starlightman 10 Posted February 1, 2014 (edited) 1) Is it possible to get an AI group you command out of "danger mode" with the red stripes? It seems they can stay in it forever sometimes and as soon as they are in that mode it is really hard to get them to move anywhere faster than a snail pace. 2) Is there a way to get mechanized units that are NOT under your command to remount after a fight? It seems they dismount for a fight but will not remount afterwards until they all meet and wait for one another at their next waypoint. If this waypoint is 10km away and they have a brief fight after 1km then they are basically left walking the whole way. 3) Is it possible to get AI artillery/mortar teams to automatically fire at targets/locations that other AI have spotted/requested? They seem pretty useless unless used as support for human players or scripted to fire at a particular location. 4) Is there any way to get static weapons teams to actually deploy and use their weapons? 5) Can you make enemy snipers actually snipe long distances? They just don't seem to spot or engage at sniper level distances Edited February 1, 2014 by starlightman Share this post Link to post Share on other sites
Grumpy Old Man 3549 Posted February 4, 2014 1) From what I know they stay in that mode until there's no enemy within their engagement range that they know of, which makes sense. You can override that behavior by using the "CARELESS" mode. 2) I don't think this is possible without scripts/mods. Everytime I place a motorized/mechanized group in the editor they get in, move towards their waypoint and disembark if hostiles are detected. They just never board their vehicle again after the engagement. 3) They fire just fine as long as they got visuals on the hostile units. Unfortunately AI can't call in artillery on its own. I made a small script specifically for this application which lets you place a forward observer, fire direction centre and artillery guns, you can find it here. Currently developing player modules for it but for AI it's working fine. 4) My script package does that aswell, weapons will only be deployed if the spotted target is a valid one (so they won't deploy a mortar if they spotted a chopper etc.), just have a look at the link posted above. 5) This depends on how good the unit can identify its target, during bright daylight an OPFOR sniper with a .50cal will engage up to 1km but I guess they will fire at targets up to 2km if you reveal them. Share this post Link to post Share on other sites
NormenJaydenFBI 10 Posted February 8, 2014 3. Are you sure? I've seen AI commanders call targets when grouped to mortar squads. Share this post Link to post Share on other sites
Grumpy Old Man 3549 Posted February 10, 2014 Are you using any mods/scripts? Never had AI call in artillery fire when there's no line of sight between artillery unit and target. Just tried it in the editor: Placed a BLUFOR mortar grouped to a rifleman and placed an OPFOR ifrit within firing range. As long as the mortar was in line of sight to the ifrit it opened fire. Then I moved the mortar 200m back of its initial position behind a hill, still being grouped to the rifleman. The rifleman is spotting the ifrit but doesn't issue any fire commands to the mortar. It doesn't matter if the unit spotting the enemy is the group leader or the mortar unit being the group leader. The rifleman spots the ifrit and that's all what's happening, no artillery fire called. http://i.imgur.com/esQzBxi.jpg (272 kB) Share this post Link to post Share on other sites