Jump to content
Sign in to follow this  
polar bear

AI departing from their waypoints

Recommended Posts

I am scripting a mission in which the enemy AI attack a position held by friendly AI. They attack in sufficient numbers that they will almost certainly win the engagement. That's not the only thing that's going on in the map at that time--there's likely activity elsewhere at the same time, distant firefights. But it's important that the enemy attack and attempt to occupy this particular position.

So I have a series of MOVE waypoints leading them into the area they are meant to attack, ending in a HOLD waypoint. As they get nearby they're set to move at limited spead and OPEN FIRE (but not engage at will).

They do attack the position, and they even win the initial firefight, killing the defenders who spot them.

However what happens next is instead of proceeding on through the remaining MOVE waypoints and to the final HOLD they decide on their next action all by themselves: They hear the distant gunfighting and they head off that way instead of following their orders.

Presumably it's because in combat mode they try and engage any enemies they are aware of and somehow they are aware of the fighting in the distance. I don't know--only thing I can think of. Maybe it's something else.

In any case--how can I keep these guys on track? What can I do to make sure that they proceed into their objective and hold it?

It's kind of key to this mission that the AI attack and take over this location and if they don't, if they wander off to do something else, it kind of wrecks it.

Share this post


Link to post
Share on other sites
at the end of the waypoint put this in the act field:

(group this) enableAttack false;

Thanks for the suggestion, but it doesn't appear to have worked :(

I'm not sure what's going on, it's driving me nuts. They get into a firefight on their 3rd last waypoint, win it, and then take off in a totally different direction. I'm not even sure what's attracting them--there are some enemies in that direction, but so far away that they shouldn't have any way of knowing.

Share this post


Link to post
Share on other sites

Try deleting the previous two waypoints once they pass the third. I've also found that setting the waypoint behavior to other than careless seems to cause random effects too.

Mainly IMHO AI do not behave as they should regardless they should follow waypoints, though it's obvious they have a mind of their own.

Edited by callihn

Share this post


Link to post
Share on other sites

Maybe we can add a tick box to the way points:

[ ] This is not just a suggestion, it's an order

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×