hi,
Totally agree those terminator AIs who see throught vegetation are pretty anoying. But there's a solution to have smart enemies without having 1shot/1kill enemies. It is the setSkill array. With this command you can for example make the AI spot you and fire from far away if you engage them (it means that they don't stay like idiot crawling and running around without any goal if you fire on them from far) and at the same time make AI accuracy acceptable.
Here's a little script to set the setSkill array level:
set_skill_array.sqf
I made a little demo to show how it works.
http://www.multiupload.com/2648BYSB2M
Play with the script values to obtain the wanted result.
Yes we talked about that on TS, for futher information look at http://community.bistudio.com/wiki/Waypoint:Guard; There's very useful info about the power of the GUARD waypoint. This waypoint if used properly will simulate a kind of communication between AIs. You can also use it in conjunction with SENTRY waypoint. But maybe I should open a totally new topic to explain the differents waypoints.
Very useful thx Variable.
cya.
Nikiller.
(06-02-2011, 04:43 PM)Osku link Wrote: With the enemy skill level, I wanted to keep it semi-low (~25 percent), because most of the enemies have only iron-sights and in example at the AA site the enemies see through the tall grass easily and appear to have unhuman senses. If I set the guys guarding AA skill low, and others higher, the skilled guys might move by themself from the next objective. It gets messed up?
Totally agree those terminator AIs who see throught vegetation are pretty anoying. But there's a solution to have smart enemies without having 1shot/1kill enemies. It is the setSkill array. With this command you can for example make the AI spot you and fire from far away if you engage them (it means that they don't stay like idiot crawling and running around without any goal if you fire on them from far) and at the same time make AI accuracy acceptable.
Here's a little script to set the setSkill array level:
set_skill_array.sqf
Code:
/*
======================================================
Set Skill Script for ArmA2 by Nikiler v0.9b
contact: nikillerofp@hotmail.fr
nul=unitName execVM "set_skill_array.sqf"
======================================================
*/
if (!isServer) exitWith {};
_this setSkill ["spotDistance",1];
_this setSkill ["spotTime",0.7];
_this setSkill ["commanding",0.9];
_this setSkill ["aimingShake",0.5];
_this setSkill ["aimingAccuracy",0.5];
if (true) exitWith {};
I made a little demo to show how it works.
http://www.multiupload.com/2648BYSB2M
Play with the script values to obtain the wanted result.
(06-03-2011, 11:54 AM)Osku link Wrote: Nikiller told me on TS that if enemy unit is on GUARD waypoint anywhere on the map, they might start moving by themself towards the contact that was made by another group/unit.
I replaced my GUARD wps with MOVE - it appears to be working now as I intended to.
Yes we talked about that on TS, for futher information look at http://community.bistudio.com/wiki/Waypoint:Guard; There's very useful info about the power of the GUARD waypoint. This waypoint if used properly will simulate a kind of communication between AIs. You can also use it in conjunction with SENTRY waypoint. But maybe I should open a totally new topic to explain the differents waypoints.
(06-03-2011, 03:31 PM)Variable link Wrote: Osku, if I read you right, you are also fond of "lighted night" missions, so you might want to check this script out. It can set all kind of coloured, lighted nights. I use it in my coming "Breaking Hercules" mission.
Demo mission attached. Play with the values on the init fields to change the effects to your liking.
Very useful thx Variable.
cya.
Nikiller.
what the fuck?