Thx Kendo!
What I really want to acheive is a minimum of player interaction with the actual combat. I want to recreate the feeling of a dug in position as best I can while the player can be free to take out side missions like taking out a tank, sniping a mortar team, taking out an enemy field position.
In a way while the battle is happening and it will look somewhat repeatative, the player can be free to fight his way out of the battle into the bush and complete missions that will come up one after another. Actually thats why I want to create a command post. I was rethinking an idea about the player being able to go into a HQ tent, and see maybe three officers looking over a map, maybe a radio guy as well. And you can hear them talking (Easy stuff, just rip some movie lines and throw the sound files in...sounds cool, even if they do repeat over and over againl). From the HQ tent you can use the selection tool and get another mission.
Oh, and I'm defently using HD units!
that sounds like a great idea, with the command post.
also the side missions are good especially if the player is a recon element, it means you don't necassarilly have to be involved in the fire fights but try to navigate around them to take out enemy assets. if you are using an air mobile company remember that the recon element may have a recon chopper.
I tried a similar idea in my realistic missions (1st mission of 3 so far) where the player is the recon unit and cut off commander in an ambush. the 4 main US marine squads (platoon) set up the ambush while the player can be free to roam taking out retreating enemy and ambushing from the rear.
I mentioned the Bremmer's ai script because it made life easy with the platoon squads. All I had to do was use a move/sentry or guard waypoint. There is an element of AI decision making. For example, when outnumbered a squad will call for back up. The squad will try to move into a better position or out flank advance or retreat depending on enemy strength.
The squads will split up with one unit as spotter and the rest on the flank or rear ready to engage when the spotter sees a contact. Other benifits are flares and smoke.... but most importantly it gives the impression of a chain of command with platoon radio networks.
It is not everyones favorite script but just try this one exersize in the editor.
1. add a player in a stand alone group,
2. Make a Platoon, set them up in a plt formation...
3. implement the AI script with a chain of command, e.g. the HQ squad calls support from all squads, but each squad can only call support from one squad for specific reasons, like an AT squad for tanks etc....
4. Add a moveable marker script (i took mine from the group link 2 script), it is so you can watch the squads on the map. Make sure you set the radio call signs, so when they make a call you know which squad is talking
5. add some advancing enemies
6. watch the battle on the map see how the groups move about of thier own accord due to the script
Regards
Kendo
p.s.
456820 is a great reviewer, and i am sure he would love this mission..... so would I. Just make sure it is realistic thats all i care about.
p.p.s
good luck try not to spend too much time on Call of duty!
p.p.p.s
the snYipr support script allows you to spawn freindlies too... any unit you want, I played with it to have Jam units and other addon infantry jump from choppers, drive up in APC's and trucks. You can recon an area and implement this, as if you were calling in safe positions for deployment However, because the units are spawned it is difficult to get a script like bremmers to run on them not to mention any bunker/fighting holes/foxholes scripts you might include
p.p.p.p.s here is the link to the enemyspawn script on CoC... it is called enemystack
http://www.thechainofcommand.net/cgi-bin/ikonboard/ikonboard.cgi?s=7eabde1ba0459fd4e813f1520b4797b6;act=ST;f=12;t=173