Tweaking Suppression Effects

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nathan.moore7
Posts: 6
Joined: 2018-08-14 07:05

Tweaking Suppression Effects

Post by nathan.moore7 »

Does anyone know how to change suppression effects?

I really like the realism that suppression is attempting to create, but I think it is implemented incorrectly. I think the suppression effects should be more proportional to the amount of fire you are taking. A single bullet should not cause the same affects as a burst from a 50 cal or a grenade round. I would like to try and scale the effects so that my aim is not thrown off by a single round landing close every three seconds.

Also, because suppression does not affect bots in coop, I would like the ability to turn off or severely limit suppression rather than trying to tweak it. Thanks in advance!

Note: Yes, I understand that modded files cannot be used in an official MP servor. This would be for my own amusement.
J.Jensen
Posts: 7
Joined: 2019-02-17 15:50

Re: Tweaking Suppression Effects

Post by J.Jensen »

finally a present day thread about the suppression. So for clearity. I play mostly offline and so as others have mentioned the suppression in coop is brutal and totally kills the gameplay. Online however i do believe it helps make the gameplay more realistic because every one has the same handicap.
The problem is i only play offline due to time shortage etc. And offline is a ***** and the supression needs to be fixed or i would ask for the instructions to edit the suppression.

In short summation of the arguments i'd like to mention: (Offline reasoning)

* supression time:
The overall concept is good of the blurred vision but it is to much. When a nearby bullet triggers the supression, you're blind for a couple of seconds. It can't be that a single bullet every couple of seconds can suppress a trained combat soldier.

*complete vision blurred:
The fact that you're complete vision is blurred is also very annoying! I am a ex-combatsoldier and i can tell you that when you get into contact and bullets start flying past, you get hyped up and you mind starts working overdrive. Not to say that you get upped motor skills and more focussed (although there are guys who do) but one thing all have in commen who don't shut down on the spot. Tunnelvision! Which every soldier learns to deal with during training by learning drills an techniques that are designed to battle against or help you snap out of the tunnel and not only you but to help you help your fellow soldier to get out of his tunnel.
Anyway i really like the suppression aspect of the game "squad" where, when shot at, your screen forms a tunnel and the more you get shot at the smaller the tunnel gets. (and of course your aim goes off etc)

*CQB is almost impossile (online and offline)
The current suppression HUD makes fighting in houses, etc impossible. When you enter a room and a shot is fired, by you, the enemy or your teammate you go blind as if a flashbang went off. This is such a dissapointment cause i love MOUT (Military Operations in Urban Terrain) in real life and in game and project reality has as one of the few the potential to pretty realisticly train/play CQB gun fights. Only the suppression effect makes it impossible.



I play PR to live out my fantasy through the game for an hour or two and i love this game and what the PR-crew has accomplished. It's just that suppression that kills my fantasy of the things i most liked doing. So most of the time i just drive the bf2 tanks, ifv's and apc's to transport and support the bots or fly helicopters to transport them just to play a realistic role in the game.

I really really really hope you would consider helping us to edit/remove the suppression for the offline play. So i can you the mitst of the battle on the map without looking/being the guy who lost his glasses in the middel of the fight..

To escape reality for a moment an enter the fantasy of realistic warfare. (eventhough my teammates are just bots, but i can forgive them haha because they're just bots xp)
J.Jensen
Posts: 7
Joined: 2019-02-17 15:50

Re: Tweaking Suppression Effects

Post by J.Jensen »

i timed it now where one shot hits the wall i'm using as cover and it takes 5 full seconds for the blur to go away..

i hope for some kind of response by now :'(
Arab
PR:BF2 Developer
Posts: 2898
Joined: 2012-05-18 03:37

Re: Tweaking Suppression Effects

Post by Arab »

Hi, welcome to the forums :)

Completely agree with you, and glad you are enjoying playing.

So with the current supression system, when you shoot at your feet, wall - it will supress you which obviously is a bug on our part.
That part has been fixed for v1.6.

For bots in SP, they can be annoying as they suppress you like crazy, even behind bushes (not realistic) since they work basically on the vision of projectiles - e.g. If you see them, they will see you. Recently have introduced some working smoke grenades to block their vision which is more realistic and allow fights to be broken up like in MP:
https://www.realitymod.com/forum/blog.php?b=462

So to do some modding, just make a copy of the pr folder and rename that to pr_edit so there's no way the original files will get modified (and having to reinstall to play online).

We can have different supression effects for bigger caliber weapons which is defined by the codes in the DefaultDetonationComponent.

For example:

Code: Select all

rem ---BeginComp :D efaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 3001
ObjectTemplate.detonation.explosionRadius 3 <--- I think how long to display the effect for in seconds?
ObjectTemplate.detonation.explosionForce 0
ObjectTemplate.detonation.explosionDamage 0
ObjectTemplate.detonation.detectionRadius 1 <--- The detected radius of the bullets in which to display the effect around the player.
ObjectTemplate.detonation.maxDepthForExplosion 2 
ObjectTemplate.detonation.detonateOnWaterCollision 0
The supression system is basically in projectiles_common.tweak and uses the Bullet Shockwave material (3001) found in common_server.zip/material in materialManagerDefine.con and materialManagerSettings.con to create the effect.

If you like to turn off the supression, you can add a rem to ObjectTemplate.createComponent DefaultDetonationComp

Code: Select all

rem ObjectTemplate.createComponent DefaultDetonationComp
Each material that is assigned to another material can be tweaked via MaterialManager.damageMod.

Maybe reducing these values for every bullet type can impact on the likeliness of the effect playing.

For what Squad does, I don't think it's possible to make it narrow the more you get shot, but to affect accuracy I might have an idea on how to do, maybe via Wind component, ForceObject.

There are definitely room for improvements since this pretty much hasn't changed for a while, same with the blood screen which irl would look more like a blur.

Visually, you could add ObjectTemplate.detonation.endEffectTemplate [effect] to trigger a specific effect and you can look at trigger angle etc found in the code list. Just search for detonation:
https://www.realitymod.com/forum/showth ... p?t=109751
Last edited by Arab on 2019-03-01 09:49, edited 6 times in total.
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Fastjack
PR:BF2 Contributor
Posts: 525
Joined: 2011-09-04 19:47

Re: Tweaking Suppression Effects

Post by Fastjack »

No worries dear SP/coop community, there is light at the end of tunnel.

atm. the PRSP Team, isn't fully manned because of Reallife stuff.

Excample me :

The last 9 month, i'm constantly working (Job AND renovating my home). I have no time to mod or time to play any games. I believe i can start with my hobby april.

But now after years of modding and learning BF2 and SAI codding, there is much room for improvements.

First, we can create a new gamemode for ai (coop insurgency).
Test we already did on a dedi server was promissing but not satisfying because of some ai values (temperatures need an overhaul). With that we get balso ESAI working.


Micromanaged ai soldier templates(soldier ai's)
PR can have specifiec soldier classes like civi's. Nice stuff when the insurgency gamemode works. People can learn NOT SHOOTING CIVI's or getting Intel penalty etc.
With that we can also force botdrivers to use smokescreens when they SPOT an enemy AT kit and not when they GET TARGETED by an enemy AT kit. That's a big difference.

Working Smokescreens vs. Bots.
Afaik, it's done.

Dodging Bots
Last day's succesfully tested and comfirmed by the BFSP modder community (including me).
Human player can force bots to dodge weapon fire. They will not run anymore straight into it.
It is possible to add this to EVERY weapon but than it will turn PR's coop mod into an botpanic mod.
link

As i said, much room for improvements but no time atm. ....
Arab
PR:BF2 Developer
Posts: 2898
Joined: 2012-05-18 03:37

Re: Tweaking Suppression Effects

Post by Arab »

In addition, I'm also trying to finish up my assigned issues for the next big release while balancing a r/l, personal time and family-friends time. There's stuff that's done and in the process of completion that you all will be happy to see for v1.6 :)

But yeah. If anyone wants features in the game, learn how to code and you could become a DEV one day ;)
Last edited by Arab on 2019-03-01 23:12, edited 1 time in total.
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J.Jensen
Posts: 7
Joined: 2019-02-17 15:50

Re: Tweaking Suppression Effects

Post by J.Jensen »

thanks guyz! I tweaked as instructed and it works perfectly! no blindness, only from heavy explosions/calibers and still have the sound of bullets wizzing by to indicate that i need to get my head down. Bloodscreen etc still works which is fine!

Sorry if i was a little harsh but just so you know i really appreciate what you did and are doing with project reality!!! I can't wait for 1.6 !!! :D

any idea when it's ready? (no specific date needed)


Again thanks guyz!!! -xXx-
Arab
PR:BF2 Developer
Posts: 2898
Joined: 2012-05-18 03:37

Re: Tweaking Suppression Effects

Post by Arab »

J.Jensen wrote:thanks guyz! I tweaked as instructed and it works perfectly! no blindness, only from heavy explosions/calibers and still have the sound of bullets wizzing by to indicate that i need to get my head down. Bloodscreen etc still works which is fine!

Sorry if i was a little harsh but just so you know i really appreciate what you did and are doing with project reality!!! I can't wait for 1.6 !!! :D

any idea when it's ready? (no specific date needed)


Again thanks guyz!!! -xXx-
No need to apologize, all good :)

We appreciate the support :) v1.6 will be a pretty good release!

We don't have a ETA since there's no reliable way to find an accurate approximate date with r/l, difficulties of certain tasks and issues etc but only the generic soon™
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iamanoob
Posts: 1
Joined: 2019-11-25 12:27

Re: Tweaking Suppression Effects

Post by iamanoob »

Arab wrote:Hi, welcome to the forums :)

Completely agree with you, and glad you are enjoying playing.

So with the current supression system, when you shoot at your feet, wall - it will supress you which obviously is a bug on our part.
That part has been fixed for v1.6.

For bots in SP, they can be annoying as they suppress you like crazy, even behind bushes (not realistic) since they work basically on the vision of projectiles - e.g. If you see them, they will see you. Recently have introduced some working smoke grenades to block their vision which is more realistic and allow fights to be broken up like in MP:
https://www.realitymod.com/forum/blog.php?b=462

So to do some modding, just make a copy of the pr folder and rename that to pr_edit so there's no way the original files will get modified (and having to reinstall to play online).

We can have different supression effects for bigger caliber weapons which is defined by the codes in the DefaultDetonationComponent.

For example:

Code: Select all

rem ---BeginComp :D efaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 3001
ObjectTemplate.detonation.explosionRadius 3 <--- I think how long to display the effect for in seconds?
ObjectTemplate.detonation.explosionForce 0
ObjectTemplate.detonation.explosionDamage 0
ObjectTemplate.detonation.detectionRadius 1 <--- The detected radius of the bullets in which to display the effect around the player.
ObjectTemplate.detonation.maxDepthForExplosion 2 
ObjectTemplate.detonation.detonateOnWaterCollision 0
The supression system is basically in projectiles_common.tweak and uses the Bullet Shockwave material (3001) found in common_server.zip/material in materialManagerDefine.con and materialManagerSettings.con to create the effect.

If you like to turn off the supression, you can add a rem to ObjectTemplate.createComponent DefaultDetonationComp

Code: Select all

rem ObjectTemplate.createComponent DefaultDetonationComp
Each material that is assigned to another material can be tweaked via MaterialManager.damageMod.

Maybe reducing these values for every bullet type can impact on the likeliness of the effect playing.

For what Squad does, I don't think it's possible to make it narrow the more you get shot, but to affect accuracy I might have an idea on how to do, maybe via Wind component, ForceObject.

There are definitely room for improvements since this pretty much hasn't changed for a while, same with the blood screen which irl would look more like a blur.

Visually, you could add ObjectTemplate.detonation.endEffectTemplate [effect] to trigger a specific effect and you can look at trigger angle etc found in the code list. Just search for detonation:
https://www.realitymod.com/forum/showth ... p?t=109751
Sorry to bother you,i am not sure which file i should edit in order to disable the suppression effect
Arab
PR:BF2 Developer
Posts: 2898
Joined: 2012-05-18 03:37

Re: Tweaking Suppression Effects

Post by Arab »

iamanoob wrote:Sorry to bother you,i am not sure which file i should edit in order to disable the suppression effect

Code: Select all

objects\weapons\common\projectiles\projectiles_common.tweak
To turn off supression, add a rem before ObjectTemplate.createComponent DefaultDetonationComp
Last edited by Arab on 2019-11-26 01:13, edited 1 time in total.
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WeeGeez
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Re: Tweaking Suppression Effects

Post by WeeGeez »

Arab wrote:

Code: Select all

objects\weapons\common\projectiles\projectiles_common.tweak
To turn off supression, add a rem before ObjectTemplate.createComponent DefaultDetonationComp
What .zip is that specifically?
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Suchar
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Re: Tweaking Suppression Effects

Post by Suchar »

objects_weapons_server
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WeeGeez
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Re: Tweaking Suppression Effects

Post by WeeGeez »

a somewhat crucial piece of info msssing from the above posts lol

edit: \Project Reality BF2\mods\pr\content\objects_weapons_server.zio doesn't have "objects\weapons\common\projectiles\projectiles_common.tweak" inside it....

edit its objects_weapons_server.zip\weapon\common\\projectiles\projectiles_common.tweak
Last edited by WeeGeez on 2020-03-15 18:40, edited 2 times in total.
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WeeGeez
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Re: Tweaking Suppression Effects

Post by WeeGeez »

Is there a way to disable bots throwing grenades?
They spam them like crazy
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Fastjack
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Re: Tweaking Suppression Effects

Post by Fastjack »

Look into the weapon.ai of the grenades. You will find the ai templates in the weaponrange Folder.

Code: Select all

weaponTemplate.create grenade_ai
weaponTemplate.indirect 0
weaponTemplate.isThrown 1
weaponTemplate.minRange 10.0
weaponTemplate.maxRange 30.0
weaponTemplate.optimalRangePercentage 50
weaponTemplate.setFiringPose Standing
[color=Red]weaponTemplate.setStrength Infantry[/color]    [color=red]11.0[/color]
weaponTemplate.setStrength LightArmour 3.0
weaponTemplate.setStrength HeavyArmour 0.0
weaponTemplate.setStrength NavalArmour 0.0
weaponTemplate.setStrength Helicopter  0.0
weaponTemplate.setStrength AirPlane    0.0
weaponTemplate.setSoundSphereRadius  120.0
weaponTemplate.setExplosionRadius 15.0
weaponTemplate.deviation 15
weaponTemplate.setFiresThroughTransparent 0
If you decrease the number of the redmarked codeline to 0, the bots will stop using them against infantry but not against small vehicles of the light armour class. It should be enough if you put it on a lower number like 1 so the bot will choose the next weapon with a better weapon.ai against infantry Targets.
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WeeGeez
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Re: Tweaking Suppression Effects

Post by WeeGeez »

thanks Fastjack
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WeeGeez
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Re: Tweaking Suppression Effects

Post by WeeGeez »

Fastjack wrote:Look into the weapon.ai of the grenades. You will find the ai templates in the weaponrange Folder.
Ok cant find this, whats the exact path?

Will I need to edit every indivvidual grenade type or is there a global tweak?
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WeeGeez
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Re: Tweaking Suppression Effects

Post by WeeGeez »

does PR_edit load automatically if its created?
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Suchar
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Re: Tweaking Suppression Effects

Post by Suchar »

WeeGeez wrote:does PR_edit load automatically if its created?
You need to use pr_edit launcher in mods/pr_edit/bin if this is what you mean.
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WeeGeez
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Re: Tweaking Suppression Effects

Post by WeeGeez »

gotcha thanks
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