I have to announce that WICT has homepage and link is provided above. There is detailed description why I called it World in Conflict Tool Battlefield cannot be proud on AI
The stress is on making living breathing world.
New version will come out soon, hopefully, I am working on it.
I'am a fan of these three games (Battlefield 2 + Expansion, ARMA II Combined Operations & World in conflict + All expansions)
So therefore I like your addon!
Take a moment and visit WICT homepage. I updated all tutorials with new info.
I did some more testings of sandbox template (sandbox_exe.sqf script) to test its stability.
I also wrote a new tutorial : Expanding your markers (Snippets) --- very important for advanced users -- makes your life easier if you build missions with a lot of markers !!!
I am aware of the fact that WICT is not drag and drop tool, but it's flexibility is in the fact that you can script anything you want, and once you create some pattern you can repeat it and expand your game.
I am not very skilled in the art of scripting and I cannot seem to follow the instructions on your Wiki page. I noticed you had removed some videos on this mod and I was wondering if you could re-post or post a video on how to install the program and to edit and create your own mission. A sample example on how to do this would be very very helpful, also on how to move the files into the correct folders and where they should go etc. etc. From what I have heard and read this sounds like it could drastically expand the longevity of this game and make it a lot more fun. Thank you so much and I hope this won't be a problem.
They have seriously neglected to put any kind of detailed read-me in with this thing, even the wiki seems to explain things assuming the user has full knowledge of the tool already. I don't understand the line "Put WICT into .utes mission folders", but I've seen people using this on other maps too.
This is, most likely, one of the coolest things to come to arma2. Extreame learning curve. It seems to be worth it, though. The truth is that, this is a great mod that will go mostly unused by the common player. I can only think of one benefit to that: A lack of uninspired missions flooding the community, heh;) I sure thank you for my, eventual use of your very detailed, open-ended, amazingly complicated mod/tool:)
Hi and thank you all for commenting. I hasn't been around to see your comments on time, but here I am.
I removed old videos, because I changed how things are setup, and since you are not the only people that said this mode it complicated I had to make new versions.
I completely redesigned some parts, created new videos and made pre-defined settings, so it is now much easier to make basic WICT layout. But, yes, for full WICT power you have to have some previous experience with scripting --- for start knowing where to put folders / modes / scripts, what is mission folder (for example .utes, .chernarus .isladuala etc. etc.)
However... for newbies I redesigned basic parts, so now you have SP and MP template separated with most essential files.
Please, please, please --- I am here to help you and I am always helping people that want to work with WICT --- do not hesitate to come to Bohemia forum and ask anything, or send me PM here, I will visit it more often.
Need a litle help asap:)
Ill try to make it short and readeble; Can we copy trigers and other stuff on the demo mission and paste it on other mission?
Ive put the WICT_SP in my mission folder, inside the mission ive created.. , (example: Takistan 1)- What ive done was copy the things from Utes and paste it in a mission on Takistan and then on my mission folder (Takistan 1) ive pasted the WICT_SP and it does not work.
A little help would be apreciated.
And...Thank you to the people that did this!
Congrats.
Dont forget to reply!
I did it, idid it!:))
Where do i paste the classes and other stuff to OA, meaning: Clothes, cars, adaptated to OA terrain?
I saw something about classes but where do i put it? In the SQF, (?)....?
i am lost only like 4 friendly units spawn and they are paratroops and they end up dieing by the time they hit the ground and no enemys spawn.
Total comments : 13, displayed on page: 13
World In Conflict Tool
by
ArmAIIholic
Description:
The WICT: World in Conflict Tool is ArmAII tool for infinitely creating dynamic battlefronts and ultimate free roaming experience with "Ultimate spawning tutorial" and powered by F2 framework.
Immerse yourself into the world of non-scripted battlefields. After creating just several bases the whole island will be covered with battles. If you immerse yourself deeper you can create sandbox-(Red Dead Redemption or GTA4)-style like world.
Features: Turn-based spawning system
brings new strategy dimension to the gameplay. Watch enemies’ movement, but also watch your teammates – you are not alone, use that as an opportunity.
No predefined locations
every inch of the map is potential spawning point and, the most important, battlefield. It’s completely free roam compatible. Every spawning point is calculated during the gameplay taking into consideration various parameters in order to create a battlefront and objective driven battles.
No predefined pathways
every class has its own FSM script that will evaluate the situation upon spawning and setup waypoints and goal – AI is finding the path on its own in order to accomplish that goal.
Safe, hot, tampon and directional zones
for true free roam experience in ArmA.
13 different classes
you can setup and modify for each base. This module is completely open for adding custom teams and squads, vehicles, loadouts… for ArmAII and ArmAII:OA.
It is not all about you
this is a world that will go on with or without you. Both sides will try to break the opponents frontline and capture the base. Both sides will try to capture neutral sectors and turn them into their vantage points.
No caching units
Still you can deploy particular number of units or just let the script make warfare for you. It’s fully compatible with any mission created in the editor. And above all it doesn't spawn just anywhere randomly - usage of the game resources is carefully observed and every spawned unit will play its role.
Stable version
tested, without bugs, mainly designed through FSM, ensures that spawning is accurate all the time.
This script is fully based on 360ISM I created before.
License:
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
Credits:
Thanx to zapat we have new fixed version for spawning winged aircrafts!
Thanx to Shad0wCatcher's tremendous effort we got templates for WICT.
Changelog:
v7.0d
- new fixed version for spawning winged aircrafts!
v7.0c+
- BAF Woodland / MTP / Desert DPM vs Insurgents / Russia / Takistani Army
- USMC vs Insurgents / Russia / Takistani Army
- CDF vs Insurgents / Russia / Takistani Army
- US Army vs Insurgents / Russia / Takistani Army
- All include ACE and Non-Ace versions
v7.0c
- improved autoFlag -- other factions can no longer capture the flag accidentally
- planes will not crash, nice clean drop out of supplies + ammo boxes will be now properly spawned and unlocked
- removeBody.sqf won't use eventHandlers
- I added more centers in init.sqf
- placement radius workaround is now properly working (thanx to psvialli persistence) in Murklor's script
- new time shifter - clouds are still moving with increased speed, but I fine tuned it so they move smoothly and fluently, so it is more natural, speed is fine tuned and there is periodical synchronization with server, so it ensures stable time flow on all clients
- added ambient artillery by Igneous01
- improved core script performance when all players are dead - WICT will continue spawning units!
v7.0b
- fixed and improved supply drop and reinforcements (thanx to zapat)
v7.0
- redesigned init.sqf look
- separate templates for SP and MP (with integrated F2)
- content folders = just copy/paste all folders and files into your newly created mission
- integrated Murklor's Editor based AI script by trigger v8.0(also new Ultimate spawning tutorial)
- integrated Bon's Advanced Artillery Request System
- added modified versions of zapat's tactical mid-flight suppy drop with Universal Crate Filler v2.01 by Tophe of Östgöta Ops OOPS, and reinforcements scripts (new tutorials in Snippets category)"unlocked" all pre-defined base types - now you just have to put markers
- fixed bug in sandbox tool - number of seconds for restarting ID tracker is required! +improved performance
- added sinking bodies in removeBody.sqf
- improved all tutorials, especially Creating a new mission
v6.0
- made basic layout easier!!!
- added load KRON_Strings.sqf for Kronzky strings in start.sqf
- removed the list of bases (in previous versions you wrote them manually) at the beginning of startSettings.sqf and changed autoFlag.sqf function to support base types
- added automatic sorting of bases according to the flag's color in autoFlag.sqf
- changed setupW.sqf and setupE.sqf to support base types too
- improved responsiveness of flag.sqf script (new subscript in the main script)
- changed the way directional zone is created (to match new system with base types)
- added complete path to the file you want to execute via sandbox_exe.sqf script (removed chapters folder) and also improved responsiveness of that script
- completely new taskCreator script that helps you easily develop and control the storyline from the editor without need to make any script
- included special taskCreator execution in sandbox_exe.sqf script
-- no more ID for sandbox_exe.sqf -- it is generated for every script that is ran (from its file name) -- no need to write meaningless IDs and manually keep track of them- added optional parameter if you want to be able to run script again after certain period of time
- initialized reinforcements check variable in start.sqf (reinforcements are for SP ONLY)
- F2 is not needed anymore, all scripts use removeBody.sqf -- new variable WICT_removeBody in startSettings.sqf
- removed second-spawn-probability from troop transport -- it can be done via startSettings.sqf (just add more "clones of the same variant" in the pool, contact me for explanation)
- starting WICT is now JIP friendly
- fixed some errors in clearMemory.sqf
- new tutorials and online manual is adjusted for v6.0
v5.4a
- fixed core files sandbox_exe.sqf and capture.sqf; now rEXECVM calls all start with [nil,nil,rEXECVM, etc.
- fixes tested and working on Dedi [by TeilX]
- added hintC to Debug Demo mission
v5.4
- added new function swap_me.sqf to sandbox template and also provided example mission Ultimate spawning named after the new version of Ultimate spawning tutorial
- changed behavior of air (both air.FSM)
v5.3c
- Minor changes in scripts -- no compatibility problems with previous version
- removed annoying and meaningless messages about capturing base "base_1" etc. and replaced it with blinking circle on the map around the base that is captured or lost
- moved captureMessage.sqf from WICT to WICT_data
- did some more testings of sandbox template (sandbox_exe.sqf script) to test stability
- new tutorial : Expanding your markers --- very important for advanced users -- makes your life easier if you build missions with a lot of markers!
v5.3b
- damaged, but mobile vehicles are removed only if there is empty driver seat
- fixed small bug in removing far, nameless vehicles
- proper version number when starting WICT
- added zapat's script that draws icons for units in Debug mode ON.
- added old Utes demo mission, with new features implemented !
- added example of reinforcements script (only if you are making SP)
v5.3
- re-written flag functions so they are now completely compatible with Dedi
- fixed error in masterClassSpawn.sqf that prevented spawning of soldiers
- moved masterClassSpawn.sqf from WICT_data to WICT folder
- added sandbox template that is easy to use and Dedi compatible
- "moved" battlefront marker to Debug mode
- added task example to demo mission on Utes
- included demo mission on Utes into download (waiting for OA similar example)
- no more God mod inside Debug mode
v5.0
** major change in WICT - new version is not compatible with old ones **
- new version and all tutorials here are released under Attribution-NonCommercial-ShareAlike
- commented all scripting!!!
- added Auto Flag function for easy flag setup
- changed all functions, some from the very core, to be compatible with Dedi
- changed the way bases are set up, for easy manipulation and maintainability (new Online Base Configurator)
- added pool for units and vehicles for easy expanding with custom units from other addons - the most important change!!!
- new Master Class Spawn Function that releases "stress" from all scripts that control class's spawning = easier class management and making custom spawning probabilities
- added battlefront marker to improve players' awareness of battlefront position
- Ultimate spawning instead of Editor based AI spawn script by trigger
- new modular organization: many features I introduced in previous versions will be modules now and not part of the "core", for example: in previous version (v4.0 BETA) I added automatic reinforcements for SP (GM = first slot only), but it won't be built-in function, yet it will be explained step-by-step how to implement it in your mission - don't worry, all features will be there
v4.0 beta
- beta version is powering Hornet's nest v2.0
v3.5
- added WICT base generator online
- added “WICT visual guide for rookies” on Youtube
- WICT_killMe is replaced with removeMan and removeVehicle
- added HALO jumps
- added time shift function
- fixed serious error in sweep function that was preventing units from getting into buildings
- added High Value Target system that is compatible with F2
- OA template by Telson_VBAU [edited by me] included in full version
v3.0
- dear users, all problems you addressed I fixed
- air units displace settings instead of function, removed speed and height for planes – too fast, too high
- added KillMe setting, improved Anti-Jam
- fixed Find Spawn Pos problem that was preventing WICT from work
- more intuitive and Dedi friendly way of starting and stopping WICT
- complete support for scripted missions -- Editor based AI script by trigger!
- new chapter in manual -- Making scripted missions!
v2.32
-- introduced Anti-Jam - page 30 in the manual
-- added veh_spawn template
-- some minor changes
v2.3
CORE and USER SETTINGS
Major changes in the core and spawning system:
-- speeded up a script - it takes now 1.5 second to complete the process
-- added separate markers for west and east (open map in debug mode)
-- changed spawning position in templates e.g.
a) all (getMarkerPos "WICT_spawnLocation") are replaced with WICT_spwnPos
b) also now it is _groundloc = WICT_spwnPos;
-- added function for air-spawn displacement – manual p20 (Where to place a base?)
-- added function for calling reinforcements and instructions for artillery – manual p31/32 (Mission design tips)
-- smoother path finding upon spawn
USER SETTINGS
-- changed speed and altitude for aircrafts
MANUAL
-- added changes for version, installation etc.
ARCHIVE
-- added signature
ATTENTION DEVELOPERS: major change from previous version is that you don’t have to put a module on the map.
However, you also have to open .sqm in some text editor and to find and remove “mylogic” (with quotes), or you won’t be able to start that mission. This addon is now started as a normal script, but it should be installed as addon.
v2.2
MULTIPLYER
-- some changes in code and server/player detection
CORE
-- added multiplayer framework calls for hints about bases
-- ghost base function can now remove bases as well as add them
-- some pre-complied scripts
USER SETTINGS
-- some typo in East regular infantry template
MANUAL
-- added clarifications: multiplayer framework, F2 features list, spawn distance and scan distance, creating new mission and work with Excel, “running your own scripts in MP” example, 1-click COOP explanation, irregular shape zones – in this v2.2 manual has even greater changes than the mod
MISSION
-- flags now have a countdown timer (see manual and v2.1 core)
-- added some empty vehicles
-- added battlefront illustration arrows
v2.1
MULTIPLAYER (core)
- game type auto detection
- added Sickboy's 6thSense.eu script to determine if machine is Ingame Server, Ded Server, Player or JIP Player
- all WICT scripts run if NOT (T_Client && !T_Server) meaning NOT ClientOnly
- all tempaltes are wrapped in this code, but nothing else is changed
- confirmation for running WICT -- WICT v2.1 initialized successfully
- added auto start option for MP
AI (core)
- all scripts run on isServer
- helicopters and planes move at normal/full speed
CORE
- flag status is checked every 5 sec -- two flag scripts cannot run symultaneously on the server - to avoid mistakes who got the flag
USER SETTINGS
- wrapped code in NOT ClientOnly
MANUAL
- changed some parts according to changes in the script (as usual)
- added recomended addons
- added thanx to 6thSense.eu and F2
v2.0
MULTIPLAYER!!! -- "one script to rule them all". WICT is now multi-purpose!
AI (core)
-- added exclusion option from global assault and mounting static weapons
-- changed some flaws in waypoint creation scripts (patrol, sweep, defend)
CORE
-- changed the way WICT removes groups and vehicles
-- full integration with F2 and adaptation for MP
-- one multifunctional template: for SP/COOP/MP
-- ghost base function
USER SETTINGS
-- full integration with F2 (body removal)
-- turned on engine on all vehicles
-- helicopters and planes spawn at bases
MANUAL
-- changed some parts according to changes in the script
-- added forum disscusions
MISSION
-- added hostile resistance to guard fuel depot
-- added Russians to guard airport
-- more static weapons
-- added re-spawn point for West
Testers:
-- need testing for clients - does everything works fine and do they have message about capturing base and does base change color?
-- tested only on Server (LAN) working fantastic
v1.8
AI (core files)
-- every time the base is captured all infantry AI will check is there a static weapon to mount in radius of 150m
-- all AI scripts are now at your disposal for calling
CORE
-- script is considering all units, not just spawned, thus all units and groups (except mounted ones) will participate in global assault and there will be no more issues with loading
USER SETTINGS
-- none of the templates have WICT_all, that array is not needed anymore
MANUAL
-- changed some parts according to these changes in the script
-- added mission and bases desription
MISSION
-- added more units to Russian base and added M119 empty static to fuel depot to demonstrate base reinforcements and mounting static weapons
-- added init.sqf (!!!)
-- added saving game
v1.5
-- added MANUAL
AI (core files)
-- speeded up infantry a little bit
-- increased initial altitude and speed for helicopters to get realistic path for flying over battlefield
-- implemented Binesi's BIN_taskDefend.sqf v1.3a and BIN_taskPatrol.sqf v1.2 for more realistic behavior when the base is captured
-- implemented Wolffy.au version of Binesi's BIN_taskDefend.sqf v1.3
-- adapted for FSMs and added JTD direction normalization function by Trexian
-- added flag call for neutral sectors for other factions
-- every class has completely different behavior and orders with different complexity
CORE
-- added various safety checks for finding spawn positions and waypoints, so script runs smoothly
-- added global assault when clearing memory
-- Garbage Collector not needed anymore! I wrote my own script.
-- troop transport spawns at bases
USER SETTINGS
-- all classes have templates you can edit
-- added new variants to some classes
it's the battlefield not World in conflict :)
Thanx for commenting
Battlefield cannot be proud on AI 
I have to announce that WICT has homepage and link is provided above. There is detailed description why I called it World in Conflict Tool
The stress is on making living breathing world.
New version will come out soon, hopefully, I am working on it.
I'am a fan of these three games (Battlefield 2 + Expansion, ARMA II Combined Operations & World in conflict + All expansions)
So therefore I like your addon!
Please pay attention :
Take a moment and visit WICT homepage. I updated all tutorials with new info.
I did some more testings of sandbox template (sandbox_exe.sqf script) to test its stability.
I also wrote a new tutorial : Expanding your markers (Snippets) --- very important for advanced users -- makes your life easier if you build missions with a lot of markers !!!
I am aware of the fact that WICT is not drag and drop tool, but it's flexibility is in the fact that you can script anything you want, and once you create some pattern you can repeat it and expand your game.
Sincerely,
ArmAIIholic
Hi,
I am not very skilled in the art of scripting and I cannot seem to follow the instructions on your Wiki page. I noticed you had removed some videos on this mod and I was wondering if you could re-post or post a video on how to install the program and to edit and create your own mission. A sample example on how to do this would be very very helpful, also on how to move the files into the correct folders and where they should go etc. etc. From what I have heard and read this sounds like it could drastically expand the longevity of this game and make it a lot more fun. Thank you so much and I hope this won't be a problem.
NortheasternBomb
They have seriously neglected to put any kind of detailed read-me in with this thing, even the wiki seems to explain things assuming the user has full knowledge of the tool already. I don't understand the line "Put WICT into .utes mission folders", but I've seen people using this on other maps too.
This is, most likely, one of the coolest things to come to arma2. Extreame learning curve. It seems to be worth it, though. The truth is that, this is a great mod that will go mostly unused by the common player. I can only think of one benefit to that: A lack of uninspired missions flooding the community, heh;) I sure thank you for my, eventual use of your very detailed, open-ended, amazingly complicated mod/tool:)
Hi and thank you all for commenting. I hasn't been around to see your comments on time, but here I am.
I removed old videos, because I changed how things are setup, and since you are not the only people that said this mode it complicated I had to make new versions.
I completely redesigned some parts, created new videos and made pre-defined settings, so it is now much easier to make basic WICT layout. But, yes, for full WICT power you have to have some previous experience with scripting --- for start knowing where to put folders / modes / scripts, what is mission folder (for example .utes, .chernarus .isladuala etc. etc.)
However... for newbies I redesigned basic parts, so now you have SP and MP template separated with most essential files.
Please, please, please --- I am here to help you and I am always helping people that want to work with WICT --- do not hesitate to come to Bohemia forum and ask anything, or send me PM here, I will visit it more often.
Need a litle help asap:)
Ill try to make it short and readeble; Can we copy trigers and other stuff on the demo mission and paste it on other mission?
Ive put the WICT_SP in my mission folder, inside the mission ive created.. , (example: Takistan 1)- What ive done was copy the things from Utes and paste it in a mission on Takistan and then on my mission folder (Takistan 1) ive pasted the WICT_SP and it does not work.
A little help would be apreciated.
And...Thank you to the people that did this!
Congrats.
Dont forget to reply!
I did it, idid it!:))
Where do i paste the classes and other stuff to OA, meaning: Clothes, cars, adaptated to OA terrain?
I saw something about classes but where do i put it? In the SQF, (?)....?
Congrats to makers, thinkers, "donners"....
You need to change classnames in WICT pool of units in startSettings.sqf. Watch the Youtube video #1.
Also see this :
http://wicta2.wikia.com/wiki/Creating_a_new_mission_1-2-3_steps#ArmA2.2C_Operation_Arrowhead.2C_other_maps
Cheers
Enemy units dont spawn! Is a trigger needed with each marker?
i am lost only like 4 friendly units spawn and they are paratroops and they end up dieing by the time they hit the ground and no enemys spawn.
Total comments : 13, displayed on page: 13