武装突袭3

武装突袭3

548 个评价
RIS - Module
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Data Type: Mod
文件大小
发表于
更新日期
1.131 MB
2024 年 2 月 7 日 下午 11:45
8 月 18 日 下午 12:02
7 项改动说明 ( 查看 )

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RIS - Module

在 Kamen 的 1 个合集中
Random Infantry Skirmish
81 件物品
描述
Module version of Random Infantry Skirmish. Immediately jump into random infantry skirmish on random place on the map. You can choose any faction, any weapon and any vehicles and just start fighting.

Main features
  • Fast paced, dynamically generated firefight with infantry and land/air vehicles
  • Compatible with any mod that has proper units definitions
  • Fully customizable, set your own rules, select your gear, pick location, pick factions
  • 5 game modes: Push, King of the Hill, Team Deathmatch, Arena Team Deathmatch, Arena Gun Game and Defense
  • Supports Singleplayer, COOP and PvP (up to 8 players per side)

Game modes
  • Push - attack and capture sequence of points, one after another while defenders put fierce resistence
  • King of the Hill - team that has more units in specified area gets points over time, the team that reaches point limit first wins
  • Team Deathmatch - get points for killing enemy units, the team that reaches point limit first wins
  • Arena Team Deathmatch - get points for killing enemy units, the team that reaches point limit first wins, fought in small arena
  • Arena Gun Game - starts with predefined list of weapons, everybody starts with the first weapon and progresses to next one once they manage to kill 2 opponents. First player to reach the last weapon and achieve the 2 kills wins the game
  • Defense - defend area against increasingly more difficult waves of enemies



How to use
Go to Editor, place a BLUEFOR unit on the map then go to modules > "Random Infantry Skirmish" > "RIS - Game mode" and place it anywhere on the map. And you're done! If you want to define custom locations, you can use the "RIS - Location" module.



How to add multiplayer support
Adding multiplayer support is a bit harder:

  1. Add any number of playable units to BLUEFOR and OPFOR (resistance will break the mod, don't do that)
  2. Add https://community.bistudio.com/wiki/Description.ext to your mission with following:

// Don't display briefing map, it's useless in this case briefing = 0; // Configure respawn system respawn = "INSTANT"; respawnTemplates[] = { "RSTF_Respawn" }; respawnOnStart = 0; // Custom respawn template for this mission class CfgRespawnTemplates { class RSTF_Respawn { onPlayerRespawn = "RSTFM_fnc_respawn"; respawnTypes[] = { 1 }; respawnOnStart = 0; }; };



⚠️ Where to report issues / suggest changes
Please direct all requests and issues to the source code repository:
https://github.com/SkaceKamen/random-infantry-skirmish/issues
热门讨论 查看全部(14)
18
5 月 1 日 上午 8:51
Multiplayer
dims123
8
8 月 3 日 上午 3:25
Stuck on "you're dead" screen for several minutes without respawn
walidsamour47
6
12 月 13 日 上午 3:39
Why fps so low
Asuka
248 条留言
CG-Delta 12 月 12 日 下午 12:53 
(line 13507)
// Check if target unit is alive, it's possible it died before we got to it
if (alive(_unit)) then {
// Assign custom equipment if set
if (RSTF_CUSTOM_EQUIPMENT && count(RSTF_PLAYER_EQUIPMENT) > 0) then {
_data = missionNamespace getvariable ["bis_fnc_saveInventory_data",[]];
_nameID = _data find "RSTF_PLAYER_EQUIPMENT";
if (_nameID < 0) then {
_nameID = count _data;
_data set [_nameID, "RSTF_PLAYER_EQUIPMENT"];
};
_data set [_nameID + 1, RSTF_PLAYER_EQUIPMENT];
bis_fnc_saveInventory_data = _data;
[_unit, [missionNamespace, "RSTF_PLAYER_EQUIPMENT"]] call BIS_fnc_loadInventory;
CG-Delta 12 月 12 日 下午 12:53 
Kamen, I've long looked for a Zeus module where you can insert players into existing AI units, and subsequently move them out again so that the unit once again taken over with AI. It looks like you've sorta done this.
Is it correct that when you die in RIS, you copy an AI soldier's loadout (bis_fnc_saveInventory_data) and its position, then (although it looks convincingly fluent) delete the soldier and spawn the player in the same place and load (BIS_fnc_loadInventory) inventory on the player. Or do you actually make the player take over the same soldier/object?
Hypnotic 12 月 11 日 上午 2:53 
Damn, this is so beautiful ! :)
TRYH 12 月 6 日 下午 2:47 
Is there any way to set different skill levels to factions on Push game mod?
deathgivercola 11 月 21 日 上午 9:52 
Hey would it be possible to add the premade groups to the selection list? Like the existing fireteams for example. Would be nice if there was an option to have this module spawn premade/customizable fireteams, instead of completely random infantry squads. Just a suggestion!
治水的大宇啊 11 月 20 日 下午 9:10 
how could it make my zeus choosing unit list scroll so slow
Flexicus 10 月 27 日 上午 9:09 
Appreciate the option to hide modern objects. Is there any way to turn off the structure spawning? Specifically, the 2-story hesco barriers that don't fit in with older settings.
minecraft with gadget 10 月 25 日 下午 12:15 
Any chance you could add in modules to specify team spawn directions? On KOTH with some maps, especially valleys and hills like Takistan, both teams have a tendency to spawn on steep hillsides and slopes which leads to them getting wiped out before they even get down into the capture zone.
JerryKan 10 月 20 日 下午 4:34 
@baba yaga: I had the same issue and I removed the AITimeout mod and it works now.
baba ⁧⁧yaga 10 月 19 日 下午 7:55 
Hello anyone know why for example if i get killed and respawn in a place far from where i was the units just freeze and the unit i controll cant move and aim, only shoot and everything is freezed