meade95 0 Posted August 5, 2010 What would be some good ways to create a mission where the AI (a particular AI member) would look to evade capture? I understand setting someone to stealth - But if giving them WP on where / how to proceed in stealth mode defeats the purpose (as I would know where they are). CMSF editor allows for these such operations by allowing one to give a particular unit multiple different WP possibilities (with the AI choosing which is best under present conditions, which can change each time). Just looking for some advice.....while sitting at work brain storming ideas for a new SP mission... Share this post Link to post Share on other sites
kylania 568 Posted August 5, 2010 Why not kidnap a homeless guy and have him play the evader? Share this post Link to post Share on other sites
chacne 17 Posted August 5, 2010 make the placement radius of the unit and the waypoints like 300+ so that they could actually be / go anywhere within that area to complete the waypoint, then you wouldnt actually know where exactly they were. thats my best guess > ? Share this post Link to post Share on other sites
LetJimiTakeOver 10 Posted August 5, 2010 make the placement radius of the unit and the waypoints like 300+ so that they could actually be / go anywhere within that area to complete the waypoint, then you wouldnt actually know where exactly they were. thats my best guess > ? That's what I was gonna say. That's how I'd do it but I'm a noob. Also, get back to work! :p Share this post Link to post Share on other sites
meade95 0 Posted August 5, 2010 make the placement radius of the unit and the waypoints like 300+ so that they could actually be / go anywhere within that area to complete the waypoint, then you wouldnt actually know where exactly they were. thats my best guess > ? Hmm. That is probably not a bad idea...and simple. I dig it! Thanks.... Yeah, yeah...back to work! Share this post Link to post Share on other sites
Cougs 10 Posted August 5, 2010 I've found that removing their weapons right before 'flee' time gives AI an added motivation to avoid engagements. Share this post Link to post Share on other sites