11-28-2014, 12:37 AM
its designt for SP but works fine in MP. i run it on my little server. maybe someone want to check it out. here some features:
Highlights:
Features:
ion
Highlights:
- Morale system driving dynamically AI behavour and skills.
- AI behaviour is affected by many environmental events (spotted enemies, explosions, bullets whizzling by, ricochets, wounds, casualties, ...).
- Modular mod architecture: optional features may be toggled on/off or tweaked at will.
- Reduced (excessive) AI firing accuracy.
- AI units proactively lay suppressive fire and suffer sensible morale / skill penalty when suppressed.
- Increased AI survivability: better use of cover, movement and suppressive fire lead to longer firefights.
- Player led AI units require far less micro-management on the battlefield.
Features:
- bCombat core features include:
- [li]Full-featured morale system: morale affects both AI behaviour and combat effectiveness. AI will act aggressively or passively depending on circumstances.
Event driven AI behaviour: any environmental events such as enemies inbound, heard gunfire, suppressive fire, nearby explosions and ricochets or casualties have an effect on AI behaviour.
Real-time suppression effects: bCombat relies on (included) bDetect framework for accessing real-time ballistic information on any bullets flying by on the battlefield.
Automatic, gunfire aware stance handling: units will crouch, sprint or go prone according to situation
Enhanced fire & movement routines
- [li]Full-featured morale system: morale affects both AI behaviour and combat effectiveness. AI will act aggressively or passively depending on circumstances.
- Optional (toggleable) features include, as of v0.15:
- [li]Custom move to cover behaviour
Aggressive return fire / fire back behaviour
Mutual covering behaviour
Suppressive fire behaviour
Specialized suppressive / overwatch behaviour
Custom fleeing behaviour
Surrendering behaviour
CQB enhancements
Enhanced hearing: units do hear gunfire and explosions at distance
Investigate behaviour: units alerted by casualties or gunfire may move to nearby places to investigate enemy presence
Enhanced grenade throwing: very short to long distance, includes blind throwing over obstacles
Smoke grenade throwing
Automatic formation tightening feature
Faster movement feature
Friendly fire damage capping
Custom damage multiplier
And more ...
- [li]Custom move to cover behaviour
ion