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Tinker

AI behaviour

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Piccy reference:

http://i131.photobucket.com/albums/p292/9MS-Admin/dc_01.jpg

So, quiet a way into the campaign here, we took out a small defence station, met up with a local and got the ?Intel. Blew up a comms tower and stole a plane. :) Now we have rescued a downed pilot across the Island, and are in need of defending Devil`s Castle for 10 minutes, while we refuel the MV-22.

Struggling to get the AI to attack the castle.

First off I set the initial waypoints to combat and run, then rest of waypoints to same, and the last waypoint to guard. As soon as a bullet is fired, or any action happens, they all run off in the woods and do not come near the castle. Can sit it out for 10 minutes. :(

So I tried setting them to careless and run. Now they do exactly as I want, run all the way inside and guard the MV-22. But, they do not seem interested in me anymore, can walk right up to most of them, they do not fire.

Tried a few other settings that do not have the same effect.

So, is there a desired way to have the patrols storm the castle with guns blazing?

:292:

Tinker

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Try using "SENTRY" waypoint istead. "GUARD" waypoint is for area guarding (trigger - guarded by SIDE), and even that doesn't work so well from time to time, the GUARDing units/groups go wondering off from the trigger area etc.

in SENTRY they should stay in close proximity from the waypoint, and make sure you set "open fire" (NOT "open fire, engage at will) to the SENTRY waypoint

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I got inspired by that defending the castle idea and made a similar mission. Thanks for that :cool:

I use 4 groups attacking from north, south, east and west. The groups each got 1 waypoint(search and destroy) leading into the middle of the castle with 'open fire' and in 'combat mode'. This seems to work just fine :)

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So I do not need to "path" them with multiply waypoints. Just 1 waypoint and let them get there. That is the trick, thnx.

Replaced guard with sentry also, thnx again for that.

All good.

:)

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