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BeerHunter

AI Bug or feature - no man left behind.

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Was playing a scenario and trying to get my squad to the debarkation zone.

One got stuck in crouching position (was wounded) and wouldn't move so I figured what the hell , just leave him behind.

Had a hell of a time then trying to get my AI squad to follow me , they kept running off.

I team switched to the wounded AI and made it stand up and move. Lo and behold the rest of my AI squad was standing around it (my playing character was still way up on top of the hill).

Switched back to my character and order a regroup and they all came running.

A bug or a feature???

Another thing..while they were still out quit a distance I was scoping them (watching them through my scope..too lazy to pull out the binoculars) when one of them up and shot me!!

PO'd because I was going to leave someone behind?

Overly cautious and not able to identify me? Only saw a rifle being pointed at them?

I'm pretty sure I had cleared out all the enemy and anyway , was a fair distance form their outpost I had over run.

Strange...

:eek:

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Oh was it the scenario called "no man left behind" a user made scenario where you have to evac a downed chopper team back to the base, crossing a few miles of terrain while under fire constantly? As if it was that, i had the exact same issue. No regroup orders would work, they were barely paying any attention to me. I was about a click south constantly trying to get them to me, no response. In the end i put a move order all the way on the base we were supposed to be getting to, 3 miles south and decided if any of them manage to run there without dying, that'l do, and i went solo. Eventually one made it back alongside me, the marksman. I still dont know why they would accept move orders but not regroup orders.

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I've noticed that since 1.04, if I tell all my men to move and some are in a fast state (like in a car/chopper) while the others are on foot then the car/chopper will slow down to keep in formation with the others, and occasionally they won't move at all so I've had to individually order the drivers/pilots to move, possibly the same issues with injured players

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