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_qor

Advancing of infantry

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Got a problem with infantry moving towards the battlefield!

There are several squads hiding in the woods and having a HOLD waypoint which switches to MOVE waypoint located in the enemy base.

I want those infantry squads to run straight to the enemy base and to attack it when in adequate distance.

BUT:

1.) Infantry is NOT running straight to the base. They lay and knee down sometimes for several minutes and take cover almost everywhere!

(I already tried different settings of BEHAVIOR and SPEED - currently they are set to "full" and "combat")

It is a far distance between infantry's starting point and the enemy base they should run to. So it is important that they REALLY run STRAIGHT towards the enemy base WITHOUT deferment. But so far they dont...

2.) Additionally to the distance, it is a desert map. That means there is an early intervisibility! So when the infantry squads has eye-contact with the enemy, they slow down and switch to kind of careful-mode, although they cant shoot across such a distance. This also slows down the process of attack.

Hope you guys have got some clever ideas! Thanks in advance ;)

Ah, I am already using Zeus AI!!!

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Did you try setBehavior "CARELESS"... I know you said you tried different settings, but did you use this one?

Zues may be your issue. Try it without Zues enabled. I have never used this one, so I'm not sure what control of the AI it could be effecting.

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your best bet to improving the movement speed of the ai would be to create a simple script that loops between careless and combat mode, kind of like this:

while {{alive _x} count units _grp > 0} do
{
   {_x setBehaviour "CARELESS"} foreach units _grp;
   sleep 5 + (random 7);
   {_x setBehaviour "COMBAT"} foreach units _grp;
   sleep 8 + (random 5);
}

something like this will give you a decent balance between fighting and moving, altho it might get awkward once they get within range of the base. So you might want to disable it once they get within range of the base. Setting their stance to crouch would also help with survivability.

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Another trick is to get them into a formation that does not use bounding overwatch - delta or file. They can be set to "aware" with no problems. You would best have a little script to change the formation to wedge on contact with the enemy.

Zeus might have other 'ideas'. I gave it up as it seemed to have become somewhat erratic after 1.60. I use asr_ai instead with TPWC AIS, TPW_LOS & a subset of COSLX. Works great :)

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I've found something useful on an iron front tutorial video on youtube. try to check it out, maybe it can work for arma 2 as well.

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I don't think the command is available for Arma2, it was introduced in a patch for OA.

I use it quite often for Civilians as it helps keep them in vehicles and walk past OPFOR without going prone and freezing.

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Yeah thats great, but I am not sure if I want my AI to run like chickens...

I am still in the 21st century ;)

But it seems that it doesnt work anyway. Too badly. Would be great with reactivation of the FSM.

Edited by _qoR

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It would be use full on open ground to get them to run to somewhere rather than just being picked off.

A part from keeping Civs in vehicles , I can't get it to do much either, my units still run for cover even before the shooting starts.

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