event Manager Configured - On Configure of InfantryManager BP
Min/Max Infantry Spawn from 0/20 to 5/5
.
3. Functions
a) BeaconSpawn
Spawn count check from 10 to 5
L Units Per Beacon from 10 to 5

------------------------
InfantryManagerAwarenessComponent
.
1. Variables
a) DetectionRadius from 15000 to 50000
b) DetectionFrequency from 2.5 to 0.3
.
2. Functions
a) Update Detection Radius
Removed calculation and forced set to 50000

------------------------
Infantry_Gunner_STM
.
1) Material
a) Added Cast Shadows to all 5 materials

------------------------
Great Intant Action scenario for testing these changes
MDg1NTczMDIwMDEyMjUyMDEw