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5133p39

BF2-style flag/sector control

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First thing before anyone starts flaming about BF vs. ArmA game play: just don't.

I don't want any BF vs. ArmA bullshit here.

I also do not want any so called advices like "Then why are you playing ArmA you moron, go play BF2 instead". I am old flashpointer and i like everything from realistic, coop, cti, tdm, to whatever, so don't patronize me, don't mock me - you would be only wasting your time.

Now, to the core of the problem:

Sometimes i am missing the "classical" Battlefield Vietnam or Battlefield 2 game modes.

I remember trying some humans vs. AI flag fight in BF2 at one lan party, and it was fun (lots of flags and lots of bots. When we taken control of one flag, we lost two others, and so on - very chaotic and intense).

It's very different from usual OFP/ArmA gameplay, but it isn't bad - just different.

I am thinking about trying to make some "mission" like this (no matter whether this will utilize fighting for flags or some more "realistic" objectives), but i haven't yet completely figured out the AI logic - by which i mean the decision logic when the AI should go after another flag and which one, when they should go defend any endangered flags in their possession, how to distribute soldiers among all the flags the AI is fighting for, etc.

I tried this a long time ago in OFP, but i never finished it.

At the start the AI soldiers has been divided into one group per each flag to conquer. When any group conquered their flag, the corresponding group was dissolved equally into other groups still fighting for their assigned flags.

I was also tracking the ratio of enemy vs. firendly kills at each flag location, and if the enemies were doing better at any flag, the friendlies were reinforced a little by some units previously assigned to other not-so-hot flag (prefferably from the nearest one, which if needed was then reinforced from another one, etc.).

For AI vs. AI fights it worked almost ok, but it was far from complete.

Has anyone tried to develop simmilar sector control decision logic?

Has anyone already made some "mission" using this/simmilar concept?

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I'm currently working with a similar concept.

I've got it working in SP...

But it got screwed over by BIS and myself lacking knowledge about the logic behind "local host" vs "dedicated server" scripting...

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I'm currently working with a similar concept.

I've got it working in SP...

But it got screwed over by BIS and myself lacking knowledge about the logic behind "local host" vs "dedicated server" scripting...

MP shouldn't be a problem, whats wrong?

(btw. what was your aproach to the decision logic?)

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Well, I've got switches who checks who owns the flag/sector.

In a "capture and hold"-scenario.

If for example east owns a flag, the group switches over to next wp. This didn't work more than 4-5 times.

Tested the same behavior from a script, but this troubles on a dedicated-server.

What troubles me are, amongst others.

1: Inconsistent AI, sometimes the AI doesn't do what I tell them.

2: Rearming...

3: Support/reinforcements and moving these along the map/routed WPs

4: the routing mentioned above.

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