Right now I am looking to increase the immersion to a point that might be implemented as an expansion pack, one built solely by the gamers who script it.
I am looking to get some help by peeps interested in assisting in the project, dubbed “Spooky”, or the “Spooky’s”.
Its creation is much more detailed than a few scripts, and should take a few more than a few good scripters new and old to accomplish. Intel is available as well as discussion regarding the details to peeps that may be interested in learning more.
The code is great, it is very flexible at times, and most people can script using it, so I think it is best for all of us put it all together as one solid package for real for both ARMA II the base, and OA the extension.
I personally don’t care for anything special I just have in mind something that I believe is worth it, rather than all of use compiling scripts that are not completely intended to work with each other, Thus scripting efficiently, and effectively causing a grater effectiveness thus immersion, interaction, and of course fun.
For example: you see a baseball, But you can’t really do anything with it, well how about pick it up and keep it for use as a distraction latter, or find a bud and pass it to each other a bit. These things are possible with the current game engine and scripting.
Eventuality most if not all scripts developed in the “Spook” project will be useable in the following forms.
Functions,
Modules,
Game Logics,
Scripts,
Units,
Equipment,
Objects,
Vehicles,
The end user should not have to manually edit files for it to function, but still have the option for complete customization as most if not all customization options are intended to be available at any time during game play, by dialog or map clicks..
It’s a Script Project. “Spooky” right now, is still under development its self, I am trying to develop a data base of all the Variables and values that are to be common amongst all the scripts included, I would guess this data base should grow substantially as more scripts are developed.
Here’s what I am kind of looking for in the long term, sooner stuff follows.
If it is Gravity, all your scripting covers (Forces, Volumes, Weights, and Velocities, etc.).
If it is Object Interaction, all your scripting would be Object based (Moving, Lifting, Pushing, Pulling, etc.)
If it is Player Based, Your scripting will cover things like Player - AI and player - player interactions. (includes AI)
If it is Action Based, your scripting would cover things from animation, to menu systems and UI, and GUI (input systems)
As I said, I am working on organizing the information, I just wanted to get the word out, and I am always looking for help in this part of the project as well.
This is the first for me, and all I am saying is that I am willing to be a part of a project that will make this game the simulator it was intended to be. If we can add it, we should be able to interact with it. I guess I should mention some of the scripts that I have a mind, for some reading past this point may be redundant for a few this is just for you.
The Lander II script (a Complex Location and Land script, under construction now.)
TumbleWeed Script (A script that created a bounce and tumble effect for objects placed, or spawned).
PurePhsiqs Script (A script that gives objects physics, Tree can blow over.)
ObjHunter Script (Object manipulation script that provides manipulation options to the player, depending on the objects class, Drink, sit, use, open, close, lift, throw, and so on..)
TheSpok Script (A top secret tool used by the Spooky’s only!. CLASSIFIED!)
That is just a few but considering it may take many to accomplish one makes for many more then what is listed here.
The Project “Spooky”, one I am eager to get started on, so I am. At the moment I am working on some landing scripts, there quit complicated at this time, as I am still re-learning the scripting. The landing scripts are as follows.
1. CallSpooky (Spawns the Spooky Crew, Gunners, Medics, and Operations lead, and crew) these teams are always on the spooky. So a player can only get four support members if requested.)
2. Cleaner (It runs checks to see if something has been created by any of the spooky scripts, and deletes what is not needed before reinitializing anything needed, markers, way points, and objects)
3. Land0 (Is meant to be 3D controller that is 2d at the moment for the spooky and its landings and take offs. I am working on this one right now. It will allow the following adjustable settings, Landing Height, for landing on building tops, Direction of approach, Direction on Landing, Direction of Takeoff. I am hoping to add setting for setting Actual speed of egress and regress. The settings can be made adjustable by dialog or maps click such as click A and click B, equals setting.)
4. Land1 (It creates a visual reference overlay of all action zones for spook team, each member has its own zone, they have to react individually, complete independent, unless grouped. The should have responses that will cause one or more to back the other depending on the situation, thus they MUST have situational awareness, I have a good Idea on this, if you’re interested. Additionally, they must react with first counter measures, if it is suppression so be it, and THEN cover, smoke is what I am thinking, that each have one, and not all use it, a random selection of the AI in the action. Also they will have custom equipment, such as machine gunners, and sharp shooter, so these too must act there position, such as a sniper will support a call that has some distance, where a machine gunner will address closer threats, leaving the Sniper to do whatever it was meant to do. YOU will need this script and all the others to work with, so depending on the response, I will do what is needed then. The script also sets all triggers and their actions.)
5. Land2 ( this is the Ejector. it is what controls the AI team members after spooky has touched down, it sends them to their assigned zone, and also sets there initial state, which is YELLOW, and "AWARE". The Pilot is set numb, and the copilot sits as watch, two gunners are in and HOT all times. May change that depending on situation, I am thinking there may need to be about 6 landing patterns, like football plays. On the other hand, we will also be using the same AI for the bad guys, so they too will have plays, this is what brings emersion, the events around you, and there ways. We are going to use some Brain play)
Needing to be done or started:
Zone actions and responses, (CLEAR, Aware, under fire, taking fire, HIT, ABORT!)
Class type action and response, (OBSERV, Notify, Defend Self, Defend Team, Defend Spook, Defend Player, Cover, SMOKE,) – (Special responses: Assist, Join, Defend Mate, these would include medical actions such as drag and lift, Gunners will not apply meds. Medics will)
Special Notes on medics.
Medics must have the following ability’s:
A. To heal team mates, (Remember there not grouped!)
B. To heal self,
C. Join Player (IF there are injured)
D. Work independent from player, but under radio control. (Auto Heal players Team)
E. Work Automatically (Search and Heal any in zone, players team is priority! IF no hurt team members)
F. Have Specialized Action AI and Cover AI.
Situational wariness: Dubbed “LadyLister”
LadyLister is the Spookys AI. It has to know everything about the spooky dynamically, meaning it can’t know everything; it has to know everything about what it has to know.
Example of Spooky Helo AI
a. To report targets by map updates and messages to the caller.
b. To have reactive awareness, (shots fired, spook will seek alternative route.
c. To select the appropriate landing patterns and play for the current situation.
d. To ABORT when is okay to., To Move when NEED to.
i. Special not on this one, It will move away from the zone if the AI decide its clear enough for it to, meaning it will not be leaving the team exposed, meaning the AI would give OK only after Team has cover, where it will return only after the zone is clear.
e. To Retain map click information, (Example If you select a place on the map that the AI will send support for the Spook, That location is cleared after a short time, BUT the AI knows it’s still there. The Spooky map clicks can look congested if there not cleared. But don’t worry that is what the cleaner is for
f. Special Control Scripts control Spooky in all advanced movements depending on awareness scripts, this includes the FlyMap scripts that will allow spook to fly nap of the earth, and accomplish ant pop up stops.
i. HOT In, HOT out, Easy In, Easy Out, MedVac, and others.
g. To Use “Spook” the weapon effectively, and efficiently (preservation)
I am sorry for not providing a clear read, I am working on putting it all together for just that purpose.
Elements include:
One Chalk MH-60s with a crew of four.
Chalk Guard Team, a Team of four solders each Independent of Each other and the Chalk.
Medic Team, a Team consisting of one medic, and his Backup.
A fast Action Team Independent but grouped.
Available Mission Types:
Transportation of Ammunitions.
Transpiration of Reinforcements.
Medical Service.
Air Recon Services.
Hot Extraction. (When Selecting, Chalk Land! & Chunk Bug – Out!
Available Basic Chalk Controls: via Radio
Chalk Deploys Spook (Top Secret at the moment! – Not included yet..)
Chalk Moves to Players Selected location. (See Notes)
Chalk Land My Location.
Land At My location
Danger Close! Land!
Safe & Clear! Land!
Land at Map Location
Danger Close! Land!
Safe & Clear! Land!
Land
Chalk Air Recon & Land.
Recon Start & End
At My Position
At Map Position
Chalk Provide Support.
Ammunition & Personal
Ammunitions
Personal
Four men
Two men
Ammunition & Personal
Equipment Transportation
Empty Transport
Transport with Personal
Transport with Personal & Ammo
Medical Services
Medics Manual
Medics Semi-Auto
Medics Auto
Chalk Hover.
Set Hover Height
At My Position
At Map Position
Hover 10.
Auto Hover
Chalk Bug Out!.
Chalk Bug Out 10
Chalk Bug Out 20
Chalk Bug Out!
Addition options: See Special.
All Advanced options:
Chalk Moves to player or map location and adds radio communications that include the following.
Chalk Land my Location.
Sub-Command = Land at My location
Sub-Command = Danger Close! Land!
-Chalk will Land lights off, and hot.
Sub-Command = Safe & Clear! Land!
-Chalk will land Normal.
Sub-Command = Land at Map Location
Sub-Command = Danger Close! Land!
-Chalk will Land lights off, and hot.
Sub-Command = Safe & Clear! Land!
-Chalk will land Normal.
Sub-Command = Land.
-Chalk will land immediately.
Chalk Air Recon & Land.
Sub-command = Recon Start & End.
-Player will define the radius of the chalks circle by selecting two points on the map, one the start, or center, and two the end, the Distance between Start and End is the outer radius, given it is not less the 100.
Sub-Command = At My Pos.
-Chalk will Recon 100m default or player defined radius above players location.
Sub-Command = At Map Pos.
-Chalk will Recon 100m default or player defined radius at players selected map location.
Chalk Provide Support.
Sub-Command = Ammunition & Personal.
Sub-Command = Ammunitions.
-Chalk will land leaving an Ammunitions crate behind.
Sub-Command = Personal. * (See Special.)
Sub-Command = Four Man.
-Chalk will deliver a four man team. (Default .Hpp file)
Sub-Command = Two Man.
-Chalk will deliver a two man team. (Default .Hpp file)
Sub-Command = Ammunition & Personal.
-Chalk will deliver the (default) team, and ammunitions crate.
Sub-Command = Equipment Transportation.
Sub-Command = Empty Transport.
-Provides Predefined Vehicles or Available vehicles. (via .hpp file.)
Sub-Command = Transport with Personal.
-Same as above but Delivers Default Crew for Vehicle Type.
Sub-Command = Transport with Personal & Ammo.
-Same as above but Vehicle has modified ammo and weapons aboard.
Sub-Command = Medical Services * (See Special.)
Sub-Command = Medics Manual.
-Medic Joins Players team for as long as there are wounded.
Sub-Command = Medics Semi-Auto.
-Medic will be assigned a Team, where the player will control them externally.
Sub-Command = Medics Auto.
-Medic automatically heals any wounded soldiers in players group.
Chalk Hover.
Sub-Command = Hover At Set Height
-Player will define the “height” of the chalks Hover by selecting two points on the map, one the start, and two the end, the Distance between Start and End is the Height, given it is not less then 1.
Sub-Command = At My Position.
-Chalk will Hover at 20 (default) or Player defined height at players location.
Sub-Command = At Map Position.
-Player will define the position of the chalks hover by selecting a point on the map.
Sub-Command = Chalk Hover 10.
-Chalk will drop to 10 at current location immediately (May crash if not clear).
Sub-Command = Auto Hover.
-Leaves the Chalk hovering until give addition orders.
Chalk Bug Out!
Sub-Command = Chalk Bug Out 10
-Chalk will Move to Random Position for 10 min.
Sub-Command = Chalk Bug Out 20
-Chalk will Move to random Position for 20 min.
Sub–Command = Chalk Bug Out!
-Chalk will return to base.
Special [Personal]:
Once Personal is on the ground and near the player the following options will be made available to the player.
Team-Name Join My Team.
The Requested Team will join the players Team.
Team-Name under My Orders.
The Requested Team will be assigned a Team under the player’s control.
Team-Name Independent of Me.
The Requested Team will work under scripting that includes routines for.
Defend Players Team.
Ai Team will Follow Defend scripts when player has contact.
Cover and Stealth.
Ai Team will Cover when player team is not under fire but has contact.
Responsive action as per player’s action.
Stance.
Copy Stance Auto, Semi, or None. (via .hpp file.)
Formation.
Copy Formation, Independent, Situational. (via .hpp file.)
Combat Status.
Copy Combat, Full Combat, Auto Combat. (Via hpp. File.)
Behavior.
Copy Behavior, Auto Behavior, Situational Behavior. (via .hpp file.)
Position.
Distance Far, Distance Mid, Distance Near, Independent (via .hpp file.)
Special [Medics]:
Once Medics are on the ground and near the player the following options will be made available to the player.
Medic Join My Team.
The Requested Team will join the players Team.
Medic under My Orders.
The Requested Team will be assigned a Team under the player’s control.
Medic Independent of Me.
The Requested Medic will work under scripting that includes routines for.
Checking for injured on players team.
Move to and heal AI and player.
Semi Responsive action.
Automatic situational responses.
Board Chalk when no longer needed.
The End!..
Whooo.
Sorry if I have forgotten anything, work in progress but this is the intention.

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I will leave it at that that is allot of information already lol..