Advanced Combat Movement
Unlike my other postings, this is a beplin mod versus a script. It is customizable in game with a custom settings window to the right of controls. For those that have not used beplin before, this mod does work on vanilla campaigns as well.
*NOTE*: Many of these features were intentionally designed to not affect squads inside of objectives for gameplay purposes
What this mod includes:
- Command Marker System
- A new command system with a ground marker and key binds for move commands to ease the process of making commands on the fly.
- The artillery and tank commands remain on the vanilla wheel, but you will receive a red marker to accurately place where you want artillery and tanks to go.
2 Defensive Hold
Much like my previous script that was attempting to make AI smarter, beplin allowed for greater control and I'm pretty happy with the results.
- AI will stop and take cover when engaged. They will only release from their defensive hold if no one in the squad is firing, an artillery barrage lands on or near them, no defenders inside their nearest objective (to encourage movement forward), the phase changes, or they have an active cooldown.
- If the AI call a flanking maneuver, the default settings allow for a longer cooldown before they are allowed to enter in the defensive mode. It is active even before their first defensive hold call. If the AI call a defensive hold call, and when released call a move to call, they will have a shorter cooldown. These are are editable in game via a custom settings screen.
- After actively being in the defensive hold for 10 or more seconds, any AI not on cover will be forced prone. While defensive hold is active, if they are on a cover slot or ever reach a cover slot, they will be allowed their pose control back.
3.Danger Memory
- AI will no longer stand up while in the middle of a fire fight and if they choose prone while outside of the defensive hold, they will remain prone longer
4.Artillery Evasion
- If AI squad leaders are near an incoming barrage, they will call a short charge call to try to escape the barrage and then immediately move back into a hold position.
5.Defensive Smoke
- AI will naturally already throw smoke via vanilla behavior, but this adds another attempt to smoke out shortly before the max hold comes to fruition assuming the AI squad leader has a smoke to use.
6.Covert/Fire
- If you call the covert mode before you are engaged with the enemy, the game will now not automatically call it off so you have a longer time to get your squad into a firing position before they engage with the enemy. If you are engaged and manually call it off, it will remain unable to recall until the game normally allows for a new covert call
Big shoutout to u/HomerNg2763 for being willing to test this out as I developed it and for some smarter squad ideas to implement
For now you can find the files here on ER2's discord
https://discord.com/channels/778000642932211752/1523485624433250386/1523485624433250386
Or here off of Nexus
https://www.nexusmods.com/easyred2/mods/62
There you will find both the DLL and Command Marker Asset file. Both files will need to go into the plugin folder.
Installing BepInEx for Easy Red 2
- Download the latest Beplin release (I have a direct file download in the discord link for windows users)
- Open Steam and locate your Easy Red 2 installation folder:- Right-click Easy Red 2- Select Manage, then Browse Local Files
- Extract the contents of the BepInEx ZIP directly into the Easy Red 2 installation folder.After extracting, you should see files and folders such as:- BepInEx- doorstop_config.ini- winhttp.dll
- Launch Easy Red 2 once.BepInEx will automatically create its required folders on first launch.
- Close the game.
- Open:Easy Red 2\BepInEx\plugins
- Copy the mod folder or .dll files into the plugins folder.
- Launch Easy Red 2 again.If BepInEx is installed correctly, the mod will load automatically.
Troubleshooting
• No plugins folder?
- Run the game once after installing BepInEx.
• Mod not loading?
- Make sure you installed the correct version of BepInEx.
- Verify the mod is inside:
Easy Red 2\BepInEx\plugins
- Check:
Easy Red 2\BepInEx\LogOutput.log
for any loading errors.
Also as an FYI, whatever you set the move/flank/follow to (default is F), in order to use it get them to follow you must press and hold, and to navigate between the flank and move call, use your mouse wheel while the move marker is active.