DaveP 66 Posted June 5, 2009 I'm not sure whether this is already implemented or not as part of the (now relatively spiffy) urban tactics/cover used, but would it be possible to add a module/waypoint whereby AI will go to positions inside buildings automatically if they're nearby, rather than having to use waypoints with 'position #1, 2, 3, etc.' to fill them? Implementing decent FIBUA is a great improvement to the series, and making it so that the AI effectively utilised building interiors to gain vantage points/cover would be the icing on the cake Share this post Link to post Share on other sites
eem 1 Posted June 5, 2009 I've asked this a few times as well on a couple of different AI threads with no real answer yet... This would be awesome! Right now in ArmA, I know when clearing a town or urban area that myself or the members of my squad do not have to look at all possible angles, and you really don't even need to use proper covering tactics when moving through the town knowing that there just won't be a sniper on top of that 10 story building or peeking out that open window. We can just keep focus at street level... In multiplayer, this is a little different as I can send a fire team, or put myself into these positions which means the player controlled enemy AI might be there as well...but in single player Warfare it is definitely needed in my mind to flesh out any urban based milsim scenario. Anyway...counting the days...!! :) eem Share this post Link to post Share on other sites
DaveP 66 Posted June 5, 2009 There was a moment in the Russian Counterattack mission where you had to clear the town hall, and that had me feeling tense as hell, slowly methodically working my way through the building, covering all angles, head on a swivel, and that was without even finding any enemies; it would be a fantastic gameplay mechanic to implement Share this post Link to post Share on other sites
EDcase 87 Posted June 5, 2009 I agree that it would be great for AI to use highpoints but I think its too difficult to code that. BUT, they do climb to find targets... (at the end) http://www.youtube.com/watch?v=0sfHMpCRHJo Share this post Link to post Share on other sites
welcome to hell 23 Posted June 5, 2009 CQB (Inside buildings) is something that was missing from the game since OFP, it was just not working out, maybe with a patch or a DLC they will make a module for it, who knows? Share this post Link to post Share on other sites
DaveP 66 Posted June 5, 2009 I agree that it would be great for AI to use highpoints but I think its too difficult to code that. Since you can give units waypoints to move to positions within buildings, an extension of that along the lines of if (unit distance building) < 5 && threatlevel > 0.5 then move to (position #Rand) Or something to that effect would do the job Almost seems scriptable, hm Share this post Link to post Share on other sites
eem 1 Posted June 5, 2009 Since you can give units waypoints to move to positions within buildings, an extension of that along the lines ofif (unit distance building) < 5 && threatlevel > 0.5 then move to (position #Rand) Or something to that effect would do the job Almost seems scriptable, hm For sure on that! I will add it to the ArmA II Warfare as soon as I get it to see if it works. If anyone who has the German version can try this and let us know, that would be awesome! L8r, eem Share this post Link to post Share on other sites
EDcase 87 Posted June 5, 2009 (edited) That would be cool. But in a town wouldn't that script just make all the AI get in the nearest building? Edited June 5, 2009 by EDcase Share this post Link to post Share on other sites
icebreakr 3159 Posted June 5, 2009 My upcoming map for A1 & A2 uses only open buildings, so AI using buildings would be way cool. I've heard that with upcoming patches they will be able to use them as cover. Clearing even a small village won't be easy on my map ;) Share this post Link to post Share on other sites
DaveP 66 Posted June 5, 2009 I've bodged it together, haha, expect a topic/example mission later; When execed, it searches out the nearest building and moves the man into a random slot that exists Share this post Link to post Share on other sites
sabre4809 0 Posted June 5, 2009 When execedWhen whats exceeded, I assume threat lvl or something along those lines?I pretty much know what you mean though. ;) O and a possible vid? I wonder if this could be incorporated in the Module system. i.e we place the 'peeps in buildings' :p module and sync it with squads we want to use it. Share this post Link to post Share on other sites
DaveP 66 Posted June 5, 2009 (edited) When whats exceeded, I assume threat lvl or something along those lines?I pretty much know what you mean though. ;) O and a possible vid? I wonder if this could be incorporated in the Module system. i.e we place the 'peeps in buildings' :p module and sync it with squads we want to use it. I meant when executed, lol, sorry; I like the idea of making it a module, no idea how to make gamelogics, let alone run scripts from within addons Done and dusted: http://forums.bistudio.com/showthread.php?t=73843 Edited June 5, 2009 by DaveP Share this post Link to post Share on other sites