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  TrueGameplayMods (v 1.1)  
No picture found for this addon. Author : rg7621
Version : 1.1 Era : Others Type : Misc, Realism Mod
Size : 101 KB Demo mission : No
Downloads : 1599 Rating : 5 / 5 (rated 2 times)

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Included *.pbo files : Needed addons :
N/A
 
Description :
TrueGameplayMods (Overview)
------------------------

TrueRangeAI was broken down into 4 separate addons...
- TrueGameplay-AI-Spotting v1.0
- TrueGameplay-AI-Hearing v1.0
- TrueGameplay-AI-Engagment v1.0
- TrueGameplay-AI-Radar v1.0

- TrueGameplay-Animation-TurningSpeed v1.0
- TrueGameplay-Animation-MovementSpeed v1.0
- TrueGameplay-Animation-TransitionFixs v1.0
- TrueGameplay-Player-Fatigue v1.0 (REQUIRES XEH)
- TrueGameplay-Vehicle-OffroadSpeed v1.0
- TrueGameplay-Vehicle-SteeringSensitivity v1.0
- TrueGameplay-Weapon-Dispersion v1.0
- TrueGameplay-Weapon-Recoil v1.0
- TrueGameplay-Weapon-Sway v1.0
- TrueGameplay-Weapon-TurretRotationSpeed v1.0
- TrueGameplay-Weapon-MissileControlAndStability v1.0
- TrueGameplay-Survivability-Helicopter v1.0
- TrueGameplay-Survivability-Man v1.0


TrueGameplay-AI-Spotting v1.0
-------------------------------
- Increased AI spotting distance (AI will spot a "Man" or "Vehicle" far away and specify the specific unit when the two get closer or one uses optics).

- Adjusted visibility so that movement speed and stance play a more important role in AI spotting.
= Most > Least Visible (Sprint/Run/Walk - Stand/Crouch/Prone)

- Decreased visibility significantly while crouched and prone for a greater stealth aspect.
= Most > Least Visible (CrouchWalk/CrouchStop/ProneFastMove/ProneSlowMove/ProneStop)

All of these aspects affect AI spotting ability...
=========================
- The units skill setting (Low-High). Can be the difference of ~200m spotting distance.
- ViewDistance (Below 1200mVD shortens spotting distance and above 1200mVD increases spotting distance).
- UnitType (Grunt, SF, sniper) = Most > Least Visible (Civilian/AverageSoldier/SF/Sniper).
- Speed at which you move (Stationary, Crawl, CrouchWalk, Walk, Run, Sprint). Can be the difference of 100's of meters spotting distance. Slow and stealthy approach is guaranteed the safest.


TrueGameplay-AI-Hearing v1.0
-------------------------------
- Increased auditory awareness distance (AI will hear gunfire and vehicle engines at greater distances).


TrueGameplay-AI-Engagment v1.0
-------------------------------
- Increased engagement distance (AI will engage up to 600m for typical).
- Increased rate of fire (AI will engage at a faster pace and they will use burst/full-auto mode around and up to 300m).
- AI will fire handheld weapons at transport helicopters moving at medium to slow speed (AH6 included).
- AI will fire AT rounds at slow moving helicopters.
- AI tanks will fire Sabot rounds at slow moving helicopters and possibly HE rounds at infantry.
- AA units will now engage Jets. (AA soldiers now fire AA at fast moving Jets).


TrueGameplay-AI-Radar v1.0
-------------------------------
- AI should not fire past the ViewDistance line ("beyond the fog"). The only time which they might, may be because they are still tracking a target for 5 more seconds, because of the AI 5-second cycle or AA.
- Static Weapons (StaticM2, D30, ect..) don't show or give off radar signals.
- Using fog and vehicles with radar is still dangerous, but they're visibility is greatly reduced if you do use fog. The safest way would be to match the VD with the fog line (Ex. If fog cuts visibility down too 500m, then setViewDistance should be 500m).


TrueGameplay-Animation-MovementSpeed v1.0
-------------------------------
- Decreased SPRINT speed by 1/10
- Decreased RUN speed by 1/6
- Decreased WALK speed by 1/4
- Decreased CROUCH WALK speed by 1/8
- Decreased "Slow" PRONE CRAWL by 10% / Increased "Fast" PRONE CRAWL by 5% (For greater difference between fast/slow crawl and for a slightly faster "fast" crawl).
- Increased SWIMMING speed by ~33%
- Increased "StandToCouch", "CrouchToStand", and "CrouchToProne" speed by 33%
- Increased Transition to PISTOL speed by ~50%
- Increased Transition to LAUNCHER speed by 50%
- Increased Transition to BINOCULAR speed by ~50%


Things you will notice...
=========================
- Increased immersion from the ingame feeling that your body actually weighs a significant amount.
- Less frustration for certain transition speeds.
- Enhanced stealth aspect due to slower Walk/CrouchWalk/Crawl speeds.



TrueGameplay-Animation-TurningSpeed v1.0
-------------------------------
- Adjusted TURNING SPEED while NOT MOVING.
= Fastest > Slowest turning speed (Stand/Kneel/Prone)

- Adjusted TURNING SPEED while MOVING.
= Fastest > Slowest turning speed (Walk/Run/Sprint)


Things you will notice...
=========================
- Increased immersion from the ingame feeling that you have limited agility due to momentum.
- Choice of stance and movement becomes much more important while playing.
- Fast prone spinning is no longer possible and sprint zigzagging ability is reduced.



TrueGameplay-Animation-TransitionFixs v1.0
-------------------------------
- Fixed Run-Sprint-Run Transitions (Rifle&Pistol) (If using "FastForward" key rather then "EvasiveForward" for sprinting)
- Fixed L/R Run-Sprint Transition (Rifle)
- Fixed CrouchRun-Sprint Transition (Rifle&Pistol)
- Fixed CrouchRun-Dive Transition (Rifle)


TrueGameplay-Player-Fatigue v1.0 (REQUIRES XEH)
Download XEH
-------------------------------
- CHANGED fatigue values for various player movements and you will now need to stop moving to catch your breath.
- NEW visual effect when rolling. Now you can't see for 1-2 seconds due to head disorientation. (Huge thanks to SickBoy for his scripting skills! Wouldn't have been in here without his help.)

* Rough Guidelines...
--------------------
- ProneRolling = VeryFast/VeryHigh fatigue, so it takes you 1-2+ seconds (depending on how many times you roll) to stabilize your aim.
- Sprint/FastCrawl = Fast/High fatigue.
- Run/Jogging = Medium/Medium fatigue.
- Walk/CrouchWalk/SlowCrawl = Slow/Low fatigue.
- Swimming = VerySlow/VeryLow fatigue, so you can swim for about 5 minutes before you have to drop your gear.


TrueGameplay-Vehicle-OffroadSpeed v1.0
-------------------------------
- INCREASED driving speeds for various vehicles when driving offroad. ALL speeds are faster, but offroad vs. non-offroad vehicles differ.

* Rough Guidelines...
--------------------
- Full Speed = All vehicles driving on paved road (Default Speed).
- Fast Speed = Motorcycles
- Medium-Fast Speed = Larger vehicles (Trucks, HMMWV, UAZ, Ural, Stryker, BRDM, ect..)
- Slow-Medium Speed = Smaller civilian cars (Skoda, Sudan, Hatchback, ect..)


TrueGameplay-Vehicle-SteeringSensitivity v1.0
-------------------------------
- INCREASED steering sensitivity speeds for all cars, trucks, and light armor vehicles so that driving with a mouse is much easier due to the increased sensitivity.


TrueGameplay-Weapon-Dispersion v1.0
-------------------------------
- INCREASED weapon Dispersion values for various vehicle and handheld weapons. This change affects both you the player and AI.
- INCREASED AIDispersion values (Skill slider has more affect on AI and AI are more likely to be more inaccurate vertically (harder to determine distance) then horizontally).

DISCLAIMER - This is an increased dispersion mod that affects you and AI. It still keeps things even between the two, but you have the option to increase AI dispersion by lowering AI skill.

* VERY rough guidelines...
--------------------
- Vehicle Weapon Dispersion (Can you say spray fire?)
- Large = Mounted/Static GrenadeLaunchers
- Medium/Large = AA guns and Arty.
- Medium = Most Vehicle Heavy MGuns/Cannons are in this LowMiddle-HighMiddle range, but certain guns/vehicles greatly differ.

- Handheld Weapon Dispersion
- Small/Medium = Handheld MachineGuns
- Small = Most Handheld weapons, but certain guns greatly differ (Ex. AK vs M16 vs. Mp5, ect...).


TrueGameplay-Weapon-Recoil v1.0
-------------------------------
- INCREASED weapon recoil values for ALL weapons.

DISCLAIMER - I am not claiming realism with these recoils. In fact, the recoils are probably excessive. What I am trying to more or less simulate is the person trying to control and stabilize the weapon recoil. This change requires YOU the PLAYER to control/tame the recoil and adjust the offset afterwards with your mouse. The faster you engage, the more input from you is necessary. This new challenge for YOU the player affects gameplay in a positive way as well as increasing the immersion from the "feel" of firing a serious weapon.

* VERY rough guidelines...
--------------------
- Recovery Time
- Fast = Pistol
- Medium-Fast = SubMachineGuns
- Medium = M4/16's
- Medium-Slow = AK's
- Slow = MG's

- Force/Kick
- M4/16's = Medium BackForce, then medium kickup.
- AK's = Small DownForce/Large BackForce, then high kickup.
- SubMachineGuns = Small BackForce, then Small kickup.
- ALL Burst Modes = BackForce with initial stability, but then higher kickup.
- MGunStand = Large BackForce, then very high kickup.
- MGunProne = Large DownForce/BackForce, then high kickup after release (Less with m249)
- GrenadeLauncher = Medium BackForce, then medium kickup.
- RocketLauncher = Large BackForce, then medium kickup.


TrueGameplay-Weapon-Sway v1.0
-------------------------------
- INCREASED weapon sway values for various player stances.

* Rough Guidelines...
--------------------
- Stand = High weapon sway.
- Crouch = Medium weapon sway.
- Prone = Low weapon sway.
- This difference holds true when holding Binoculars/Pistol, but less sway due to less weight.


TrueGameplay-Weapon-TurretRotationSpeed v1.0
-------------------------------
- CHANGED Turret rotation speeds for various guns/vehicles.

* Rough Guidelines...
--------------------
- Fast Speed = LightVehicleTurret/StandingStaticTurret
- Medium Speed = MiscArmorTurret/CommanderTurret
- Slow Speed = TankTurret/SittingTripodStaticTurret


TrueGameplay-Weapon-MissileControlAndStability v1.0
-------------------------------
- DECREASED missile Stability and ADDED ManualControl.

Things you will notice...
=========================
- This is a very crude mod. It is nothing more then a few config changes that adds some instability to the missiles to require you to face and aim at your target for a more accurate lock. This change affects you and AI, so things are still balanced. You will see weird missile behavior often, but thats the price to pay for the benefit on gameplay. There is probably a better way to do this, but that is beyond my knowledge.
 
Size : 101 KB
  February 1st, 2009 - 16:35   Comment (0)  

 
 
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