@cero 0 Posted November 27, 2003 Hi all. Excuse the length of this, but do please read and post your opinions. I been looking for topics all over the place about this, but for some reason no one ever seems to work on it, so I'm going to try my luck in here today We all know how the AI ignore firefight sound if the fire is not directly incoming to them. So if I shoot at the guard by the gates, the patrol that is walking 200 metres away don't react, just carrys on with the waypoints. "Use swich triggers" you may say. Well, I allways do, but I noticed that for it to work propelly you need a combination of trigers: One to "whoever detected by whoever". This swich triger will make things kick out as soon as the AI realices that is uncoming fire and they look to where you are and you get detected. If you are sniping from the distance, they will go prone, maybe do a bit of a runner, but that will be it, if they detect you that's ok, everything starts on, but, if you kill a loney unit with a really loud weapon, they steel won't detect you, cos the neares enemy is dead, and the other ones that heard the shot, just carry on with theyr rutine. Here is where the other swich triger comes to play: Count units in the condition field of the trigger. As soon as one died, the trigger will activate. The problem, this trigers don't guaranty that is going to work and that the AI is going to organice a search party to get you The question, request, or whatever you guys wanna call it. How about a script that detects when a non supressed weapon has been fired, so the triggers or waypoints, or scripts can be activated. Then, if posible in the same script, or a different script activated by the "gun fire script"... a part that makes the AI organice a search team or more, and after a while, if nothing found, they all comebak to their waypoint rutine, or setup stronger defences. What do you guys think? Oh, and yes, I did search before I posted. Thanks for reading. @CERO. Share this post Link to post Share on other sites
Blanco 0 Posted November 27, 2003 Bremmer/Keycat's Grouplink2 - script, No? Share this post Link to post Share on other sites
@cero 0 Posted November 27, 2003 Gracias Blanco, but will that do just what I'm about? I tryed that before, and I can't remember it doing it like that. I may be wrong, I'll try that again and explore it and test it a bit more. I'll post what I found. Thanks Blanco. Share this post Link to post Share on other sites
D.murphy man 0 Posted November 27, 2003 if you put a guard on "sentary" waypoint then a patrol on "guard" waypoint when the "sentary" is killed the "guards" will come and investigate. and if the guards are attacked any other guards will come and help out (i think) This is what i used in my mission "gurilla tatics" where if a chopper or patrol on a "sentary" or "guard" way point spotted you or u killed or shot at them the closes "guards" will come to the rescue! Share this post Link to post Share on other sites
Blanco 0 Posted November 27, 2003 Most of the time I use a EH 'fired" on every member of my group with a bolean. When somebody shoot's (in a named trigger), bolean's set true, than I can make the enemy patrol, change their behaviour,... whatever... But, I know it's not the solution for every mission. When you set the skill high (+70%) , they will react fast enough imo.. Share this post Link to post Share on other sites
Harkonin 0 Posted November 27, 2003 How about a combination of this addEventHandler["fired",{[_this,Enemygroupname] Exec "whatever.sqs"}]; whatever.sqs _unit = _this select 0 _enemygroup = _this select 1 #Start ?(_unit distance _enemygroup >= 400):goto "ignore" ?(_unit distance _enemygroup <= 399):goto "knowslittle" ?(_unit distance _enemygroup <= 299):goto"knowsmore" ?(_unit distance _enemygroup <=199):goto"knowslots" ?(_unit distance _enemygroup <=150):goto"made" #ignore ~10 goto"start" ;///////////////////////////////////////////////////////////// #knowslittle ({_x setBehaviour "Aware"} forEach units _enemygroup) ~10 goto"start" ;///////////////////////////////////////////////////////////// #knowsmore ({_x setBehaviour "Aware"} forEach units _enemygroup) ({_x setcombatmode "Yellow"} forEach units _enemygroup) ({_x reveal _unit} forEach units _enemygroup) ~10 goto"start" ;///////////////////////////////////////////////////////////// #knowslots ({_x setBehaviour "Combat"} forEach units _enemygroup) ({_x setcombatmode "Red"} forEach units _enemygroup) ({_x reveal _unit} forEach units _enemygroup) ~4 goto"start" ;///////////////////////////////////////////////////////////// #made ({_x setBehaviour "Combat"} forEach units _enemygroup) ({_x setcombatmode "Red"} forEach units _enemygroup) ({_x reveal _unit} forEach units _enemygroup) ~4 ;///////////////////////////////////////////////////////////// maybe mix in a little knowsabout, domove getpos _unit, and dotarget _unit and dofire _unit. Don't quote me on the syntax of the reveal command since I've never actually used it. Share this post Link to post Share on other sites
@cero 0 Posted November 28, 2003 They should add a few more smilie faces in this forums. I'm so impresed with the answers... I'll try all of them right now. @ Harkonin. I supose that all I have to do in this script is change the "enemy group" to the name of the group/s, and "unit" to whatever? Well, that's what I'm going to try. I'll give you some feed back about it as soon as I sort it out. BTW, I will credit anybody who help, even my missus for making me a cupa even after giving me a sermon about how long I'm in this bloody computer... BTW, Blanco, the skill over 70%? I wouldn't last ingame more than two seconds alive, they will see me coming before I start the game LOL D.murphy man, I'll use your sugestion aswell for some other guarding and patrol posts, it will save me some scripting Thanks guys. Share this post Link to post Share on other sites