ROS House Clearance System and Demo

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Author: Rickoshay

Last revision: 2 Oct, 2024 at 09:08 UTC

File size: 10.18 MB

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Description:

ROS HOUSE CLEARANCE SYSTEM V2.0 Author: RickOShay

FUNCTION

This system allows AI units to clear buildings in Arma3, DLCs CDLCs and community maps. AI in the players group will open doors, occasionally kick the door in – (optional Mocap mod required), or flashbang the room and then proceed to clear the building.

Players have a few options for breaching doors – they can kick breach, lock pick, flashbang or use a breaching charge. AI will use either lasers or flashlight when clearing at night (player action).

Additional features: UGV drone house clearance, UGV suicide and Hunter Killer drone modes.

MAIN FEATURES
  • Player leader with up to 10 AI group units
  • Supports all buildings in vanilla maps, DLCs, CUP and modded terrains ~ 400 building types
  • Optimised building waypoints based on visibility culling, resulting in less than ~40% of total bldg positions being used
  • This system also makes use of custom waypoints for ~300 non vanilla buildings
  • The Player action when pointing at a building changes color and text based on the current clearance state
  • AI clearance units open doors with hand animations
  • AI units can uses laser or flashlights (items auto added to NPC and player weapons via addaction)
  • Doors are opened partially, flashbang deployed then fully opened
  • AI throw simulated flashbangs with smoke and concussion effects on the enemy (no mod required)
  • Flashbangs break nearby windows and hurt nearby units
  • AI selectively use flashbangs i.e. no nearby windows or through doors leading to the outside of the building
  • Map makers for buildings change based on current clearance state
    • purple – in process
    • red – garrisoned enemy detected
    • blue – cleared
  • Building markers and numbers make it easy for players to reference which buildings have been cleared or missed, this limits duplication of effort
  • Moving unit name markers for clearance units
  • Dead AI clearance units are shown on the map for ~20 secs
  • Garrisoned enemies will be stunned and hurt by flashbangs and breach charges
  • Enemies occasionally surrender and shout out to the incoming clearance unit
  • Surrendered enemies can be handcuffed and their gear can be removed
  • Surrendered enemy will randomly shout insults at players when detained
  • Players have the following breaching options:
    • Open
    • Open and Flashbang
    • Pick keep closed
    • Pick and open
    • Kick breach
    • Explosive breach
  • The player group leader can recruit additional AI to his team
  • The ROS HC system uses two methods of detecting the ‘inhouse’ state, ‘lineintersects’ and ‘enableAudioFeature’ (auto added to bldg). These combined methods resolve building veranda/roof ‘in house’ non detection issues
  • SP and MP compatible, listen and ded servers
  • This HC system has over 120 high quality human voice effects for clearance units and garrisoned enemies.
ADDITIONAL FEATURES
  • Ability to add demolition charges to walls, buildings, vehicles, static weapons, drones and even AI or player units
  • The ROS House Clearing system incorporates the ROS Cratering system for demolition explosions this adds shockwaves, dirt particles and crater objects along with terrain deformation to create deep impact craters for greater immersion – literally.
  • There is an additional bonus hunter killer UAV script in the scripts folder – as shown in the above video.
MODS (optional but highly recommended – required for Kick breach)

Subscribe to Mocap mod (Required for Kick breach)
Subscribe to CBA mod (Required for Mocap)

INSTALLATION

1) Place the ROS_HouseClearance folder into your mission root

2) If you want to use the Kick Door Breach option – Subscribe to the Mocap and CBA mods – see the above mod links

3) Add the following line in your init.sqf file:
[] execvm "ROS_HouseClearancescriptsROS_HC_initialFuncs.sqf";

4) In your description.ext file – under CFGsounds put this line:
#include "ROS_HouseClearanceCfgSounds.hpp"

5) Add this line to your description.ext file:
#include "ROS_AI_HouseClearancemissionparams.hpp"

See example files in above path if you get stuck or message me RickOShay on Steam and I’ll be happy to help you.

Testers

A big thank you to the testers:
DavidB49
Easy Redbeard

Development and testing time: ~4 months

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