|2010-01-08||Arma II support: new task assigned|
Another large update: PlannedAssault now supports Arma II in addition to Armed Assault. This post details what is supported, what's been added to the mission generator, and what is left for future updates.
The following areas were picked for mission planning.
I've experimented with Chernarus' northeast area (Krasnostav - Olsha - Guba bay). The ArmaII AI isn't successful in finding paths from Guba bay to Krasnostav for vehicles, probably because of the dense forests. Missions in that area are likely to dissappoint, so I've not added Kranostav area.
Parsing the ArmaII maps wouldn't be possible without Mikero's work on PboDLL. The PboDLL source code and adapted LZO library provided all the information necessary to adapt my ".wrp" parser for OWRP24 files. Great job!
Vybor's rolling country side
Chernogorsk city between the sea and the hills
ArmaII offers the player a more structured briefing and details the tasks towards mission completion for the player's group. Especially these tasks are a great means to instruct the player on what is expected of his group, as part of a larger coordinated attack. I've extended PlannedAssault's mission generator back-end to generate tasks for all the groups on the player' side, and update the current task based on waypoint progress. The briefing and tasks also reflect team switches, which is illustrated below.
Briefing in ArmaII's diary format.
New task assigned to Bravo on dismounting Delta's LAV-25s.
Tasks for Bravo USMC infantry squad.
Tasks for Charlie USMC LAV-25 IFV section.
Tasks for Echo USMC M1A2 tank section.
Tasks for Foxtrot USMC Avenger air defense section.
An example mission showing the use of briefings and (dynamic) task assignments as part of the generated mission can be downloaded here.
For Armed Assault (Arma I) missions, PlannedAssault uses 'Mando Bombs Arma' scripts for fixed wing ground attacks, and Viper's artillery mod for artillery missions. For Arma II, at this time of writing there are no means to make aircraft perform one or two CAS runs before returning to station. The standard 'seek and destroy' OFP/Arma/ArmaII waypoint behavior makes aircraft linger above the hostile forces until all threats have been taken out, even if the aircraft has run out of its main weapons to engage ground targets. That's not a sound way to deploy multi-million dollar aircraft.
To address this (and the absence of Mando bombs for Arma II), I've added a small script that supervises aircraft on a 'seek and destroy' task and sends them back to station after a given number of bombs and/or ATGMs have been fired.
Artillery support is now integrated in Arma II via the module system. I've post-poned supporting modules for this update (but look forward to dealing with modules soon).
The planner and web site now run versions 0.99 and 1.0.3 respectively.