Pathy 0 Posted August 1, 2010 It occured to me that the current waypoint system isn't really satisfactory for getting groups to move into buildings. Ok, you can place individual units and put them on move waypoints into building positions, you can place individual units into a building in advance, or you can put down a group and tell it to move, with a building position. The trouble is, you're either eating up groups out of your limits by placing individuals, or you're only going to have 1 unit of a group in the building, and the rest mill around outside. My proposal is for a waypoint Occupy Building", in which the group moves to the nearest building, and proceeds to occupy all available position slots. This would certainly make setting up occupied buildings a hell of a lot easier in missions. Share this post Link to post Share on other sites
maddogx 13 Posted August 1, 2010 Sounds like a sensible idea. I like. Share this post Link to post Share on other sites
STALKERGB 6 Posted August 1, 2010 Yeah I would certainly second this idea, i find it a pain trying to tell each soldier to go into a certain position in a building, waypoints end up getting messy when you do it too! I guess a modder could script this? Not that i would have a clue! Would obvioulsy be better if BIS could add it though. I think this not only as a waypoint in the editor but as a command in game for a squad leader would be epic! Share this post Link to post Share on other sites
Inkompetent 0 Posted August 1, 2010 Very good suggestion. And indeed it *can* be done by script to get some sort of functionality that resembles this, but without a lot of probably not all too good tinkering with locking AI in place and stuff like that it can't be done well, and the basic AI FSM would still override any scripting-attempts. Thus getting it built into the base FSM would be a prefered solution :) Share this post Link to post Share on other sites
santafee 10 Posted August 1, 2010 Yep, pretty good idea. I think some improvements for the AI in this area would be great. Last time i played i also thought some of "search" waypoint would be cool, where the AI is using their flashlights in the night and trying to find enemys. The biggest problem with the buildings is still, that in the most buildings the AI is just ignoring walls, walking trough it, clipping it, hanging half way trough it. This is not more then a immerson killer and at its best the AI gets stuck or is bunched up on 1 Position in the house. Maybe wel see some improvements with the Brit DLC coming? Would be nice... Im sure those Chaps like a solid building clearing full of Takistanis also;) Share this post Link to post Share on other sites
meade95 0 Posted August 1, 2010 For teammate AI - It would be great to have a "clear" house/ struture type command - So they all would enter at the same time ( a la, old R6/RVs methods). As is now, almost impossible to clear buildings with AI teammates.. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted August 1, 2010 +1. One of the better waypoint addins I've seen. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted August 1, 2010 and the basic AI FSM would still override any scripting-attempts. You got that backwards. Scripting almost always overrides FSM (FSM is the default). Share this post Link to post Share on other sites
Inkompetent 0 Posted August 1, 2010 You got that backwards. Scripting almost always overrides FSM (FSM is the default). Oh? I'm so used to FSM getting higher priority. Well, that's a relief then :) Share this post Link to post Share on other sites
ben_s 11 Posted August 1, 2010 Very good suggestion. And indeed it *can* be done by script to get some sort of functionality that resembles this, but without a lot of probably not all too good tinkering with locking AI in place and stuff like that it can't be done well, and the basic AI FSM would still override any scripting-attempts.Thus getting it built into the base FSM would be a prefered solution :) Getting the whole building system in general worked into the FSM would be better than our half-arsed scripting attempts at something that can be done 20x better through the AI's FSM Share this post Link to post Share on other sites
galzohar 31 Posted August 1, 2010 UPSMON with the "FORTIFY" parameter does pretty much that, and a whole lot more as well. Share this post Link to post Share on other sites
Egan 10 Posted August 1, 2010 Yep, this is a badly needed feature that would be much appreciated. Share this post Link to post Share on other sites
AnimalMother92 10 Posted August 1, 2010 Quality idea, would love to see this added. Share this post Link to post Share on other sites
mrcash2009 0 Posted August 1, 2010 I would like to see this added, I notice many are showing the scripted route but I assume we are talking hard coded into engine VIA BIS would be best. And of course extend this into High Command. Share this post Link to post Share on other sites
paplate 10 Posted August 2, 2010 An Occupy Building waypoint, and an Assault Building waypoint/command. This would make for some GREAT CQB. Share this post Link to post Share on other sites
jakerod 254 Posted August 2, 2010 I would say the following are needed: Assault Building: Team will search in the building for enemies in a sensible manner. Occupy Building: Team will occupy the building but will move out if contact is made. Defend Building: Team will occupy and stay in the building if contact is made. As it presently stands, if you put groups into a building, they will leave if contact is made with the exception of the group leader. That is why I made the three distinct ones there. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted August 2, 2010 (edited) Assault: "Search and Destroy" WP put onto building. Occupy: "Sentry" put WP put onto building. Defend: "Guard" (?) WP put onto building. Edit: Defend: "Move" WP put onto building, and if no house position is given (listed as none). Reason for changing from Guard to Move; Guard is still a special kind of WP. Wouldn't work at all if there was a guard trigger somewhere. Edited August 2, 2010 by CarlGustaffa Share this post Link to post Share on other sites
TechnoTerrorist303 10 Posted August 3, 2010 Well explained excellent idea This Occupy building waypoint please kkthx. Share this post Link to post Share on other sites
Killerwatt 0 Posted August 4, 2010 ThisOccupy building waypoint please kkthx. +1 I have to agree. It would be great. Share this post Link to post Share on other sites
lugiahua 26 Posted August 5, 2010 I think Occupy and Defend building should be different like these: Occupy: AIs will stay away from opening, eg: doors, windows to protect themselves (would be useful to avoid aircraft or make civilians hide in their houses) Defend: AIs will move to all possible fire post and engage enemies around the building (stay near doors, windows, roof top) Share this post Link to post Share on other sites
laggy 0 Posted August 13, 2010 Great idea :) Really hope they do this. Another way to do it is by a function I guess, like they now have "bis_fnc_taskDefend" and "bis_fnc_taskPatrol". Those can just be pasted in a waypoint and makes the AI defend or patrol. A much easier and faster solution would of course be to program a specific waypoint type, like you suggest. Share this post Link to post Share on other sites
Txheat 10 Posted August 14, 2010 +1 sounds cool and i like it. Would make my life a bit better so i am all for it. Share this post Link to post Share on other sites