Blitzen 10 Posted February 15, 2011 I've been building a mission where NATO forces assualt a city held by Russian forces. I've fortified the city, placed AI units in buildings, etc. and every thing is ready to go. My problem is that the AI groups placed in the city notice the incoming forces and move to attack. Instead of having an intense street battle, I end up having fights outside of the city. How can I force AI groups to stay within the city? **NOTE**Just for reference I am playing on the FFUR 2007/SLX mod and this might be causing some problems. Namely the AI engages and ID's enemey units from greater distances. Thanks, Blitz Share this post Link to post Share on other sites
Sennacherib 0 Posted February 15, 2011 take a look here : http://forums.bistudio.com/showthread.php?t=113737 ;) Share this post Link to post Share on other sites
Blitzen 10 Posted February 15, 2011 take a look here : http://forums.bistudio.com/showthread.php?t=113737 ;) Im sorta looking for something better than disableai "target" There is no way to reactivate AI targeting after the mission is launched. Share this post Link to post Share on other sites
-Snafu- 78 Posted February 15, 2011 This script holds AI in position. http://forums.bistudio.com/showthread.php?p=1656539#post1656539 You can place them behind fortifications and the like. IIRC, if the enemy is near and/or the AI is shot they will move out of position and away. FYI, you may need to rename the script file to Aicover2 if you get error about the script not being found. Share this post Link to post Share on other sites
Blitzen 10 Posted February 16, 2011 This script holds AI in position. http://forums.bistudio.com/showthread.php?p=1656539#post1656539 You can place them behind fortifications and the like. IIRC, if the enemy is near and/or the AI is shot they will move out of position and away. FYI, you may need to rename the script file to Aicover2 if you get error about the script not being found. I actually used the AI cover script in the mission. Though its great for putting AI units behind cover, I am looking for a way to keep an AI group inside a trigger/area (in this case a city). Share this post Link to post Share on other sites
Aldo15 11 Posted February 17, 2011 Are You wanting say, thta You need that the AI don't leave of the town? If that's I THINK, I don't sure if I'm wrong, but Why don'y You use the AllowFleeing command? If that don't work, Ask again, I'll try help You I hope it Help Regards, Aldo I've wrote this post using my Knowledge, I didn't used traductor, that's I offer you my apologies. :p Share this post Link to post Share on other sites
RozekPoland 591 Posted February 17, 2011 What about Urban Patrol Script by Kronzky? The group patrols a certain area definite by a marker. The group should keep itself in the area of the marker. You can additionaly use the NOAI function which disables AI flanking and manoeuvres. More here: http://kronzky.info/ups/index.htm Share this post Link to post Share on other sites
sanctuary 19 Posted February 17, 2011 (edited) You can try this. -Put this script into your current mission folder, name the script by example dcheck.sqs _grp = _this select 0 _obje = _this select 1 _dist = _this select 2 #chkloop _sz= count units _grp ? (_sz==0) : goto "end" ? (leader _grp distance _obje) >= _dist : goto "out" ~2 goto "chkloop" #out _grp move getpos _obje ~5 goto "chkloop" #end exit -put a game logic +/- at the location you would want your AI squad to be, for this example name this game logic T1GO -in the init line of the leader of this squad put : TEAM1=group this Wherever you need to have the script running, depending on the mission situation, have it launched by : [TEAM1,T1GO,50] exec "dcheck.sqs" By example, you can put it in the AI leader init line TEAM1=group this; [TEAM1,T1GO,50] exec "dcheck.sqs" What it will do is check regularly for when TEAM1 current leader is going at more than 50 meters from the T1GO game logic. And when it happens, it orders TEAM1 to move back to T1GO You can change the distance to how much you want. If you have more than 1 AI squad, define a game logic for each of them, name it differently, and you can use somewhere [TEAM1,T1GO,50] exec "dcheck.sqs"; [TEAM2,T2GO,50] exec "dcheck.sqs"; [TEAM3,T3GO,50] exec "dcheck.sqs" To have those 3 squads checked Edited February 17, 2011 by Sanctuary Share this post Link to post Share on other sites
Blitzen 10 Posted February 18, 2011 You can try this.What it will do is check regularly for when TEAM1 current leader is going at more than 50 meters from the T1GO game logic. And when it happens, it orders TEAM1 to move back to T1GO I think I've already tried the same thing you've suggested, but I did it differently. if(this distance leader XXXX>50)then{[this,1] setWPpos getpos leader XXX}; false**Note that this isnt a copy of what I used but it gives you a general Idea of what I did.I put this in the condition line of the waypoint and it worked similar to your script. The problem is that the units will be under fire, etc. and dont always immediately return to the area. To make units return to a certain area, I am assuming you would have to set their behavirour to careless, and that would give "freebie" shots to the attackers. What about Urban Patrol Script by Kronzky? I already have that amazing tool :D The problem is that I believe (not 100% sure though) the AI will venture outside of the area that you've designated in order to attack enemies. I dont think that there is a simple solution. What I think is required is to somehow tell the AI that it is limited to a certain area that you have defined by a trigger, marker, etc. Essentially, I dont believe that its going to be a simple fix. However, since this would only really be applied to city combat, its not big of a deal. On a side note....:) I finished my mission by placing enemy units on the other side of the city. The timing works out and I've had several big city battles. I must say that if you take the time to add foritifications and place units, within cities, you can have some pretty epic battles :pistols: Share this post Link to post Share on other sites
sanctuary 19 Posted February 18, 2011 Lower the 50 distance a lot, this way the leader would never really move away enough from the game logic to be under fire out of town. Share this post Link to post Share on other sites
ww2weasel 10 Posted February 20, 2011 (edited) whoops -thought I had a working script. Saw it was not correctly done. Was going too share but it looks as if it's on my other pc. Edited February 20, 2011 by WW2Weasel Share this post Link to post Share on other sites