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zayfod

New ai cover&hold script

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AIcover.jpg

Previously known as smart AI trench cover completely redone.

Data about the evolution of this script can be obtained from here

http://www.ofpec.com/yabbse....id=5966

here

http://www.ofpec.com/yabbse....id=6944

and here

http://www.ofpec.com/yabbse....id=6123

Greets to General Barron for his input and code RE: the jiggle.sqs

There are some VERY important notes about the types of cover you can use and how to prepare them included in the script so plz read.

So why did I make this script?

I wanted the AI to use cover more effectively as humans would. I wanted AI to be able to use sandbags, bunkers etc and not go prone as soon as an enemy was spotted, and not to leave their cover and move to the open in order to fire a shot.

I wanted AI to be more aware of their environment and look around, so they would be more prepared for attack from multiple angles. (Ever walk up to an enemy patrol and pull faces right behind their backs while they watch the sunset and never bother to look behind?--Many times methinks)

I wanted AI to assess what they can and cant kill and act accordingly. No point in the whole squad watching that tank unless they can do sumthing about it, so why not make the AI look for soldiers even if there was a tank prowling about.

I wanted AI to react to threats on an informed basis--no point in worrying about a tank if it CANT fire and you are in a bunker. It cant roll over you so stand up and fight.

I wanted AI to assess their squad. If over run by a tank that CAN fire --"Anyone with a LAW stand and fight all else -- HIT THE DIRT"

I wanted AI to act as perhaps humans would (if brave enuff) when they knew the game was up and there was no surrender, to hide from the tanks (if overrun by tanks) untill they were over run by soldiers that they could at least have a go at even if they had armour right on top of them. That way theyd at least take out one in their last fight to the death.

This script is 99% final.

MP testers welcome.

Greets to Bremmer for his inspiration from his mighty AI script.

ALL Improvements and bugs will be posted on this opening thread.

Current version 1.7--made on 04.08.03

Latest fixes:

1: AI scanning made to look much more natural, more pauses, more variance in looking left and right, sometimes they scan much slower, sometimes go prone during scan and sometimes dont go prone.

History

Version 1.6

fixes:

1: AI react better when overrun by soldiers

2: AI scan left and right when looking for tangos

3: Added--AA support

4: Added AA rearm and AT rearm ability at map makers choice

5: AI react better when overrun by armour

6: AI continue to look for infantry if they have no AT capability untill they consider themselves over run by armour

7: The script now can reckognise spawned units

8: complete recoding for efficiency

9: The script caters for all known orthordox AT and AA weapons

10: ALL 3 original scripts compiled to one for simple map maker integration

um I forget the rest tounge_o.gif   try the map.

Youll find it here

http://www.ofpec.com/yabbse....d=11904

Zay out

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C:\ProgramFiles\Codemasters\OperationFlashpoint\Users\"your player name"\missions

"your player name" = the name u gave yourself to play opflash.

Open mission editor

double click desert island

goto load mission

load "cover_and_hold_V1.6"

Zay out

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Wow prompt answer, thanks. Too bad I have to wait until after 1900 to play with !

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Wow, Zayfod , I like your smart AI trench cover script, and now it's complety redone?

Great, I try it tonight!

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Is this a downloadable script ,or do we have to type it in? ghostface.gif

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Great idea. Will try at once.

Can it be used succesfully in conjuction with the custom formations scripts?

BM

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It's good but I have a suggestion.

Would it be possible to tone the rotation down a bit? It looks a bit silly the way they rotate constantly. I understand why but I thought a longer pause would look better.

BM

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Quote[/b] ]

Is this a downloadable script ,or do we have to type it in

Its a downloadable script at--see opening thread for URL

Quote[/b] ]

Would it be possible to tone the rotation down a bit? It looks a bit silly the way they rotate constantly.

This is a point yes--but not worse than AI goin prone and spinning on their bellys in the blink of an eye as they already do when looking for a target tounge_o.gif

So...

(1) Ask your self this. If you were in a sandbag position in open country expecting multiple attacks from any and all angles--how often would you make yourself aware of your surrounding 360 degrees. Methinks perhaps your head would be spinning like the "Omens child"  tounge_o.gif  . The difference being that you (being human) would be able to do that without spinning your entire body. You would just use your eyes and head most of the time. AI have to be forced. So yes it looks a bit weird but this way they at least have a closer awareness of tangos around them similar to that of a real human expecting attack. Asthetics ARE important but even more so is the practical nature of the script.

(2) The AI do infact scan randomly clockwise and anticlockwise and they do break from the scran and go prone for a random period. So perhaps I will make this happen a bit more often.

(3) Due to the nature of the binocular playmove effect I cant make him scan any slower or he constantly puts the binoculars down and picks then up then puts them down again.  

(4)I have done many tests and discovered that the AIs ability to spot tangos decreases considerably when they scan at slower speeds so I will endeavour to make then scan look more natural by use of pauses and speed variance.

Cheers for input  smile_o.gif

Zay

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I have addressed the scanning issue in the latest version 1.7

I think it looks much more natural now wink_o.gif

Zay

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