Jump to content
Sign in to follow this  
BeerHunter

Scouting..can it be done?

Recommended Posts

NWN1 has the ability to script a henchman to scout and report back it's findings as well as actions it can take such as engage , forage etc.

I was thinking that something along this lines would be an asset in ArmA2 if you could send an AI into a designated area and have it report back with its findings.

I have a crude outline that involves designating observations , actions and combat modes but it would involve structures , arrays , while and do statements , etc. , all available in NWN as it's scripting is based on the "C" language which I am familiar with. Can't make heads nor tails out of ArmA2's language....yet :o so it would be well beyond my current ArmA2 scripting capabilities.

Just thought I'd throw this out in case anyone was interested in grabbing the idea and running with it.

Share this post


Link to post
Share on other sites

So what's preventing you from sending AI into location x and waiting for "Enemy tank at grid X" message? (Or "OH NO, 5 IS DOWN!" announcement)

Share this post


Link to post
Share on other sites
So what's preventing you from sending AI into location x and waiting for "Enemy tank at grid X" message? (Or "OH NO, 5 IS DOWN!" announcement)

'Cause I want the AI to report back what was found in an area so I'd know whether it was safe to advance or how many and what type of enemies I'd contact.

Tactical view can be used I suppose but rather have an AI take point.

Share this post


Link to post
Share on other sites

that's what they do currently, if you find their report to be lacking, it's because their view range isn't far enough or they're being stupid(sitting behind a stone blocking their view)

Share this post


Link to post
Share on other sites

Hi all

Choose a scout: a sniper or observer or Special forces observer are best. Press the gear button default [6] remove all weapons allow the scout to have his non combat equipment such as map and compass. Make sure the scout has binoculars and NV goggles if its night. MAYBE allow them a silenced pistol with silenced ammo. If knives ever come out they can have one of those instead of a silenced pistol. Maybe let them have smoke. Maybe allow them to have satchels but beware you will be working on a 30 second counter most cases.

If using ACE give the scout the M86 Pursuit Deterrent Munition (PDM) and claymores. You will have to micromanage their planting and marking.

Set them stealth mode when contact likely. Be aware that scouting is a long process. In reality hasty scout missions take most of a night. Full on observation ops take days and involve large amounts of f***ing cold, pissing and crapping in plastic bags when you are not scared shit-less and eating lots of mars bars. Contrary to opinion scouting seems not to be a glamorous job.

If you are creating the mission in the editor for single player then set them to playable that way you can team switch at important junctures so you can hand control the AI through them.

Kind Regards walker

Edited by walker

Share this post


Link to post
Share on other sites

Man I used to do that trick since Ofp!

I finished a whole mission without taking one step. I was injured inside a house ( I went scouting ahead on my own) and fortunately I left my men back on the top of a hill and they reported everything back to me. I was trapped with out ammo and the roads outside were crawling with enemies.

I spread the whole team around the area and in the end I managed to arm them with rpgs and they destroyed some bmps that blocked my exit, then they jumped on a m113 and came to rescue me.

I remember telling them to roll down hill cautiously, hoping they would engage the enemy and I felt such an amazing feeling when I heard enemies dying and the familiar rattle of the m113 tracks right outside.

I finished the mission just by using the map.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×