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307 changes: 192 additions & 115 deletions README.md
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
# Arma 3 S.O.G. RT Columbia

Compilation of scripts used during multiplayer PVE/PVP mission on Arma 3. Also featuring defaults loadouts and missions as well as providing CBA settings in order to easily update the scripts to your convenience.
Compilation of scripts used during multiplayer PVE/PVP mission on Arma 3. Also featuring defaults loadouts and missions as well as providing CBA settings to easily tweak the scripts to your liking.
- If you want to contribute to this project, see [CONTRIBUTING.md](https://github.com/gerard-sog/arma3-macvsog-columbia-scripts/blob/main/CONTRIBUTING.md).
- For demo of scripts, see [RT Columbia - Youtube videos](https://www.youtube.com/@RTColumbia/videos).

Expand All @@ -13,13 +13,17 @@ Compilation of scripts used during multiplayer PVE/PVP mission on Arma 3. Also f
- [Features](#features)
- [RT Columbia mods](#rt-columbia-mods)

---

## Requirements
- [Prairie Fire DLC](https://store.steampowered.com/app/1227700/Arma_3_Creator_DLC_SOG_Prairie_Fire/)
- [CBA_A3](https://steamcommunity.com/workshop/filedetails/?id=450814997)
- [ace](https://steamcommunity.com/workshop/filedetails/?id=463939057)
- [ACRE2](https://steamcommunity.com/workshop/filedetails/?id=751965892)
- [Zeus Enhanced](https://steamcommunity.com/sharedfiles/filedetails/?id=1779063631)

---

## Installation
Installation of all the scripts/zeus modules is done by **copying the below files and folder directly into your mission folder** where your **"mission.sqm"** file is located (ex: C:\Users\<user_name>\Documents\Arma 3 - Other Profiles\<profile_name>\missions\KheSanhMission01.vn_khe_sanh).
- [functions](https://github.com/gerard-sog/arma3-macvsog-columbia-scripts/blob/main/functions) (<i>Folder</i>)
Expand All @@ -29,6 +33,8 @@ Installation of all the scripts/zeus modules is done by **copying the below file
- [initServer.sqf](https://github.com/gerard-sog/arma3-macvsog-columbia-scripts/blob/main/initServer.sqf) (<i>File</i>)
- [onPlayerRespawn.sqf](https://github.com/gerard-sog/arma3-macvsog-columbia-scripts/blob/main/onPlayerRespawn.sqf) (<i>File</i>)

---

## Default values
- Default <b>loadouts</b>:
- [covey](https://github.com/gerard-sog/arma3-macvsog-columbia-scripts/blob/main/default/loadouts/covey.json)
Expand All @@ -50,11 +56,14 @@ Installation of all the scripts/zeus modules is done by **copying the below file
- [defaultWhitelistArsenal.json](https://github.com/gerard-sog/arma3-macvsog-columbia-scripts/blob/main/default/arsenals/defaultWhitelistArsenal.json)
- [defaultPilotWhitelistArsenal.json](https://github.com/gerard-sog/arma3-macvsog-columbia-scripts/blob/main/default/arsenals/defaultPilotWhitelistArsenal.json)

---

## Zeus modules
- A - COLSOG AI
- **Set AI Skills**: define sub-skills of AI.
- **Toggle Trackers**: manage Tracker module (behaviour, speed, presence).
- **Un-Garrison (enable PATH)**: make a unit/group move out of building.
- **Bayonet charge**: make a unit/group rush closest target and only use bayonet attack.
- A - COLSOG Env
- **Day/Night Cycle**: allows to have day of X hours, dusk of Y hours and night of Z hours.
- **Fog Low**
Expand All @@ -78,131 +87,187 @@ Installation of all the scripts/zeus modules is done by **copying the below file

see [init_colsog_zeus.sqf](https://github.com/gerard-sog/arma3-macvsog-columbia-scripts/blob/main/functions/init_colsog_zeus.sqf)

---

## CBA Settings
In the Addons configuration menu, you will have the ability to update the following values on the fly:

- **Vanilla medical items conversion to ace medical items**
- Medikit
<details>

<summary>COLSOG Medical and Supply</summary>

vanilla medical items conversion to ace medical items

- **Medikit**
- field dressing: <i>Integer</i>
- saline IV 500: <i>Integer</i>
- epinephrine: <i>Integer</i>
- morphine: <i>Integer</i>
- tourniquet: <i>Integer</i>
- split: <i>Integer</i>
- First Aid:

- **First Aid**
- field dression: <i>Integer</i>
- morphine: <i>Integer</i>

- **AI skills**
- enable: <i>Boolean</i>
- general: <i>Float</i>
- aiming accuracy: <i>Float</i>
- aiming speed: <i>Float</i>
- aiming shake: <i>Float</i>
- commanding: <i>Float</i>
- courage: <i>Float</i>
- spot distance: <i>Float</i>
- sport time: <i>Float</i>
- reload speed: <i>Float</i>
- seek cover: <i>Boolean</i>
- auto combat: <i>Boolean</i>
- suppression: <i>Boolean</i>

- **Tracker module**
- enable: <i>Boolean</i>
- Tracker module name: <i>String</i>
- Default behaviour: <i>["Careless", "Safe", "Aware", "Combat"]</i>
- Default combat: <i>["Never fire", "Hold fire", "Hold fire, engage at will", "Fire at will", "Fire at will, loose formation"]</i>
- Default speed: <i>["Limited", "Normal", "Full"]</i>

- **Support module**
- enable artillery: <i>Boolean</i>
- enable helicopter: <i>Boolean</i>
- enable jets: <i>Boolean</i>
- enable arc light (B52): <i>Boolean</i>
- enable daisy cutter: <i>Boolean</i>

- **STABO**
- Action duration in seconds: <i>Integer</i>
- Rope length (m): <i>Integer</i>

- **AI Throwable**
- Throwable to Remove from AI: <i>List\<String\> separated with , and no " required</i>

- **Triangulation**
- Required ACRE radio: <i>String</i>
- Items to detect: <i>List\<String\> separated with , and no " required</i>
- Cool down in seconds: <i>Integer</i>
- Requires ACRE spike 'vhf30108spike' nearby (10m away max): <i>Boolean</i>
- Threshold distance for signal strength 1/5: <i>Integer</i>
- Threshold distance for signal strength 2/5: <i>Integer</i>
- Threshold distance for signal strength 3/5: <i>Integer</i>
- Threshold distance for signal strength 4/5: <i>Integer</i>
- Threshold distance for signal strength 5/5: <i>Integer</i>

- **Punji Mace Traps**
- Mace kill radius (m): <i>Integer</i>
- Enable screams: <i>Boolean</i>
- Side activating trap: <i>["BLUFOR", "OPFOR", "Independent", "Civilian", "Any player", "Any AI or player"]</i>

- **Battery**
- PRC77 Battery capacity in seconds: <i>Integer</i>
- Amount of radio calls before enemy detection: <i>Integer</i>
- Item used as spare battery: <i>List\<String\> separated with , and no " required</i>
- Groups impacted by enemy radio call detection: <i>List\<String\> separated with , and no " required</i>

- **Sensors - Gunshot**
- Inventory item to use: <i>String</i>
- Thing item used as sensor: <i>String</i>
- Transmit data over radio: <i>Boolean</i>
- Player received diary record + audio bip by radio waves requires:
```
this setvariable ["COLSOG_isListeningToSensor", true];
```
- Radio transmission range (m): <i>Integer</i>
- Sensor logging frequency (sec): <i>Integer</i>

- **Sensors - Engine**
- Inventory item to use: <i>String</i>
- Thing item used as sensor: <i>String</i>
- Transmit data over radio: <i>Boolean</i>
- Player received diary record + audio bip by radio waves requires:
```
this setvariable ["COLSOG_isListeningToSensor", true];
```
- Radio transmission range (m): <i>Integer</i>
- Sensor logging frequency (sec): <i>Integer</i>

- **Sensors - Gravity**
- Inventory item to use: <i>String</i>
- Thing item used as sensor: <i>String</i>
- Transmit data over radio: <i>Boolean</i>
- Player received diary record + audio bip by radio waves requires:
```
this setvariable ["COLSOG_isListeningToSensor", true];
```
- Radio transmission range (m): <i>Integer</i>
- Sensor logging frequency (sec): <i>Integer</i>

- **Intel**
- Intel object (inventory item): <i>String</i>
- Chance of unit carrying intel (%): <i>Integer</i>
- Chance of intel falling on ground (%): <i>Integer</i>
- Requires trait 'COLSOG_intelExpert' to decrypt intel : <i>Boolean</i>

- **Climbing**
- Units allowed to climb trees: <i>String</i>
- Required item to climb: <i>String</i>
- Time to climb up (sec): <i>Integer</i>
- Time to climb down (sec): <i>Integer</i>

- **Day & Night**
- Time before day considered as dawn (minutes): <i>Integer</i>
- Dawn time acceleration: <i>Integer</i>
- Day time acceleration: <i>Integer</i>
- Time before night considered as dusk (minutes): <i>Integer</i>
- Dusk time acceleration: <i>Integer</i>
- Night time acceleration: <i>Integer</i>
</details>

<details>

<summary>COLSOG AI and ENV related</summary>

- **AI skills**
- enable: <i>Boolean</i>
- general: <i>Float</i>
- aiming accuracy: <i>Float</i>
- aiming speed: <i>Float</i>
- aiming shake: <i>Float</i>
- commanding: <i>Float</i>
- courage: <i>Float</i>
- spot distance: <i>Float</i>
- sport time: <i>Float</i>
- reload speed: <i>Float</i>
- seek cover: <i>Boolean</i>
- auto combat: <i>Boolean</i>
- suppression: <i>Boolean</i>

- **AI Throwable**
- Throwable to Remove from AI: <i>List\<String\> separated with , and no " required</i>

- **Day & Night**
- Time before day considered as dawn (minutes): <i>Integer</i>
- Dawn time acceleration: <i>Integer</i>
- Day time acceleration: <i>Integer</i>
- Time before night considered as dusk (minutes): <i>Integer</i>
- Dusk time acceleration: <i>Integer</i>
- Night time acceleration: <i>Integer</i>

</details>

<details>

<summary>COLSOG Prairie Fire Module</summary>

- **Tracker module**
- enable: <i>Boolean</i>
- Tracker module name: <i>String</i>
- Default behaviour: <i>["Careless", "Safe", "Aware", "Combat"]</i>
- Default combat: <i>["Never fire", "Hold fire", "Hold fire, engage at will", "Fire at will", "Fire at will, loose formation"]</i>
- Default speed: <i>["Limited", "Normal", "Full"]</i>

- **Support module**
- enable artillery: <i>Boolean</i>
- enable helicopter: <i>Boolean</i>
- enable jets: <i>Boolean</i>
- enable arc light (B52): <i>Boolean</i>
- enable daisy cutter: <i>Boolean</i>

</details>

<details>

<summary>COLSOG Sensors</summary>

- **Sensors - Gunshot**
- Inventory item to use: <i>String</i>
- Thing item used as sensor: <i>String</i>
- Transmit data over radio: <i>Boolean</i>
- Player received diary record + audio bip by radio waves requires:
```
this setvariable ["COLSOG_isListeningToSensor", true];
```
- Radio transmission range (m): <i>Integer</i>
- Sensor logging frequency (sec): <i>Integer</i>

- **Sensors - Engine**
- Inventory item to use: <i>String</i>
- Thing item used as sensor: <i>String</i>
- Transmit data over radio: <i>Boolean</i>
- Player received diary record + audio bip by radio waves requires:
```
this setvariable ["COLSOG_isListeningToSensor", true];
```
- Radio transmission range (m): <i>Integer</i>
- Sensor logging frequency (sec): <i>Integer</i>

- **Sensors - Gravity**
- Inventory item to use: <i>String</i>
- Thing item used as sensor: <i>String</i>
- Transmit data over radio: <i>Boolean</i>
- Player received diary record + audio bip by radio waves requires:
```
this setvariable ["COLSOG_isListeningToSensor", true];
```
- Radio transmission range (m): <i>Integer</i>
- Sensor logging frequency (sec): <i>Integer</i>

</details>

<details>

<summary>COLSOG Miscellaneous</summary>

- **STABO**
- Action duration in seconds: <i>Integer</i>
- Rope length (m): <i>Integer</i>

- **Punji Mace Traps**
- Mace kill radius (m): <i>Integer</i>
- Enable screams: <i>Boolean</i>
- Side activating trap: <i>["BLUFOR", "OPFOR", "Independent", "Civilian", "Any player", "Any AI or player"]</i>
- Chance of being impaled (%): <i>Integer</i>

- **Intel**
- Intel object (inventory item): <i>String</i>
- Chance of unit carrying intel (%): <i>Integer</i>
- Chance of intel falling on ground (%): <i>Integer</i>
- Requires trait 'COLSOG_intelExpert' to decrypt intel : <i>Boolean</i>

- **Climbing**
- Units allowed to climb trees: <i>String</i>
- Required item to climb: <i>String</i>
- Time to climb up (sec): <i>Integer</i>
- Time to climb down (sec): <i>Integer</i>

</details>

<details>

<summary>COLSOG Radio and Battery</summary>

- **Triangulation**
- Required ACRE radio: <i>String</i>
- Items to detect: <i>List\<String\> separated with , and no " required</i>
- Cool down in seconds: <i>Integer</i>
- Requires ACRE spike 'vhf30108spike' nearby (10m away max): <i>Boolean</i>
- Threshold distance for signal strength 1/5: <i>Integer</i>
- Threshold distance for signal strength 2/5: <i>Integer</i>
- Threshold distance for signal strength 3/5: <i>Integer</i>
- Threshold distance for signal strength 4/5: <i>Integer</i>
- Threshold distance for signal strength 5/5: <i>Integer</i>

- **Battery**
- PRC77 Battery capacity in seconds: <i>Integer</i>
- Amount of radio calls before enemy detection: <i>Integer</i>
- Item used as spare battery: <i>List\<String\> separated with , and no " required</i>
- Groups impacted by enemy radio call detection: <i>List\<String\> separated with , and no " required</i>

</details>

<details>

<summary>COLSOG Bayonet Charge</summary>

- **Bayonet Charge**
- Enable screams: <i>Boolean</i>
- Search radius (m): <i>Integer</i>
- Damage given to player: <i>Integer</i>

</details>

see [CBASettings.sqf](https://github.com/gerard-sog/arma3-macvsog-columbia-scripts/blob/main/functions/CBASettings.sqf)

---

## Features

Expand Down Expand Up @@ -281,7 +346,9 @@ within a perimeter (it will be 3.5km in our example).
<summary>2. Punji mace traps</summary>

<h3>Credits</h3>
- **Johnnyboy** for original implementation of mace trap that my scripts are based on.
- **Johnnyboy** for original implementation of:
- mace trap
- bayonet charge
- **Savage Game Design** for the objects and sound files used by this script.

<h3>HOW TO ADD THESE TRAPS TO YOUR MISSION</h3>
Expand Down Expand Up @@ -812,7 +879,17 @@ Currently only for Cam Lao Nam. To enable, uncomment the line:
in the main init.sqf and place down the [Cam Lao Nam borders composition](https://steamcommunity.com/sharedfiles/filedetails/?id=3334463724) which contains the necessary markers.
</details>

---

## RT Columbia mods

- Procedure to create a new Arma 3 inventory object from scratch: https://github.com/gerard-sog/arma3-macvsog-columbia-items.
- Custom gesture wheel: https://steamcommunity.com/sharedfiles/filedetails/?id=3339280489.

---

## Special thanks

- <u>Kay</u> (RT Columbia Discord): for the constant help developing and fixing scripts.
- <u>Johnnyboy</u> (S.O.G. Prairie Fire Discord): for the original scripts for the mace trap and bayonet rush.
- <u>Sky</u> (S.O.G. Prairie Fire Discord): for the help regarding the bayonet charge scripts.
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