Environnement de mission Iron Front : Différence entre versions
(Page créée avec « (en cours de traduction) meta-SEOW creates missions that can be hosted and played in Iron Front, or more accurately in the Iron Front mod in ArmA 2 (IFA2). This is a fir... ») |
|||
Ligne 4 : | Ligne 4 : | ||
meta-SEOW creates missions that can be hosted and played in Iron Front, or more accurately in the Iron Front mod in ArmA 2 (IFA2). This is a first-person WW2 army combat simulator set on the Eastern Front and on the Western Front in late 1943 onwards. IFA2 is highly configurable and scriptable, so when building the campaign missions meta-SEOW can optionally establish a range of IFA2 modules and in-mission content that builds the environment for the combat action. This page describes some of this content and how it may be enabled/disabled. | meta-SEOW creates missions that can be hosted and played in Iron Front, or more accurately in the Iron Front mod in ArmA 2 (IFA2). This is a first-person WW2 army combat simulator set on the Eastern Front and on the Western Front in late 1943 onwards. IFA2 is highly configurable and scriptable, so when building the campaign missions meta-SEOW can optionally establish a range of IFA2 modules and in-mission content that builds the environment for the combat action. This page describes some of this content and how it may be enabled/disabled. | ||
− | ==meta-SEOW Mission Builder Script== | + | ==Script meta-SEOW de construction de mission ''Mission Builder Script''== |
Missions are built using the MM-BuildMission.php script in the Mission Planner Scripts folder. This script is managed and executed by the MM-Engine.php script, but it has some internal variables that can be tweaked to suit your tastes. These are near the top of the file and can be altered using a text editor. Each of the following sections describes a mission feature. | Missions are built using the MM-BuildMission.php script in the Mission Planner Scripts folder. This script is managed and executed by the MM-Engine.php script, but it has some internal variables that can be tweaked to suit your tastes. These are near the top of the file and can be altered using a text editor. Each of the following sections describes a mission feature. | ||
− | === | + | === Haut commandement et Colonels ''HighCommand and Colonels'' === |
The HighCommand module can be used in IFA2 to provide players with the ability to control all friendly units in the mission. The HighCommand slot allows the commanders to issue waypoints, change behaviours and other characteristics of each unit. meta-SEOW inserts HighCommand directives in all missions by default. However the $COLONELS parameter (true or false) can be used to enable the inclusion of a specific high-ranking soldier on each side that is separate to the combat units. The "colonel", which may appear as a lower rank, e.g. captain, will spawn with zero ammunition in a location near a friendly unit. It is recommended that a human player takes the Colonel slot to provide leadership to all friendly forces in the mission. Because the Colonel is defenceless, players should provide protection! The default value is: | The HighCommand module can be used in IFA2 to provide players with the ability to control all friendly units in the mission. The HighCommand slot allows the commanders to issue waypoints, change behaviours and other characteristics of each unit. meta-SEOW inserts HighCommand directives in all missions by default. However the $COLONELS parameter (true or false) can be used to enable the inclusion of a specific high-ranking soldier on each side that is separate to the combat units. The "colonel", which may appear as a lower rank, e.g. captain, will spawn with zero ammunition in a location near a friendly unit. It is recommended that a human player takes the Colonel slot to provide leadership to all friendly forces in the mission. Because the Colonel is defenceless, players should provide protection! The default value is: | ||
$COLONELS = true; | $COLONELS = true; | ||
− | === | + | === Civils === |
This is a war zone and civilians may be present! The $REFUGEES parameter (true or false) governs whether meta-SEOW will autogenerate refugee camps in random locations on the map. Civilians will not be placed in urban centres or farmhouses, instead they will appear dotted around the countryside. This simulates them leaving likely combat areas for safety and then setting up small groups or even camps. The maximum number of refugee groups is governed by the $MAX_REFUGEE_GROUPS parameter (a whole number greater than or equal to zero). If the $CAMPS parameter (true or false) is set to true, each refugee group has a chance that camp site object may be placed with it, e.g. blankets, campfire, bags etc. | This is a war zone and civilians may be present! The $REFUGEES parameter (true or false) governs whether meta-SEOW will autogenerate refugee camps in random locations on the map. Civilians will not be placed in urban centres or farmhouses, instead they will appear dotted around the countryside. This simulates them leaving likely combat areas for safety and then setting up small groups or even camps. The maximum number of refugee groups is governed by the $MAX_REFUGEE_GROUPS parameter (a whole number greater than or equal to zero). If the $CAMPS parameter (true or false) is set to true, each refugee group has a chance that camp site object may be placed with it, e.g. blankets, campfire, bags etc. | ||
Ligne 21 : | Ligne 21 : | ||
$CAMPS = true; | $CAMPS = true; | ||
− | === | + | === Animaux domestiques et sauvages === |
Again, with such turmoil in the countryside there may be various wildlife and domesticated animals wandering around. The $ANIMALS parameter (true or false) determines whether animals are placed randomly on the map. The $MAX_ANIMALS parameter (a whole number greater than or equal to zero) sets the maximum number of animals that will be generated randomly and placed in the mission. The animals that may appear are chosen at random from the following list: | Again, with such turmoil in the countryside there may be various wildlife and domesticated animals wandering around. The $ANIMALS parameter (true or false) determines whether animals are placed randomly on the map. The $MAX_ANIMALS parameter (a whole number greater than or equal to zero) sets the maximum number of animals that will be generated randomly and placed in the mission. The animals that may appear are chosen at random from the following list: | ||
Hen,Dog,Wild Boar,Goat,Cow,Rabbit,Rooster,Sheep | Hen,Dog,Wild Boar,Goat,Cow,Rabbit,Rooster,Sheep | ||
Ligne 36 : | Ligne 36 : | ||
$FORTIFICATION_RATE = 35; | $FORTIFICATION_RATE = 35; | ||
− | === | + | === Largages de ravitaillement === |
SEOW supports the management of supply drops, i.e. places where food/ammunition/etc are dropped on the ground for use by nearby units. In meta-SEOW these locations can be represented in the mission by collections of ammunition and weaponry at the appropriate locations. The $SUPPLYDROPS parameter (true or false) determines whether such stores of supplyies are placed on the map. Soldiers of either side may use these supplies if they find them. The default value is: | SEOW supports the management of supply drops, i.e. places where food/ammunition/etc are dropped on the ground for use by nearby units. In meta-SEOW these locations can be represented in the mission by collections of ammunition and weaponry at the appropriate locations. The $SUPPLYDROPS parameter (true or false) determines whether such stores of supplyies are placed on the map. Soldiers of either side may use these supplies if they find them. The default value is: | ||
$SUPPLYDROPS = true; | $SUPPLYDROPS = true; | ||
− | === | + | === Barrages d'Artillerie === |
SEOW supports indirect fire artillery barrages, i.e. heavy guns and howitzers that are targeted at specific map coordinates, often at very long range. In meta-SEOW the $BARRAGES parameter (true or false) determines whether the IFA2 mission will be written with scripting that simulates the number and calibre of artillery pieces that are firing into the mission area, and the exact target location and shell dispersal pattern. The net effect will be incoming shell noises and explosions appearing at the target areas - these can be very deadly to soft targets in IFA2. | SEOW supports indirect fire artillery barrages, i.e. heavy guns and howitzers that are targeted at specific map coordinates, often at very long range. In meta-SEOW the $BARRAGES parameter (true or false) determines whether the IFA2 mission will be written with scripting that simulates the number and calibre of artillery pieces that are firing into the mission area, and the exact target location and shell dispersal pattern. The net effect will be incoming shell noises and explosions appearing at the target areas - these can be very deadly to soft targets in IFA2. | ||
Ligne 48 : | Ligne 48 : | ||
$BARRAGES = true; | $BARRAGES = true; | ||
− | === | + | === Épaves === |
As the mission follows mission throughout the campaign, the number of destroyed vehicles in any map may mount up. meta-SEOW keeps track of the types and locations of all such wrecks and may optionally place wreck objects in the associated locations in the following missions. The wreckage placement is governed by the $WRECKS parameter (true or false). If this parameter is true, all prior wrecks will be placed in the next mission. This will give the impression of an evolving and persistent battlefield, which is what we are all about. The default value is: | As the mission follows mission throughout the campaign, the number of destroyed vehicles in any map may mount up. meta-SEOW keeps track of the types and locations of all such wrecks and may optionally place wreck objects in the associated locations in the following missions. The wreckage placement is governed by the $WRECKS parameter (true or false). If this parameter is true, all prior wrecks will be placed in the next mission. This will give the impression of an evolving and persistent battlefield, which is what we are all about. The default value is: | ||
$WRECKS = true; | $WRECKS = true; | ||
− | == | + | == Comprendre l'environnement de mission ''Mission Environment'' == |
In the text above the various features that may be configured have been described. In this section we list a few notes on how the players can interact with the various in-mission features and potentially affect the wider SEOW campaign. | In the text above the various features that may be configured have been described. In this section we list a few notes on how the players can interact with the various in-mission features and potentially affect the wider SEOW campaign. | ||
− | ===Advanced AI Module=== | + | ===Module IA avancé ''Advanced AI Module''=== |
This ArmA2 module is automatically emplaced in all meta-SEOW IFA2 missions. | This ArmA2 module is automatically emplaced in all meta-SEOW IFA2 missions. | ||
− | === | + | ===Animaux domestiques et sauvages=== |
Some animals are excellent sources of food. If you kill such an animal, you will be recorded as having performed a successful '''forage''' action which may result in increased supply for your unit and potentially increased morale. Dogs taste bad, and you wouldn't want to kill your best friend anyway, would you? | Some animals are excellent sources of food. If you kill such an animal, you will be recorded as having performed a successful '''forage''' action which may result in increased supply for your unit and potentially increased morale. Dogs taste bad, and you wouldn't want to kill your best friend anyway, would you? | ||
− | === | + | ===Zone de Barrage=== |
If you find yourself near a barrage zone without armoured cover you may want to consider running away as fast as you can. Lying down or hiding is not recommended. Large-calibre shells will easily destroy houses and knock trees over, etc. | If you find yourself near a barrage zone without armoured cover you may want to consider running away as fast as you can. Lying down or hiding is not recommended. Large-calibre shells will easily destroy houses and knock trees over, etc. | ||
Ligne 68 : | Ligne 68 : | ||
The briefing Notes readable by players in the mission are generated from the campaign information displayed/managed in the Mission Planner. There are three levels of Notes: Strategic Context, Sector Objectives, and Local Orders. The first two are constructed directly from the Campaign Objectives in the Mission Planner and refer directly to the broader SEOW campaign. Local Orders can be set/updated for each mission in each meta-map by using the meta-SEOW tool in the Mission Planner. | The briefing Notes readable by players in the mission are generated from the campaign information displayed/managed in the Mission Planner. There are three levels of Notes: Strategic Context, Sector Objectives, and Local Orders. The first two are constructed directly from the Campaign Objectives in the Mission Planner and refer directly to the broader SEOW campaign. Local Orders can be set/updated for each mission in each meta-map by using the meta-SEOW tool in the Mission Planner. | ||
− | === | + | ===Civils=== |
Civilians are to be protected by both sides. Do not kill civilians! Killing civilians, classed as an '''atrocity''', will result in a severe morale reduction for the aggressive unit, especially if a priest is killed! | Civilians are to be protected by both sides. Do not kill civilians! Killing civilians, classed as an '''atrocity''', will result in a severe morale reduction for the aggressive unit, especially if a priest is killed! | ||
Ligne 74 : | Ligne 74 : | ||
These objects are generated randomly every mission and fortification damage is not carried forward. | These objects are generated randomly every mission and fortification damage is not carried forward. | ||
− | ===HighCommand Module=== | + | ===Module Haut Commandement ''HighCommand Module''=== |
This ArmA2 module is automatically emplaced in all meta-SEOW IFA2 missions and correctly synchronized to all unit/group leaders. | This ArmA2 module is automatically emplaced in all meta-SEOW IFA2 missions and correctly synchronized to all unit/group leaders. | ||
− | ===Improved Explosions Effects Module=== | + | ===Module Effets Explosions ''Improved Explosions Effects Module''=== |
This ArmA2 module is automatically emplaced in all meta-SEOW IFA2 missions. | This ArmA2 module is automatically emplaced in all meta-SEOW IFA2 missions. | ||
Version du 25 août 2015 à 10:37
(en cours de traduction)
meta-SEOW creates missions that can be hosted and played in Iron Front, or more accurately in the Iron Front mod in ArmA 2 (IFA2). This is a first-person WW2 army combat simulator set on the Eastern Front and on the Western Front in late 1943 onwards. IFA2 is highly configurable and scriptable, so when building the campaign missions meta-SEOW can optionally establish a range of IFA2 modules and in-mission content that builds the environment for the combat action. This page describes some of this content and how it may be enabled/disabled.
Sommaire
- 1 Script meta-SEOW de construction de mission Mission Builder Script
- 2 Comprendre l'environnement de mission Mission Environment
- 2.1 Module IA avancé Advanced AI Module
- 2.2 Animaux domestiques et sauvages
- 2.3 Zone de Barrage
- 2.4 Briefings
- 2.5 Civils
- 2.6 Fortifications
- 2.7 Module Haut Commandement HighCommand Module
- 2.8 Module Effets Explosions Improved Explosions Effects Module
- 2.9 Locations
- 2.10 Morale
- 2.11 Respawn
- 2.12 Skill
- 2.13 Supply
- 2.14 Supply Drops
- 2.15 Surrendering Module
- 2.16 Weather
Script meta-SEOW de construction de mission Mission Builder Script
Missions are built using the MM-BuildMission.php script in the Mission Planner Scripts folder. This script is managed and executed by the MM-Engine.php script, but it has some internal variables that can be tweaked to suit your tastes. These are near the top of the file and can be altered using a text editor. Each of the following sections describes a mission feature.
Haut commandement et Colonels HighCommand and Colonels
The HighCommand module can be used in IFA2 to provide players with the ability to control all friendly units in the mission. The HighCommand slot allows the commanders to issue waypoints, change behaviours and other characteristics of each unit. meta-SEOW inserts HighCommand directives in all missions by default. However the $COLONELS parameter (true or false) can be used to enable the inclusion of a specific high-ranking soldier on each side that is separate to the combat units. The "colonel", which may appear as a lower rank, e.g. captain, will spawn with zero ammunition in a location near a friendly unit. It is recommended that a human player takes the Colonel slot to provide leadership to all friendly forces in the mission. Because the Colonel is defenceless, players should provide protection! The default value is:
$COLONELS = true;
Civils
This is a war zone and civilians may be present! The $REFUGEES parameter (true or false) governs whether meta-SEOW will autogenerate refugee camps in random locations on the map. Civilians will not be placed in urban centres or farmhouses, instead they will appear dotted around the countryside. This simulates them leaving likely combat areas for safety and then setting up small groups or even camps. The maximum number of refugee groups is governed by the $MAX_REFUGEE_GROUPS parameter (a whole number greater than or equal to zero). If the $CAMPS parameter (true or false) is set to true, each refugee group has a chance that camp site object may be placed with it, e.g. blankets, campfire, bags etc.
The default values are:
$REFUGEES = true; $MAX_REFUGEE_GROUPS = 5; $CAMPS = true;
Animaux domestiques et sauvages
Again, with such turmoil in the countryside there may be various wildlife and domesticated animals wandering around. The $ANIMALS parameter (true or false) determines whether animals are placed randomly on the map. The $MAX_ANIMALS parameter (a whole number greater than or equal to zero) sets the maximum number of animals that will be generated randomly and placed in the mission. The animals that may appear are chosen at random from the following list:
Hen,Dog,Wild Boar,Goat,Cow,Rabbit,Rooster,Sheep
The default values are:
$ANIMALS = true; $MAX_ANIMALS = 30;
Fortifications
Combat units may cause fortifications to be placed around/near them, e.g. sandbags, trenches/ditches, bunkers, barbed wire. The $FORTIFICATIONS parameter (true or false) determines whether such fortifications are placed in the mission. The $FORTIFICATION_RATE parameter (a whole number greater than or equal to zero and less than 100) can be used to reduce the number of fortifications placed. The default values are:
$FORTIFICATIONS = true; $FORTIFICATION_RATE = 35;
Largages de ravitaillement
SEOW supports the management of supply drops, i.e. places where food/ammunition/etc are dropped on the ground for use by nearby units. In meta-SEOW these locations can be represented in the mission by collections of ammunition and weaponry at the appropriate locations. The $SUPPLYDROPS parameter (true or false) determines whether such stores of supplyies are placed on the map. Soldiers of either side may use these supplies if they find them. The default value is:
$SUPPLYDROPS = true;
Barrages d'Artillerie
SEOW supports indirect fire artillery barrages, i.e. heavy guns and howitzers that are targeted at specific map coordinates, often at very long range. In meta-SEOW the $BARRAGES parameter (true or false) determines whether the IFA2 mission will be written with scripting that simulates the number and calibre of artillery pieces that are firing into the mission area, and the exact target location and shell dispersal pattern. The net effect will be incoming shell noises and explosions appearing at the target areas - these can be very deadly to soft targets in IFA2.
The default value is:
$BARRAGES = true;
Épaves
As the mission follows mission throughout the campaign, the number of destroyed vehicles in any map may mount up. meta-SEOW keeps track of the types and locations of all such wrecks and may optionally place wreck objects in the associated locations in the following missions. The wreckage placement is governed by the $WRECKS parameter (true or false). If this parameter is true, all prior wrecks will be placed in the next mission. This will give the impression of an evolving and persistent battlefield, which is what we are all about. The default value is:
$WRECKS = true;
Comprendre l'environnement de mission Mission Environment
In the text above the various features that may be configured have been described. In this section we list a few notes on how the players can interact with the various in-mission features and potentially affect the wider SEOW campaign.
Module IA avancé Advanced AI Module
This ArmA2 module is automatically emplaced in all meta-SEOW IFA2 missions.
Animaux domestiques et sauvages
Some animals are excellent sources of food. If you kill such an animal, you will be recorded as having performed a successful forage action which may result in increased supply for your unit and potentially increased morale. Dogs taste bad, and you wouldn't want to kill your best friend anyway, would you?
Zone de Barrage
If you find yourself near a barrage zone without armoured cover you may want to consider running away as fast as you can. Lying down or hiding is not recommended. Large-calibre shells will easily destroy houses and knock trees over, etc.
Briefings
The briefing Notes readable by players in the mission are generated from the campaign information displayed/managed in the Mission Planner. There are three levels of Notes: Strategic Context, Sector Objectives, and Local Orders. The first two are constructed directly from the Campaign Objectives in the Mission Planner and refer directly to the broader SEOW campaign. Local Orders can be set/updated for each mission in each meta-map by using the meta-SEOW tool in the Mission Planner.
Civils
Civilians are to be protected by both sides. Do not kill civilians! Killing civilians, classed as an atrocity, will result in a severe morale reduction for the aggressive unit, especially if a priest is killed!
Fortifications
These objects are generated randomly every mission and fortification damage is not carried forward.
Module Haut Commandement HighCommand Module
This ArmA2 module is automatically emplaced in all meta-SEOW IFA2 missions and correctly synchronized to all unit/group leaders.
Module Effets Explosions Improved Explosions Effects Module
This ArmA2 module is automatically emplaced in all meta-SEOW IFA2 missions.
Locations
The location of each SEOW unit will be calculated as the average location of all surviving members of the unit at the end of the IFA2 mission.
Morale
The unit courage/cowardice level in the mission is linked to the SEOW unit morale displayed in the unit icon tooltip in the Mission Planner.
Respawn
The ArmA2 respawn = "SIDE" option is employed. This means that killed players may respawn into an AI unit on the friendly side, or a seagull. Team switch is also available to any AI controlled playable units at any time. The current implementation of Team Switch seems to render an AI soldier inoperative after a human has switched away from it.
Skill
Unit skill in the mission is linked to the SEOW unit skill displayed in the unit icon tooltip in the Mission Planner.
Supply
Unit supply in the mission is linked to the SEOW unit supply displayed in the unit icon tooltip in the Mission Planner.
Supply Drops
These groups of objects are easy to miss in the long grass of the countryside.
Surrendering Module
This ArmA2 module is automatically emplaced in all meta-SEOW IFA2 missions.
Weather
The weather conditions in the mission are linked to the current SEOW campaign weather, wind and lighting state displayed in the Mission Planner.