Shoot. Move. Communicate. Kill. This is Elite-Counter-Terror.

Description

An updated version of the ECT AI mod which is now compatible with the latest mods and features. Available in 2 versions to work with a vanilla install and Twi's Supply Drops.

Preview
Elite Counter-Terror v2.074
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PurpleRhino83
PurpleRhino83 - - 64 comments

Oh man this is a welcome surprise! Really thought you quit modding. Thanks for this update.
Looking forward to the expansion pack.

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ac11b Author
ac11b - - 139 comments

Thank you for downloading and for your support!

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Lucifer~
Lucifer~ - - 85 comments

So do we download the old version and put this on top of it? it just seems too small with 1 mb while the 1.27 version is more than 300.

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ac11b Author
ac11b - - 139 comments

That's a good catch, sorry I will clarify this in the readme. The 1.27 version was built on an older version of Supply Drops that used a different folder structure and you shouldn't use it. If you have it installed, I recommend doing a fresh, clean install of the game, then install Supply Drops if you want it, and then ECT accordingly. 1.27 may still run but I stopped testing or working on it because Twi's Supply Drops evolved a lot since then. The mod is small right now because it is all code classes and a few sounds/textures. It will be larger in future versions when I add the custom game/expansion format because it will be integrated with Supply Drops and more. The goal with v2 is to keep it as small as possible without putting any files into the Ravenshield folder, but there are a few items that have to go there.

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ac11b Author
ac11b - - 139 comments

v2.03 adds code for the AI to detect if they have lasers on their weapon and turn them on.

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VinokurovAlex09
VinokurovAlex09 - - 169 comments

Is it possible to make AI turn on lasers on their weapons after the player turns on the laser, as it is implemented with NVG?

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ac11b Author
ac11b - - 139 comments

Yes that's how it is designed, the AI teammates in the player's team will only turn them on when you do. AI teams will attempt to all turn them on and leave them on, if the team leader has one equipped.

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VinokurovAlex09
VinokurovAlex09 - - 169 comments

Thanks for the reply. I really like ECT V1.27, especially the AI changes during the cleaning of rooms, if you improve their algorithms, then it will be just fine. This whole cumulative mod is what Rainbow Six 3 was supposed to be and compared to this mod, vanilla looks like a pathetic beta version. Thank you guys for your efforts!

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ac11b Author
ac11b - - 139 comments

Thank you so much! Room-clearing is an area where I’ve done a a lot of testing to refine it. The goal is to have the 1-2 entry men attack the corners like in real infantry manuals, but it is difficult to alter because it is controlled in many different functions and affected by numerous factors. It is a very important part of the game so I plan on doing an update solely focused on refining room clearing.

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SamFisherBlacklist
SamFisherBlacklist - - 6 comments

Great news man since the worst part about Rainbow six is their frendly ai, therefore this mod is very appreciated

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VinokurovAlex09
VinokurovAlex09 - - 169 comments

Did I understand correctly: "AI will only engage in recon with silenced weapons" if I distributed primary weapons without a silencer and pistols with a silencer to the fighters, then when the penetration/reconnaissance mode is turned on, will the fighters switch to pistols with a silencer? Аs it was implemented in R6 Lockdown and R6 Vegas 1-2, GRAW 2 I hope you understand what I meant?

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ac11b Author
ac11b - - 139 comments

From my testing in recon and infiltrate, the AI will not switch to their pistol if that is their only silenced weapon, they will keep their primary equipped but they will hold their fire if they have a target in sight (unless they start taking damage). I’m not sure if that’s something I want to change, because I like how they are ready to start engaging as soon as you switch to assault. But it is a good idea so I can explore making that possible in infiltrate mode and then keeping recon unchanged (or vice-versa).

The AI only switch to the their secondary in 2 cases:
1. If they have a sniper rifle as their primary (there are a couple snipers that are the exception) they will keep their secondary equipped until they are in a pre-planned sniping position.
2. If they need to reload their primary but are engaging a target, they will switch to secondary until the sector is clear. And of course if primary ammo is expended.

Thanks for trying out my work! Cheers

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VinokurovAlex09
VinokurovAlex09 - - 169 comments

The introduction of such a function as switching to secondary weapons (pistols or any PDW) with a silencer when the penetration / reconnaissance mode is turned on and not using the main weapon without a silencer in these modes makes it possible to change the tactics of combat at any time, and this is very interesting. It's even strange that the game developers did not implement this mechanic.

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VinokurovAlex09
VinokurovAlex09 - - 169 comments

I tried your mod, everything works fine, but I noticed one feature when ordering fighters to go to the target running, they run only for short distances, if the target is far away, they walk. And on the topic of changing weapons to silent with the order "penetration / reconnaissance": One does not interfere with the other in reconnaissance, they will not shoot anyway, but in penetration they should, but silently. As I understand this is the meaning of the "assault /penetration /exploration" modes, Many players have complained that this mechanic does not work as I described and usually everyone writes that this mechanic is broken by developers or unfinished.If you could do it, it would greatly improve the gameplay.

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ac11b Author
ac11b - - 139 comments

The Fast Move at long distances should be fixed now in 2.04. I am working on testing the ROE updates that we have discussed and will let you know my findings.

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VinokurovAlex09
VinokurovAlex09 - - 169 comments

Great news! Thank you very much! It's nice to start the day with good news!

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ac11b Author
ac11b - - 139 comments

I updated the ROE in v2.05 so that when in infiltration mode, the AI will switch to a silenced secondary weapon if their primary is unsilenced. And when they switch back to assault, they will switch back to their primary. I tested it with AI and player controlled teams. Let me know what you think!

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VinokurovAlex09
VinokurovAlex09 - - 169 comments

Great! It looks like a New Year's gift to all of us! The system of switching Rainbow fighters to secondary weapons with a silencer (submachine guns or pistols) in the "penetration" mode works perfectly. I really liked it! The only thing I would like to suggest is that in the "reconnaissance" mode, Rainbow fighters should also switch to a secondary weapon with a silencer, as in the "penetration" mode, but they should only open fire in response (as it was implemented in Rainbow Six Vegas). I know that you didn't want to change the algorithms of the fighters' response to threats in the "intelligence" mode, but it works like this if you don't give the fighters a weapon with a silencer. And here there is a difficult moment in the "reconnaissance" mode, the fighters do not react to the enemy's shelling and die. I think it makes sense to return their reaction to the shelling, as you did in version 1.27. Otherwise, everything is just fine, the cleaning of the premises looks just great. The AI of Rainbow fighters has become noticeably better (except for the reaction to enemy fire in the "reconnaissance" mode). Great job!

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SamFisherBlacklist
SamFisherBlacklist - - 6 comments

My appreciation for your work is beyond limits, and im even happier because you hae promised that you willl be making your own version of dark maps. Nothing could be better than that

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ac11b Author
ac11b - - 139 comments

I removed all the extra guides and scripts from the download in v2.041 and uploaded them to my Github repository where it will be easier to maintain and reduce clutter.
Github.com

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ac11b Author
ac11b - - 139 comments

v2.06 fixes the new verbal commands for female operatives and improves the fast move. The file size is also reduced because I no longer need to include a separate sound package.

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VinokurovAlex09
VinokurovAlex09 - - 169 comments

I'll start with the cons: 1. For some reason it became impossible to arrest surrendering terrorists - the soldiers of the detachment simply shoot at the surrendering, after the order to arrest. If you try to arrest a terrorist yourself, it does not work, because even if the surrendering terrorist is not shot by the fighters in the process of putting on handcuffs, then at the last moment of putting on handcuffs, the terrorist simply dies. 2. It became impossible to give the order to the soldiers to throw a fragmentation grenade, even if they have it in their equipment. The fragmentation grenade option has disappeared from the orders menu, and if there are only fragmentation grenades in the equipment, then the fighters answer that this is not possible. 3. Departures from the game have become more frequent. Of the advantages, you fixed what was in the game, but for some reason it didn't work before: the phrases of the fighters: "Reloading / Out of ammo" and the order "Move faster". This is very cool, well, the delay in entering the room after throwing a gas grenade is also the right darkening.

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ac11b Author
ac11b - - 139 comments

Thank you for pointing out those bugs, I'll work on them ASAP. I usually turn the "coward" trait to 0 and increase the 'hardened' trait when I play so that's probably why I didn't see the bugs with surrendering. Please let me know if you can whether you are using the Vanilla or Supply Drops version.

Update: It looks like both the surrendering and frag grenade bug are on the SD version only. That should point me to the issue pretty quickly, but I'll put out a patch in the meantime.

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VinokurovAlex09
VinokurovAlex09 - - 169 comments

Yes, I use the SD mod, Open RVS v1.5 and everything that is specified in the Installation Guide of the heavily modified Raven Shield for single player (https://www.moddb.com/games/tom-clancys-rainbow-six-3-raven-shield/tutorials/guide-to-install-a-heavily-modded-raven-shield-for-single-player).

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ac11b Author
ac11b - - 139 comments

Ok the bugs for surrendering and frags should be resolved in v2.061, released today. Also, I only tested for compatibility with the mods I listed in the readme. I cannot guarantee stability for any other mods you add in. The other mods that are in that guide are outside the scope of my testing.

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VinokurovAlex09
VinokurovAlex09 - - 169 comments

Yes, of course

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VinokurovAlex09
VinokurovAlex09 - - 169 comments

I have a question whether there is an opportunity to add music tracks (for example, other arrangements of Bill Conti's theme music from the previous parts of Rainbow Six), since during the planning of the operation only two music tracks get bored. Unless of course it goes beyond your competence.)))

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ac11b Author
ac11b - - 139 comments

Yes, I have added custom music to the game and menu before. When I finish the full version of ECT I intend to have a new menu theme, so I'll listen to those you mentioned for possible inspiration.

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VinokurovAlex09
VinokurovAlex09 - - 169 comments

No, you don't need to replace anything! just expand the list of tracks from two to 5-6. I mean all the arrangements of the main theme Rainbow Six (from the previous parts) and the Ghost Recon Bill Conti's in the main menu.

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VinokurovAlex09
VinokurovAlex09 - - 169 comments

I'm sorry, I made a mistake the author of the music Rainbow Six and Ghost Recon Bill Brown!

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ac11b Author
ac11b - - 139 comments

Will definitely take a listen!

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VinokurovAlex09
VinokurovAlex09 - - 169 comments

I took the liberty to collect suitable in my opinion, Bill Brown's musical tracks. If you could add these tracks to the two vanilla ones without replacing them, that would be very good. The process of long-term operation planning would be much more interesting. Drive.google.com

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ac11b Author
ac11b - - 139 comments

Version 2.062 fixes:
-AI no longer repeats "reloading/weapons dry" with each loaded if they are carrying a pump shotgun. They will only say it once, and sometimes not at all if enemies are around.
-AI Teams will no longer use NVGs on day-time missions. They will only use them on night maps when they are in very dark areas. This is influenced by the mission time in the map's localization file, so make sure it has one. The player's AI teammates will still always turn them on when the player does.
-Refer to the online Change-log for full list of updates: Github.com

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DragonPOP
DragonPOP - - 7 comments

Tried running this on the tail end of the steps outlined in Moddb.com but I lost all weapons textures in Supply Drop. Tried it in place of the old ECT and had the same issues. What would you recommend I do?

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ac11b Author
ac11b - - 139 comments

If you want to play ECT v2.0+, that guide will not work for you. I only test compatibly with the mods listed in the readme:
-Supply Drops - latest version with patch
-Jo92's WeaponPack
-Twi's Realistic Smoke mod
-Jugulator's Goggle HUD v3
-Any rainbow skin pack

I honestly don’t know half the mods in that guide so I wouldn’t know where to start.

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DragonPOP
DragonPOP - - 7 comments

Followed installation of the mods that you listed that were compatible, the game now fails to even launch.

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ac11b Author
ac11b - - 139 comments

If you can provide this info I’ll troubleshoot:
-Which version # of ECT
-Which folder you are using (vanilla or SD)
-If using SD, We’re you launching into Ravenshield or directly into Supply Drops.
-Any other mods
-have you tried a clean install
Thanks

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DragonPOP
DragonPOP - - 7 comments

ECT 2.062, SD folder, launching Raven Shield then selecting SD from Custom Game. Other mods installed were the ones you listed compatibility with. This was done on a clean install.

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DragonPOP
DragonPOP - - 7 comments

Did the clean install and everything worked. Now the only issue I am running into is trying to use the magnifier on the HHS or the offset sights.

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jo92
jo92 - - 71 comments

@DragonPOP
hold left alt key for about half a second or so

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VinokurovAlex09
VinokurovAlex09 - - 169 comments

I had a ready-made assembly assembled according to the manual with the old version of ECT 1.27, I installed ECT 2.0+ on top, replacing the files and installed an Open RVS 1.5 and everything works for me, there are no problems and conflicts with other mods from the manual. Perhaps you forgot to install the Open RVS 1.5 or edit the SupplyDrop file.

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DragonPOP
DragonPOP - - 7 comments

I'll go back through with a clean install shortly.

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DragonPOP
DragonPOP - - 7 comments

Ran through the guide on a clean install, adding 2.0+ at the tail end. Got everything to work. Out of curiosity, how does one enavle the magnifier on the HHS optic?

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VinokurovAlex09
VinokurovAlex09 - - 169 comments

There are 3 main mods in the manual: SD, ECT and Jo92's WeaponPack, all other mods are cosmetics: sky boxes, textures of fighters, terrorists and vanilla weapons, all of them do not affect ECT in any way. Problems may be due to its incorrect installation. IMHO.

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Guest
Guest - - 690,442 comments

Hello.

One aspect I like about the Supply Drop mod is how it changes the weapon viewmodel's position based on the operatives movement and stance.
Seeing how modding the viewmodel position is possible and that the mod author has retired from developing it, I wonder if you'd be willing to incorporate this feature in ECT in the future.

I'm thinking have all weapons be moved to the center of the screen, albeit off-set to the right slightly and angled towards the left akin to Ground Branch and Ready or Not. This would make aiming at the hip easier and more viable, even without laser sights.

Also maybe add a point-aiming mode alongside regular iron sight aiming, which would be activated by holding down or double-tapping the Zoom button.

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ac11b Author
ac11b - - 139 comments

Hello, I also like the Supply Drop changes to weapon view and didn't alter them in any way in the ECT SD version. Currently I have no plans on implementing anything native to this mod related to weapons, I am focusing on AI. In the future I can look into the changes you're suggesting but would have to consult with the creators of the custom weapons.

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VinokurovAlex09
VinokurovAlex09 - - 169 comments

You're doing everything right, except for you, nobody was engaged in the AI of Rainbow fighters, and this is really one of the weak points in the game. The developers have made many controversial decisions, but there is definitely a flaw here. It always annoyed me in the vanilla version when the blue team fighters died in the doorway from one tango. And if there was a prolonged firefight, it means 1 or 2 Rainbow operators are dead.

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ac11b Author
ac11b - - 139 comments

V2.07 was focused exclusively on room-clearing and improves AI positioning when they enter and clear. I ran through many different maps on spectator mode observing where the AI-led teams were failing and addressed many cases. This is a continual process.

View the changelog for more details:
Github.com

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VinokurovAlex09
VinokurovAlex09 - - 169 comments

I tried version 2.07 and everything works fine, the fighters move very realistically, but during the storming of small rooms, the fighters stop in the doorway. For example, on the map of a mansion in the Caymans, in a guest house, when entering the bedroom and shower, the fighters simply stayed in the doorway. After making sure that there is no one there. PS. Have you seen my post about a selection of Bill Brown's music tracks?)))

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ac11b Author
ac11b - - 139 comments

Thank you for giving me a specific location, that makes it very easy to test and refine. I’m sort of going 1 map at a time right now but I’ll get to the area you mentioned.

Regarding the music track, I only did it successfully in experimental testing on the base game and I had to overwrite the R6Menu files, which is not ideal and potentially very unstable. I have no idea how to do it in the Supply Drop menu without breaking all the crucial features of it. Modding gameplay is one thing, modding menus is a totally different animal. I can do custom backgrounds and panning images but still haven’t settled on a design I want to use in my own menu. The focus is on AI right now.

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VinokurovAlex09
VinokurovAlex09 - - 169 comments

Yes, this is much more important! Music and backgrounds are little things, and your work is more fundamental! I use your mod in conjunction with other mods listed in the manual and a few more, and it's very cool, it's a completely different game much cooler than the vanilla version, although I think it should have been like this initially, why the developers didn't finish it is not clear to me. In any case, do not stop your work is very important and appreciated.

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VinokurovAlex09
VinokurovAlex09 - - 169 comments

As for the actions of the group: on the map, the mansion in the Caymans: the fighters mostly behave adequately, but when entering the kitchen from the street, a room with a laptop, a bedroom and a shower room of the guest house after the command "enter and clean up", the fighters open the door, the first one comes in cleans the room and stops, and the rest remain in the doorway.

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ac11b Author
ac11b - - 139 comments

Thanks, I have that bug fixed already and should have it ready for download soon. I still want to polish a few areas.

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