Loading [MathJax]/extensions/Safe.js
Special Aircraft Service
Individual Mods and Packs for IL-2 1946 => Other Mods => Vehicles + Artillery => Topic started by: whistler on November 30, 2019, 09:16:35 AM
-
BATTLEFRONT! v2.0
(https://i.postimg.cc/j2mVcjpj/Battlefront-Havoc-jpg.jpg)
- Credits: Idea and sources borrowed from HSFX therefore credits go to the HSFX Team.
- Compatibility: Mod created with 4.12.2 sources and tested in B.A.T.
What's new in v2.0
- Gun tracers removed (unrealistic)
- Marching sound removed (pointless)
- Two different gun sounds for best battle feeling (in exchange of the Marching sound)
- Max firing range is 400m for all actors
- Java changes here and there for better compatibility with other infantry mods
For long time I wanted to create a battlefront feeling in FMB but I don't have the patience to add dozens and dozens of objects. The scope of this little project is precisely that: to allow the creation of large battle grounds in a couple of minutes and as easy as one-two-three:
(https://i.postimg.cc/0QNpvGQb/Battlefront-FMB.jpg)
Functionality and simplicity is what you get with this mod:
1) Standalone: in order to avoid dependencies and/or conflicts with other mods I created brand new java classfiles.
2) Allies vs Axis, that's all. HSFX comes with many armies but honestly, all look the same to me from the air. Friendly vs Hostile suffices for any scenario. Keep it simple.
3) Low-res models. No need for fancy 3D or detailed textures. You will (should) never get too close to notice anything anyway. Nevertheless, all objects come with Summer, Winter and Desert variants ready for any map.
4) Firing infantry only: all other (nice but useless) models from HSFX have been removed. The only extra object/actor I kept are the trenches that can serve to mark the boundaries of the battle arena.
These are the actors included in the mod:
- Moving infantry
- Static infantry
- Static trenches
The guys explode upon death. I don't know if this was intentional or I am missing something but: this is precisely what I wanted to achieve! Just place a few guys here and there and the battlefront comes to live: cross-fire, explosions, smoke, death... Welcome to the Battlefront!
(https://i.postimg.cc/3RG2Nf3b/Battlefront-Mod.jpg)
The mod will create a few warnings in your log, just ignore them:
Tank com.maddox.il2.objects.vehicles.tanks.Infantry$AxisInfantryStand: hook SmokeHead not found
Tank com.maddox.il2.objects.vehicles.tanks.Infantry$AxisInfantryStand: hook SmokeEngine not found
The mod will also generate a few errors in your log when static units die. Something I don't understand (3D stuff) is wrong somewhere, but you should not worry about it either. The game will just carry on normally:
com.maddox.il2.engine.ActorException: Hook: Gun not found
Downloads
Mod already built into BAT, starting with v3.8 Pegasus. Here is the standalone version:
Battlefront_v2.0.zip (https://www.mediafire.com/file/53h62p0l89f7azu/Battlefront_v2.0.zip/file)
Manual Installation
You must know what you are doing
STD\i18n\technics.properties
# --- Categories ---
AIR Aircraft
Armor Armor
Infantry Infantry
Vehicles Vehicles
Trains Trains
Ships Ships
Artillery Artillery
StationaryArmor Stationary Armor
StationaryInfantry Stationary Infantry
StationaryObjects Stationary Objects
StationaryPlanes Stationary Aircraft
StationaryShips Stationary Ships
# --- [Infantry] ---
AxisInfantry1 1x Axis Infantry
AxisInfantry2 2x Axis Infantry
AxisInfantry4 4x Axis Infantry
AxisInfantry8 8x Axis Infantry
AlliesInfantry1 1x Allies Infantry
AlliesInfantry2 2x Allies Infantry
AlliesInfantry4 4x Allies Infantry
AlliesInfantry8 8x Allies Infantry
# --- [StationaryInfantry] ---
AxisInfantryStand Axis Infantry Standing
AxisInfantryTrench Axis Infantry Entrenched
AlliesInfantryStand Allies Infantry Standing
AlliesInfantryTrench Allies Infantry Entrenched
STD\com\maddox\il2\objects\chief.ini
[Infantry]
moveType TROOPER
AxisInfantry1 ai.ground.ChiefGround 2 icons/Infantry.mat
AxisInfantry2 ai.ground.ChiefGround 2 icons/Infantry.mat
AxisInfantry4 ai.ground.ChiefGround 2 icons/Infantry.mat
AxisInfantry8 ai.ground.ChiefGround 2 icons/Infantry.mat
AlliesInfantry1 ai.ground.ChiefGround 1 icons/Infantry.mat
AlliesInfantry2 ai.ground.ChiefGround 1 icons/Infantry.mat
AlliesInfantry4 ai.ground.ChiefGround 1 icons/Infantry.mat
AlliesInfantry8 ai.ground.ChiefGround 1 icons/Infantry.mat
;---- Infantry
[Infantry.AxisInfantry1]
com.maddox.il2.objects.vehicles.tanks.Infantry$AxisInfantryStand
[Infantry.AxisInfantry2]
com.maddox.il2.objects.vehicles.tanks.Infantry$AxisInfantryStand
com.maddox.il2.objects.vehicles.tanks.Infantry$AxisInfantryStand
[Infantry.AxisInfantry4]
com.maddox.il2.objects.vehicles.tanks.Infantry$AxisInfantryStand
com.maddox.il2.objects.vehicles.tanks.Infantry$AxisInfantryStand
com.maddox.il2.objects.vehicles.tanks.Infantry$AxisInfantryStand
com.maddox.il2.objects.vehicles.tanks.Infantry$AxisInfantryStand
[Infantry.AxisInfantry8]
com.maddox.il2.objects.vehicles.tanks.Infantry$AxisInfantryStand
com.maddox.il2.objects.vehicles.tanks.Infantry$AxisInfantryStand
com.maddox.il2.objects.vehicles.tanks.Infantry$AxisInfantryStand
com.maddox.il2.objects.vehicles.tanks.Infantry$AxisInfantryStand
com.maddox.il2.objects.vehicles.tanks.Infantry$AxisInfantryStand
com.maddox.il2.objects.vehicles.tanks.Infantry$AxisInfantryStand
com.maddox.il2.objects.vehicles.tanks.Infantry$AxisInfantryStand
com.maddox.il2.objects.vehicles.tanks.Infantry$AxisInfantryStand
[Infantry.AlliesInfantry1]
com.maddox.il2.objects.vehicles.tanks.Infantry$AlliesInfantryStand
[Infantry.AlliesInfantry2]
com.maddox.il2.objects.vehicles.tanks.Infantry$AlliesInfantryStand
com.maddox.il2.objects.vehicles.tanks.Infantry$AlliesInfantryStand
[Infantry.AlliesInfantry4]
com.maddox.il2.objects.vehicles.tanks.Infantry$AlliesInfantryStand
com.maddox.il2.objects.vehicles.tanks.Infantry$AlliesInfantryStand
com.maddox.il2.objects.vehicles.tanks.Infantry$AlliesInfantryStand
com.maddox.il2.objects.vehicles.tanks.Infantry$AlliesInfantryStand
[Infantry.AlliesInfantry8]
com.maddox.il2.objects.vehicles.tanks.Infantry$AlliesInfantryStand
com.maddox.il2.objects.vehicles.tanks.Infantry$AlliesInfantryStand
com.maddox.il2.objects.vehicles.tanks.Infantry$AlliesInfantryStand
com.maddox.il2.objects.vehicles.tanks.Infantry$AlliesInfantryStand
com.maddox.il2.objects.vehicles.tanks.Infantry$AlliesInfantryStand
com.maddox.il2.objects.vehicles.tanks.Infantry$AlliesInfantryStand
com.maddox.il2.objects.vehicles.tanks.Infantry$AlliesInfantryStand
com.maddox.il2.objects.vehicles.tanks.Infantry$AlliesInfantryStand
;============================================================
STD\com\maddox\il2\objects\stationary.ini
[StationaryInfantry]
AxisInfantryStand vehicles.artillery.Infantry$AxisInfantryStand 2
AxisInfantryTrench vehicles.artillery.Infantry$AxisInfantryTrench 2
AlliesInfantryStand vehicles.artillery.Infantry$AlliesInfantryStand 1
AlliesInfantryTrench vehicles.artillery.Infantry$AlliesInfantryTrench 1
STD\com\maddox\il2\objects\technics.ini
//======================================================================
//
// Infantry
//
//======================================================================
[Infantry]
[AxisInfantryStand]
Description Infantry Test Unit
Icon fieldgun // used for 'stacionar' tank only
// Models
MeshSummer 3do/Infantry/AxisInfantryStand/Summer/hier.him
MeshSummerDamage 3do/Infantry/AxisInfantryStand/Summer_DMG/hier.him
MeshWinter 3do/Infantry/AxisInfantryStand/Winter/hier.him
MeshWinterDamage 3do/Infantry/AxisInfantryStand/Winter_DMG/hier.him
MeshDesert 3do/Infantry/AxisInfantryStand/Desert/hier.him
MeshDesertDamage 3do/Infantry/AxisInfantryStand/Desert_DMG/hier.him
// Panzer
PanzerType Car
PanzerSubtype 1
PanzerBodyFront 0.002
// Weapon
Gun Infantry
NumShells 320
AttackMaxDistance 400.0
AttackMaxRadius 400.0
AttackMaxHeight 200.0
HeadYawHalfRange 180.0
GunMinPitch -15.0 // ??
GunStdPitch 0.0
GunMaxPitch +25.0 // ??
HeadMaxYawSpeed 54.5 // ??
GunMaxPitchSpeed 30.0 // ??
DelayAfterShoot 4.0
ChainfireTime 0.0
FastTargetsAngleError 14.0
// Moving
StayWhenFire 0
SpeedAverage 4.0
SpeedMax 8.0
SpeedBack 1.0
RotSpeedMax 80.0 // ??
RotInvisAng 36.0
BestSpace 12.0
AfterCollisionDist 5.1
CommandInterval 1.6
StayInterval 1.5
[AxisInfantryTrench]
Description Infantry Test Unit
Icon fieldgun // used for 'stacionar' tank only
// Models
MeshSummer 3do/Infantry/AxisInfantryTrench/Summer/live.him
MeshSummerDamage 3do/Infantry/AxisInfantryTrench/Summer/dead.sim
MeshWinter 3do/Infantry/AxisInfantryTrench/Winter/live.him
MeshWinterDamage 3do/Infantry/AxisInfantryTrench/Winter/dead.sim
MeshDesert 3do/Infantry/AxisInfantryTrench/Desert/live.him
MeshDesertDamage 3do/Infantry/AxisInfantryTrench/Desert/dead.sim
// Panzer
PanzerType Artillery
PanzerSubtype 1
PanzerBodyFront 0.001
// Weapon
Gun Infantry
AttackMaxDistance 400.0
AttackMaxRadius 400.0
AttackMaxHeight 200.0
HeadYawHalfRange 180.0
GunMinPitch -10.0 // ??
GunStdPitch 0.0
GunMaxPitch +20.0 // ??
HeadMaxYawSpeed 54.5 // ??
GunMaxPitchSpeed 30.0 // ??
DelayAfterShoot 4.0
ChainfireTime 0.0
FastTargetsAngleError 14.0
[AlliesInfantryStand]
Description Infantry Test Unit
Icon fieldgun // used for 'stacionar' tank only
// Models
MeshSummer 3do/Infantry/AlliesInfantryStand/Summer/hier.him
MeshSummerDamage 3do/Infantry/AlliesInfantryStand/Summer_DMG/hier.him
MeshWinter 3do/Infantry/AlliesInfantryStand/Winter/hier.him
MeshWinterDamage 3do/Infantry/AlliesInfantryStand/Winter_DMG/hier.him
MeshDesert 3do/Infantry/AlliesInfantryStand/Desert/hier.him
MeshDesertDamage 3do/Infantry/AlliesInfantryStand/Desert_DMG/hier.him
// Panzer
PanzerType Car
PanzerSubtype 1
PanzerBodyFront 0.002
// Weapon
Gun Infantry
NumShells 320
AttackMaxDistance 400.0
AttackMaxRadius 400.0
AttackMaxHeight 200.0
HeadYawHalfRange 180.0
GunMinPitch -15.0 // ??
GunStdPitch 0.0
GunMaxPitch +25.0 // ??
HeadMaxYawSpeed 54.5 // ??
GunMaxPitchSpeed 30.0 // ??
DelayAfterShoot 4.0
ChainfireTime 0.0
FastTargetsAngleError 14.0
// Moving
StayWhenFire 0
SpeedAverage 4.0
SpeedMax 8.0
SpeedBack 1.0
RotSpeedMax 80.0 // ??
RotInvisAng 36.0
BestSpace 12.0
AfterCollisionDist 5.1
CommandInterval 1.6
StayInterval 1.5
[AlliesInfantryTrench]
Description Infantry Test Unit
Icon fieldgun // used for 'stacionar' tank only
// Models
MeshSummer 3do/Infantry/AlliesInfantryTrench/Summer/live.him
MeshSummerDamage 3do/Infantry/AlliesInfantryTrench/Summer/dead.sim
MeshWinter 3do/Infantry/AlliesInfantryTrench/Winter/live.him
MeshWinterDamage 3do/Infantry/AlliesInfantryTrench/Winter/dead.sim
MeshDesert 3do/Infantry/AlliesInfantryTrench/Desert/live.him
MeshDesertDamage 3do/Infantry/AlliesInfantryTrench/Desert/dead.sim
// Panzer
PanzerType Artillery
PanzerSubtype 1
PanzerBodyFront 0.001
// Weapon
Gun Infantry
AttackMaxDistance 400.0
AttackMaxRadius 400.0
AttackMaxHeight 200.0
HeadYawHalfRange 180.0
GunMinPitch -10.0 // ??
GunStdPitch 0.0
GunMaxPitch +20.0 // ??
HeadMaxYawSpeed 54.5 // ??
GunMaxPitchSpeed 30.0 // ??
DelayAfterShoot 4.0
ChainfireTime 0.0
FastTargetsAngleError 14.0
Good luck in the Battlefront! 8)
-
Wow Whistler,
your mods are always welcome, but this one was really needed. I've just downloaded and I will try it as soon as I can.
Nice to see it in TGA, it can be very useful in Spanish Civil War missions.
Is it unfit to be used in the other modules? I don't mind to skip it in WAW and TJA, but I think it could be great to use it in DOF.
Thanks!
-
Hey Bob,
Don't use the BAT-TGA download in other modules. You will screw up your game. Installing Battlefront! in DOF, WAW and/or JTW must be done manually, editing one file a time, as per the instructions.
This little mod fits best in no man's land, I know! I opted for TGA on purpose, because it is likely the module less modded by players. I don't want to screw anyone's game, if you know what I mean. Besides, TGA needs some love :P
You can try installing it yourself in other modules. You fail? Just re-run the v3.7 installer + patches.
Cheers!
-
stationary.ini entries were missing in the documentation (the mod is fine). First post and downloads (readme) updated.
-
Hi Whistler
Be good if it can be tested by bat team (if they have the time)
and then included in a BAT update
Bat needs moving infantry
Good job
Cheers edc1(stan)
-
Agree with edc1 !!!
-
A must have for BAT 8) Great idea!
Could i suggest a modification? When the units die/get destroyed it generates a fire. I know that this behavuour is supposed to happen but it's hurting my fps and i already create my battlefields without counting on troop behaviour. Would it be possible to make a 2nd version with a less visible effect when destroyed? I was thinking of the little smoke that pops out when a tree line is destroyed. For the works i'm doing in FMB, a small "puff" of smoke whenever a infantry unit is killed would be nice rather than a big fire, simulating dust, sand, ground, chops of woods/jungle flying around after a strafe run for example.
-
Hi enry,
I am not sure how to do that. I ventured in an area I never worked on before. "Vehicles in disguise" is what the mod really is. The mod is standalone and we can easily add new/different units.
We need tank/ship experts to fine-tune the technics.ini values
We need 3D experts to improve the models and solve 3D errors
We need artists to improve the textures
Modders, take this one to your labs!
Something I would definitively like to get rid of are tracers. At least two-thirds of tracers. It's just too much from the air.
-
Oh yes absolutely. I totally agree with you, a bit less tracers would be nice ;)
Nevertheless your mod is a very welcome addition as it is now and my suggestion was mainly based around the concept of infantry hidden in tree lines/trenches so that a plane strafing the area would see debris/small smoke rather than a fire. I already use FMB static soldiers to create fires and explosions around a battlefield, and they work really good (especially with napalm strikes).
I use them to simulate big fires in the jungle after a load of Napalm has been dropped. :)
-
iirc CY6's Vietnam infantry mod has all the improvements you need https://ulozto.net/file/oCsRjXLIriM4/cy6-infantry-7z
-
Hi all,
Has anybody tried CY6's Vietnam infanfantry in BAT ?
I'll try it tonight and see what happens
Will post results later
edc1(stan)
-
I downloaded it (thank you very much vpmedia) but unfortunately i haven't got time to install it
I'll try it too this week.
Nevertheless whisper great mod! Thank you for this nice addition :)
-
CY6's Vietnam infantry mod is ready to go in vpmedia's JETWAR add-on for VP-Modpack. Super! I love the us/viet models! The mod comes with lots of different units and it is highly recommended. The guy with the bazooka is way cool.
Back to Battlefront! I managed to get rid of tracers. All of them. Let's leave tracers for a "Jedi Order vs Imperial Troops" mod :P. I will create a new java slot to avoid conflicts with other mods.
I will also get rid of the short burst fire of the entrenched guys so that everyone fights under fare conditions. I am sure you have plenty of extra artillery objects you can add should you need more fire power.
I haven't be able to get rid of explosions, fires and smoke, and I am not sure I want to go that route. Removing havoc will defeat the purpose of the mod, in my opinion. In the end, we would have little guys you can hardly see do anything, eating precious resources.
Cheers!
-
BATTLEFRONT! v2.0
Find download links in the first post.
What's new in v2.0
- Gun tracers removed (unrealistic)
- Marching sound removed (pointless)
- Two different gun sounds for best battle feeling (in exchange of the Marching sound)
- Max firing range is 400m for all actors
- Java changes here and there for better compatibility with other infantry mods
Goals complete. I am perfectly happy with the mod and I won't be updating it anymore (unless someone fixes or improves something).
Cheers!
-
Excellent idea whistler!
Many thanks :)
-
Installed faultlessly into my 4.12 CUP thanks whistler
-
This will be a very welcome addition to BAT. I have been missing these little fellas shooting the living bejeezus out of each other!
-
Some considerations for mission builders.
You are dealing with tanks in disguise. That FMB image in the first post (soldier icons)? You are actually looking at a 32 vs 32 tank fight. Infantry, just like tanks, have an unavoidable (?) rendering distance of 10km.
The mod must be used "economically" in missions to get good frame rates. If you (mission builder) have hundreds of objects and lots of AI and then you add infantry like there is no tomorrow only because the idea sounds cool the mission can "overflow" easily. You probably won't be able to speed time up. There must be a good justification for having the guys fighting somewhere. You are not adding a mindless trio of soldiers, you are adding an AI-controlled tank for each unit!
And remember, these guys always play their game on minefields (explosions), and although you cannot see it, each unit carries a mortar on their back (more explosions) :D
-
Hello, and thank you for this Mod!
I have 4.13.4 and Modact 6.40 and some 4.12 and 4.13 mods
... and tryng to install battlefront mod I have 70% CTD: revert to last .ini files, reinstall and I have 70% CTD...
Is there a know incompatibility with 4.13, or I mess-up something?
Thanks for any help! :-)
-
70% load failure has something to do with ini files not set up correctly!
if you use a set of old ini files and introduce a mod that needs some additions to the ini files, a 70% is a given when trying to load up next time!
pretty sure you did not modify the ini files for this mod properly before installing it...
-
What Griffon says. The mod was built and tested in 4.12.2+Modact but I can't see why it wouldn't work in any other version.
-
Thank you Griffon and Whistler for answering: apparently the only "troubling" file (for me) is chief.ini... I add specific strings to tecnics.ini, stationary.ini and technics.properties withour CTD (and obviously without moving soldiers), when I add strings to chief.ini I have CTD
Maybe spring days aren't so good to my attenction capacity :-)
by the way, other 4.13 users have similar problem?
bye!
-
hehe, all the ini adding can get hard at times, but its worth the effort...
the trick is to make a backup before starting working on them, that way you can revert back to the last working version easily...
I do it even if I add only one plane or one ship, just to make sure...
-
when I add strings to chief.ini I have CTD
that's because you have to add the entries at two different loctations in the chief.ini
for example do a search inside chief-ini for the string "BT7" and you will see how the entries need to be
-
Hi! Many thanks for this awesome mode!
Can I request a version for a stationary object? This may be useful for older versions of the game (because in this option there is no need to modify class files)
Or even this can replace some excess stock vechile.
The code, for example, could be like this
[buildings.House$AxisInfantryStandsummer]
Title AxisInfantryStandsummer
MeshLive 3do/Infantry/AxisInfantryStand/Summer/live.sim
MeshDead 3do/Infantry/AxisInfantryStand/Summer_DMG/dead.sim
AlignToLand 0
AddHeightLive 0
AddHeightDead 0
Body FuelSmall
Panzer 0.0002
But there is a problem - this option requires a .sim file, which must refer to one integral mesh with all parts in the set.
-
B.A.T. has a great collection of humans and animals!
(https://i.postimg.cc/7LVCgvsB/2020-06-01-21-06-21.jpg)
-
I recently learned why the soldiers explode and I could remove or reduce the number of explosions but know what? I love the havoc these naughty guys create in the battlefield :D
I could also remove the log warnings/erros, I think.
Perhaps some day I will revisit this mod. Anyone willing to improve the textures a little? No 8K textures please, just a little will do ;)
-
IL 4.12.2 SAS MODACT 5.1 VP MODPACK
Hello, game crash at 70 % ... Would really love to add it !
PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.vehicles.tanks.Infantry$AxisInfantryStand
java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.vehicles.tanks.Infantry$AxisInfantryStand
at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:107)
at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:636)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:3214)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
at com.maddox.il2.gui.GUI.create(GUI.java:166)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1742)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
Main begin: java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.vehicles.tanks.Infantry$AxisInfantryStand
java.lang.RuntimeException: java.lang.RuntimeException: PlMisChief: property 'speed' NOT found in class 'com.maddox.il2.objects.vehicles.tanks.Infantry$AxisInfantryStand
at com.maddox.il2.builder.PlMisChief$Item.<init>(PlMisChief.java:119)
at com.maddox.il2.builder.PlMisChief.configure(PlMisChief.java:636)
at com.maddox.il2.builder.Plugin.loadAll(Plugin.java:152)
at com.maddox.il2.builder.Builder.<init>(Builder.java:3214)
at com.maddox.il2.gui.GUIBuilder.<init>(GUIBuilder.java:90)
at com.maddox.il2.gui.GUI.create(GUI.java:166)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1742)
at com.maddox.il2.game.Main3D.beginApp(Main3D.java:1436)
at com.maddox.il2.game.MainWin3D.beginApp(MainWin3D.java:212)
at com.maddox.il2.game.Main.exec(Main.java:432)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
-
Thanks, I thoroughly agree. If you can see the infantry up close from a plane; it probably means you've crashed, and its all down hill from there.
cheers
David