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blackpulpit

Best A.I. script

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Hello all, I want to make some simple missions for myself and would like the A.I. to walk around, check houses and patrol, were can I find the best scripts with directions for something like this? this is for combined ops, thank you.

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There's also the Urban Patrol Script (UPSMon) in the addons complete forum.

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As my pre-poster already stated....

Use DAC3.0 by Silola.

That AI Addon is a huge framwork for the AI!

Just to point out a few characteristics:

- random patrol

- flanking enemy

- AI artillerie if group is threatened

- supporting troops

- random waypoints

- adjustable zones (even in polygons)

- house patrol

- using empty vehicle,guns etc

...

...

- Dac history started already in OFP times.

If u want to use Zeus AI Addon also - fine.

Since DAC3.0 .... i am sorry to the UpsMon script creator ....Upsmon is outdated, as DAC moves always a bit over Upsmon great features.

And yes DAC 3.0 is O.A-able....u only need to edit the units config and add the new OA class names, u want to take part in your battle.

Edited by Nephris1

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As my pre-poster already stated....

Use DAC3.0 by Silola.

That AI Addon is a huge framwork for the AI!

If u want to use Zeus AI Addon also - fine.

Since DAC3.0 .... i am sorry to the UpsMon script creator ....Upsmon is outdated.

And yes DAC 3.0 is O.A-able....u only need to edit the units config and add the new OA class names, u want to take part in your battle.

What / How exactly do you edit the units Config?...And where do you add the new "class names".....I'm interested in using this script....but I'm compeltely new to it...

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i do not agree.

DAC does not enhance AI in combat as awesome UPSMON.

Another great AI enhancer is SLX mod.

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Well u have to use the extern DAC logic, although this is imho always the best solution, as u are able to configurate everything u need.

That means u need the DAC folder from the "extern DAC - tutorial mission", and add following code to the DAC_Config_units.sqf

take care u keep the chronologic of the case numbers.

Or u simply replace the vanilla ArmA2 classes from case 0 on.

However u will do it, the cases of course refer to the call in the trigger,

//-------------------------------------------------------------------------------------------------
//-----------------------------Operation arrowhead------------------------------------------
//-------------------------------------------------------------------------------------------------USA
case 9:
{
	_Unit_Pool_S = 	[
						"US_Soldier_Crew_EP1","US_Soldier_Pilot_EP1","US_Soldier_TL_EP1","US_Soldier_GL_EP1","US_Soldier_EP1",
						"US_Soldier_AR_EP1","US_Soldier_AAR_EP1","US_Soldier_GL_EP1","US_Soldier_LAT_EP1","US_Soldier_Medic_EP1","US_Soldier_B_EP1","US_Soldier_HAT_EP1","US_Soldier_EP1"
					];
	_Unit_Pool_V = 	[	"HMMWV_DES_EP1","ATV_US_EP1","HMMWV_M998_crows_M2_DES_EP1","HMMWV_Ambulance_DES_EP1",
                           "MtvrSupply_DES_EP1","MtvrReammo_DES_EP1","MtvrRefuel_DES_EP1","MtvrRepair_DES_EP1","MtvrSalvage_DES_EP1"
					];
	_Unit_Pool_T = 	[	"M1A1_US_DES_EP1","M2A2_EP1","M2A3_EP1","M6_EP1","HMMWV_MK19_DES_EP1","HMMWV_TOW_DES_EP1","MTVR_DES_EP1","M1135_ATGMV_EP1"];
	_Unit_Pool_A = 	[	"CH_47F_EP1","UH60M_EP1"];
};
//-------------------------------------------------------------------------------------------------Tschechen
case 10:
{
	_Unit_Pool_S = 	[
						"US_Soldier_Crew_EP1","CZ_Soldier_Pilot_EP1","CZ_Special_Forces_TL_DES_EP1","CZ_Soldier_MG_DES_EP1","CZ_Soldier_DES_EP1","CZ_Soldier_AT_DES_EP1","CZ_Soldier_B_DES_EP1","CZ_Soldier_SL_DES_EP1","CZ_Soldier_AMG_DES_EP1"							
					];
	_Unit_Pool_V = 	[	"ATV_CZ_EP1","HMMWV_M1151_M2_CZ_DES_EP1","LandRover_CZ_EP1","LandRover_Special_CZ_EP1","HMMWV_Ambulance_CZ_DES_EP1"];
	_Unit_Pool_T = 	[	"M2A2_EP1","M2A3_EP1","M6_EP1"];
	_Unit_Pool_A = 	[	"Mi171Sh_CZ_EP1","Mi171Sh_rockets_CZ_EP1"];
};

//-------------------------------------------------------------------------------------------------Deutsche KSK
case 11:
{
	_Unit_Pool_S = 	[
						"US_Soldier_Crew_EP1","CZ_Soldier_Pilot_EP1","GER_Soldier_TL_EP1","GER_Soldier_MG_EP1","GER_Soldier_Medic_EP1","GER_Soldier_EP1","GER_Soldier_Scout_EP1","GER_Soldier_EP1","GER_Soldier_EP1","GER_Soldier_EP1"							
					];
	_Unit_Pool_V = 	[	"ATV_US_EP1","ATV_US_EP1"];
	_Unit_Pool_T = 	[	"M2A2_EP1","M2A3_EP1","M6_EP1"];
	_Unit_Pool_A = 	[	"CH_47F_EP1","MH6J_EP1","UH60M_EP1"];
};

//-------------------------------------------------------------------------------------------------Taki Armee
case 12:
{
	_Unit_Pool_S = 	[
						"TK_Soldier_Crew_EP1","TK_Soldier_Pilot_EP1","TK_Soldier_SL_EP1","TK_Soldier_AR_EP1","TK_Soldier_AMG_EP1","TK_Soldier_GL_EP1","TK_Soldier_EP1","TK_Soldier_EP1","TK_Soldier_LAT_EP1","TK_Soldier_AT_EP1","TK_Soldier_B_EP1","TK_Soldier_AA_EP1","TK_Soldier_Medic_EP1"						
					];
	_Unit_Pool_V = 	[	"LandRover_MG_TK_EP1","LandRover_SPG9_TK_EP1","UAZ_MG_TK_EP1","V3S_TK_EP1","SUV_TK_EP1","UAZ_Unarmed_TK_EP1"];
	_Unit_Pool_T = 	[	"BMP2_TK_EP1","BMP2_HQ_TK_EP1","BRDM2_TK_EP1","BRDM2_ATGM_TK_EP1","BTR60_TK_EP1","M113_TK_EP1","T34_TK_EP1","T55_TK_EP1","T72_TK_EP1"];
	_Unit_Pool_A = 	[	"Mi24_D_TK_EP1","Mi24_D_TK_EP1","Mi17_TK_EP1","UH1H_TK_EP1"];
};
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------Taki SF
case 13:
{
	_Unit_Pool_S = 	[
						"TK_Soldier_Crew_EP1","TK_Soldier_Pilot_EP1","TK_Special_Forces_TL_EP1","TK_Special_Forces_MG_EP1","TK_Special_Forces_EP1","TK_Special_Forces_EP1","TK_Special_Forces_EP1"					
					];
	_Unit_Pool_V = 	[	"SUV_TK_EP1","LandRover_MG_TK_EP1","SUV_TK_EP1"];
	_Unit_Pool_T = 	[	"BMP2_TK_EP1","BMP2_HQ_TK_EP1","BRDM2_TK_EP1"];
	_Unit_Pool_A = 	[	"UH1H_TK_EP1"];
};
//-------------------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------Taki Miliz
case 14:
{
	_Unit_Pool_S = 	[
						"TK_Soldier_Crew_EP1","TK_Soldier_Pilot_EP1","TK_INS_Soldier_TL_EP1","TK_INS_Soldier_AR_EP1","TK_INS_Soldier_2_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_4_EP1","TK_INS_Soldier_4_EP1","TK_INS_Soldier_AT_EP1","TK_INS_Soldier_AAT_EP1","TK_INS_Soldier_MG_EP1","TK_INS_Soldier_AA_EP1"						
					];
	_Unit_Pool_V = 	[	"LandRover_MG_TK_INS_EP1","LandRover_SPG9_TK_INS_EP1","Volha_2_TK_CIV_EP1","V3S_Open_TK_CIV_EP1","Ural_TK_CIV_EP1","S1203_TK_CIV_EP1","Lada2_TK_CIV_EP1"];
	_Unit_Pool_T = 	[	"BTR40_TK_INS_EP1","BTR40_MG_TK_INS_EP1"];
	_Unit_Pool_A = 	[	"UH1H_TK_EP1"];
};
//-------------------------------------------------------------------------------------------------

I dont want to explain everything in this thread,as it actually belongs to the DAC Release &Support hread.

So either ask there again plz or evenbetter have a look into the ReadMe.

@fidec: well it doesent seem u r not yet deep enough into DAC, as it adds much more than Upsmon.

Well each mans` choice on his own.

This is the complete DAC feature list:

# generate units and waypoints dynamically in AI-zones

# highly dynamic game experience, because of AI-zones being generated at every mission start

# dynamic decrease of unit number (infantry or vehicle groups)

# freely chosen size and number of zones (modify directly in in-game editor)

# every zone can be configured individually (modify directly in in-game editor)

# up to four different unit-categories can be generated per zone

# two zone types: unit-zones, waypoint-zones, can be combined

# freely chosen number of unit-zones can be linked with each other

# freely chosen number of waypoint-zones can be linked with unit-zones

# freely chosen number of unit-configurations can be defined

# freely chosen number of behaviour-configurations can be defined

# freely chosen number of waypoint-configurations can be defined

# movable zones (global troop movement)

# size of a zone can be changed at every time

# new behaviour-configuration can be loaded at every time

# new unit-configuration can be loaded at every time

# dynamic AI-respawn in camps generated dynamically (no respawn or camp limits)

# freely chosen number of camp-configurations can be defined (by a maximum of six camp-upgrades)

# camps can be linked to zones

# AI-respawn also possible without camp

# “Standby-mode†for zones, units are generated when needed

# zones can be activated, deactivated as often as you want to

# script, which can delete units (depending on time and/or distance)

# user defined waypoints can be included

# running on dedicated servers

# dynamic weather script

# control markers can be activated

# freely chosen number of marker-configurations can be defined

# new marker-configuration can be loaded at every time

# radio messages and markers depending on chosen side can be activated

# units placed in in-game editor can use DAC routines as well

# AI conquers buildings

# AI detects empty vehicles

# AI uses empty static guns

# AI uses smoke grenades

# complete new routines for detecting the enemy

# scripted artillery support for players and AI (static and mobile)

# AI-(voice-) sounds can be defined on seven different situations (works with MP)

# extended error handling (to avoid user input errors)

# 6 configuration files for individual modifications

# good MP performance

# You can create AI zones "on-the-fly"

# option to create mixed groups, for example 1 tank with 6 soldiers

# Zones can now be rotated

# Zones can now take the form of a circle or an ellipse

# Zones can now have the form of an arbitrarily shaped polygon

# Custom Waypoints can now be pre-defined everywhere on the map

# Additional functions from MadRussian (especially in the area of custom waypoints)

# New behaviour options

# New "Config_Weapons" to define a custom weapon-layout foreach soldier type in every unit_config

# The ability to generate objects in zones (with lots of options)

# The ability to release DAC groups from the system in order to hand them over to another AI system

# The option of integrating radio sounds for certain situations

# Dynamic adjustment of the number of generated DAC-groups in MP games

# Many other small features

SLX is not bad, but it doesnt work in MP as i last tested it on our dedi.

DAC is working by default onDEDi and listen server.

Edited by Nephris1

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It's better to clarify that I'm referring to the SP experience

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It's better to clarify that I'm referring to the SP experience

I think DAC is perfect for the OP, and you can use other AI enhancing mods alongside DAC such as SLX, GL4... also DAC pretty much covers what the UPSMON script does and more.

I only play SP and pretty much use DAC all the time when setting up my own scenarios... i recommend you give it a try.

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Oh yes, DAC is good, you should download it and check out the included 33-part introduction. I was hooked when I saw AI doing dynamic house searches (Well, don't expect SWAT4 or Rainbow Six but anything is better than vanilla behavior)...

It just has this annoying problem at the moment that even if units are told to patrol at slow speed they still might run everywhere.

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I haven't tested DAC but I've been using UPSMON the last days. What I like about it is that it's scripts, not addon and they're quite good.

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