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Will the game ever get infantry ?


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Posted

A big problem for this is, so far the map doesn't allow deepenings like trenches. This is also the reason, why bomb craters are only 2D, so you can drive 'through' them without noticing.

  • Upvote 1
AEthelraedUnraed
Posted
4 hours ago, MajorMagee said:

If this ever happens it would have to start with building a new STEditor. Then the new AQMG system would have to be updated to match.

No need for all of that. A very limited form of infantry already exists (the guys you see running away if you attack vehicles, or even paratroopers). Besides, it's relatively easy to add items to the editor.

 

Even if the Devs don't want to expand the infantry AI, there's actually a lot that they can do with the current system. You could just make a vehicle, and control it in the usual way to have a simple soldier that follows a pre-determined path. In fact, when I made my infantry mod, that was one of the things I tried and I almost got it to work, except I couldn't find a way to trigger the walk animation.

 

Simple ambush-type scenarios are already possible. Like fire a panzerschreck, then run away. All we miss is a 3d model of a soldier with a panzerschreck.

Posted

There are people that walk around on airfields already, providing a bit more realism, and if you hit them with your aircraft, they die.  So there has to be a way to make more focused infantry, time and money permitting of course.

II/JG17_HerrMurf
Posted
2 hours ago, BlitzPig_EL said:

There are people that walk around on airfields already, providing a bit more realism, and if you hit them with your aircraft, they die.  So there has to be a way to make more focused infantry, time and money permitting of course.


I don’t think I’ve ever hit one. Had no idea they could perish. 

Posted (edited)

You can shoot them with tank machine guns as well, I do believe.

Edited by BlitzPig_EL
Posted
On 6/22/2021 at 12:05 PM, RedKestrel said:

The other limitation is the way the game handles AI - AI is very computationally intensive so having infantry AI would be another load on the system.

I suspect that if you see  infantry developed it would be static infantry emplacements, like machine gun or mortar nests. 

 

There are a few ways around this. From the Tank's perspective most of the infantry are pretty irrelevant. So, with the exception of the anti-tank rifleman, the machine-gunner, and anyone with an RPG or anti-tank grenade bundle... the infantry firing can be purely cosmetic (just a firing animation with nothing coming out of it).

 

As for the remaining weapons... they don't have that high a rate of fire. Even the machine guns would have to pause and reload... so one can have the same AI gunner hop between different infantrymen. So, several machine-gunners could use the same AI...

 

So we'd now have a British Rifle Platoon with 36 men only needing two AI controlling to control six Bren guns. Maybe a third AI for the 2 inch mortar... and a fourth for an attached PIAT anti-tank crew. So 5 AI for 36 men.

 

One could have an entire Infantry Company (127-130 men) with just nine AI (6 AI machinegunners & 3 PIAT crews)!! That is as many gunner AI as would be need when adding two He-111 or three Pe-2 to a mission!

 

Of course they would have to code the ability for an AI to fire from multiple different objects (although I wonder if just activating and deactivating AI would work)? The other issue is that this doesn't address pathfinding... so the AI would either be static or would end up walking through trees and buildings. Honestly, I'd be fine with that (seeing infantry walk into a building and out again)... in real life people can enter and exit buildings afterall (just not usually through the walls).

Posted
3 hours ago, BlitzPig_EL said:

You can shoot them with tank machine guns as well, I do believe.


You sadistic bastid! ???

  • Haha 1
Posted

:lol:

  • 3 weeks later...
Posted

I saw somewhere that LEGO started infantry modeling for IL2:

 

16978499342_9ae1ecdac5_b.jpg&f=1&nofb=1

  • Haha 1
Posted

Yes....there next collectors tank coming out soon as well...

panzer.jpg

  • Haha 1
Posted
8 hours ago, jollyjack said:

I saw somewhere that LEGO started infantry modeling for IL2:

 

16978499342_9ae1ecdac5_b.jpg&f=1&nofb=1

 

It's a start. ?

  • Haha 1
Posted

Developing a low-resource AI entity for Tack Crew's infantryman could be beneficial for the whole BoX franchise; AFAIK that is the biggest reason for server's cpu loads and also the reason why four-engined planes are not in game as they would need too many AI gunners.

  • 3 weeks later...
Posted
On 1/21/2022 at 5:35 AM, Hanu said:

Developing a low-resource AI entity for Tack Crew's infantryman could be beneficial for the whole BoX franchise; AFAIK that is the biggest reason for server's cpu loads and also the reason why four-engined planes are not in game as they would need too many AI gunners.

 

That is what we believed they said. Jason has since threatened to ban anyone who said it - I know because he made the threat to me :) It is probably more complicated. That said, no capital ships could be modelled with the current AI gunner limit in the mission files (not only can one not add that many AI entities at a time, but the AI will switch off for most of them). So clearly, there are limits placed on the number of AI gunners.

 

But as I said in my post - one only needs ~nine AI for an entire British Infantry Company (with maybe a couple more for mortars or support vehicles).

Posted

So they need to model the infantry as a single AI. Have 12 infantry move together. Like "regiments" does.

  • Like 2
  • 4 weeks later...
Posted (edited)
On 12/28/2021 at 11:24 AM, Avimimus said:

There are a few ways around this. From the Tank's perspective most of the infantry are pretty irrelevant.

Truth be told, they're not irrelevant insofar as the tank is supposed to take out infantry. I think that I will hold off from getting tanks until infantry can be considered fair game.

Edited by Crocogator
56RAF_Roblex
Posted

I don't care about infantry but I want to be able to walk out to my aircraft and get in. When I crash land I want to get out and look at the damage,  If I crashland behind enemy lines I want to be able to steal a truck (one in every village) and drive back to my own lines so my career does not end ?

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  • Upvote 1
Posted
5 hours ago, Crocogator said:

There are a few ways around this. From the Tank's perspective most of the infantry are pretty irrelevant.

many tanks were lost by infantry actions, so it seems relevant to me...

 

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  • Upvote 1
Posted

Posted elsewhere too:

I think this was Syn-Vander's magic works for Rise of Flight  ...  Maybe blackmail him by buying lots more coffee to get through some more sleepless nights:

 

 

  • 2 months later...
SCG_judgedeath3
Posted

Only me who noticed this picture in the developers diary? Might just be pr but if lucky, its a showcase of infantery at last:

https://il2sturmovik.com/m/2022/05/beach_landing_01.png

  • Thanks 1
Posted

it's a start, but I didn't understand very well: each soldier is a single entity, or is it more of a group?

SYN_Vander
Posted (edited)

Reminds me of what I did for Rise of Flight. Each group of AI soldiers is effectively a vehicle. If you put a number of them together it looks okay, certainly if you whiz by at 400 km/hr :) 

 

 

 

Edited by SYN_Vander
  • Upvote 2
MisterSmith
Posted
3 hours ago, moustache said:

it's a start, but I didn't understand very well: each soldier is a single entity, or is it more of a group?

  

5 hours ago, Jason_Williams said:

Guys,

 

I should some better expectations on the infantry. They are not what you'd find in a shooter. They are essentially a five turreted tank in disguise. They aren't particularly smart etc. We added them because they help paint the scene and liven up the invasion and the battlefield. Of course we know you will want more of them, but time will tell on what we can do. Our previous attempts as smarter more dynamic infantry failed due to lack of talent, so we resorted to this somewhat clever solution. I personally haven't seen them in action myself yet or played with them in any missions. This is just an early test we showed you pics of. They do have little death animations though. 

 

Jason  

 

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  • Upvote 1
BlitzPig_EL
Posted (edited)

As I posted in the update thread in the main forum, since they are essentially a vehicle under the hood, I'm thinking (hoping) that you will be able to place them on a map just like another AFV, have them follow a tank as you would a vehicle in column, like they are taking cover behind the tank as it advances.  That alone would be a very welcome addition to tank play.

 

And since they will stop and fire weapons, you could have them advance through a village or town and engage dug in anti-tank guns, etc...

Many possibilities here.

Edited by BlitzPig_EL
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  • Upvote 2
Posted

"Just don’t ask these little pixel soldiers to make you a sandwich or tea, they aren’t that smart." said jason...


let's not put too much hope/expectation in these soldiers...

BlitzPig_EL
Posted

I choose to be optimistic.

Posted (edited)
40 minutes ago, BlitzPig_EL said:

I choose to be optimistic.

 

Timidly, optimistic here.

 

Um.... maybe bazooka or panzerfaust armed units. That could make tankers a bit nervous. :coffee:

Edited by Thad
  • Upvote 3
Posted
3 hours ago, BlitzPig_EL said:

I choose to be optimistic.

 

I choose to be cautiously pessimistic, that way I'll likely be pleasantly surprised.

3 hours ago, Thad said:

 

Timidly, optimistic here.

 

Um.... maybe bazooka or panzerfaust armed units. That could make tankers a bit nervous. :coffee:

 

PIAT and PTRD too... even immobile ones (which simply turn)

  • Upvote 1
  • 11 months later...
Leon_Portier
Posted

Creation of German and Russian infantry squads on basis of the 'detachmentgbr5' and 'detachmentusa5' units for improving simulation of eastern front battles.

 

 

Additional Material:
Screen Shot with British Infantry 'detachmentgbr5' as Russian infantry stand in, IL2 GB

2023_5_1__17_32_33.thumb.jpg.7765ef717e7efddf6ca443b16a66477c.jpg

  • Upvote 2
  • 8 months later...
Posted (edited)

The current Tank Crew mission building would benefit enormously from having German and Russian AI Infantry Squads implemented exactly as they did for the British and American ones. It's not just about Prillar having something on the beaches of Normandy to shoot at. The Tank players can use them on any map, in every sort of engagement, but we need all sides of the conflict represented.

 

They recently gave us a limited ability to use the SP Guns as Artillery. Historically, what better targets are there for them to shoot at than Infantry Squads in the open?

 

I've already tested it (through my Additional AI Mod) and everything we need is already in the code, and scripts. All we need are the properly uniformed models to create 'detachmentger5' and 'detachmentrus5' AI units. I'm happy to hear that Korea will get a broad variety of infantry types, but can we please do at least these two for the current Tank Crew players in GB?

 

Service To The Line,

On The Line,

On Time!

 

image.gif.ba5fc512939e6e1f960709960fb88881.gif

Edited by MajorMagee
  • Upvote 2
Posted

My opinion in respect of the new Waco Glider:

Waco missions would be really interesting, if the pilot could fight after landing as a 1st person infantry soldier, as it was in reality.

I would like have a very simplified 1st person function (for pilots too).

Some years ago I made with Arma II Invasion44, Hell in the Pacific and Iron Front survival missions for pilots who had bailed out behind the enemy front.

To decide if the career should be continued or not.

 

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