hello everyone. let me introduce to you new mod! it was started by magitek originally, but it was never announced and stuck on early testing stage. now it's improved and adjusted to current insertion scripts, Soczkien have made additional animation for units so it's kind a collective work.

v01 features:

- all keysites and other important objects has patrol groups. 4 units walking around the base and waiting for enemies; there is no manual routes yet so they can walk through buildings, helicopters etc.; there is no units reserve so if they will be killed, new group will appear (for 5 minutes or less).
- medium-lift and heavy-lift helicopters groups can be applied for insertion task. they have different units capacity so larger helicopter will give more chances for capture.
- defend task will be applied on allied side same time insertion task was created by enemy; usually patrol group have no chance to protect the base, but if backup will arrived before enemy forces - some action will happen.
- insertion will started away from keysite, so troops should reach base to capture it.
- machine gunners has bullet proof vest; MANPAD units has assault rifle (there is no handgun in the game)
- units can engage enemy from standing or kneeling position (randomly), but collision calculations are poor so it's more for visuals.

v02 features:

- after last patrol route waypoint will be reached, task will be updated automatically;
- after capture/defend group reach center of the keysite, troops will be linked with it (if capture was successful) and patrol task will be created for them;
- defend task will be not created if keysite already has 2 or more infantry groups around;
- landing of troops happens for all helicopters in the group; it will be started when all helicopters will take their positions, but if you are leader and you will land before wingmen are ready, troops will appear on the ground where helicopters was at this moment;
- vehicles and aircrafts targeting and engagement rules improved;
- insertion waypoint radius increased up to 500 meters, you can land far from keysite or close to it's center, depends on amount of enemy troops;

v03 features:

- several fatal and minor gameplay bugs fixed;
- military base's fence collision object fix, allow ground units fire through the fencing mesh (compatible with not-modded version);
- distance from insertion point to keysite depends on task type - it will be further if it capture task for enemy keysite. it will increase survival chances for helicopters and decrease - for infantry groups.

features for modders:

- manual route for patrols can be created, add nullobjects with label "PATROL_ROUTE" as child of "WAYPOINT_ROUTES" subobject in the keysite scene, order is critical;
- collision object can be used for forest trees scene, will work for LOS check, weapons and dynamics collision detection;
- troops objects can be placed inside of helicopter, just make subobjects with label "TROOPS_ONBOARD" in the helicopter (external) scene; will appears when helicopter get insertion task and dissapear when troops put down waypoint reached;
- static firing points added (for bunkers, pillboxes etc., no proper models - just example scenes), place linkobjects with these labels in the keysite scene:

Code:
US_LIGHT_FIRING_POINT
RS_LIGHT_FIRING_POINT
US_MEDIUM_FIRING_POINT
RS_MEDIUM_FIRING_POINT
US_HEAVY_FIRING_POINT
RS_HEAVY_FIRING_POINT


installation:

- unpack archive into your 1.15.2FIX5 game folder: https://app.box.com/s/xowmy7h7j3r2eyp7i48xy5uurvpg73f5
- open eech.ini file and change GWUT filename to GWUT1152inf.CSV
- start cohokum_inf.exe

to play original version change GWUT filename to GWUT1152.CSV in eech.ini

please remember that this test version is not compatible with save files and multiplayer sessions, created by stable or previous mod versions.


Last edited by thealx; 04/18/15 11:44 AM.