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hawk66de

is that possible (AI control)

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i'm thinking of creating a dynamic 'hostage rescue' mission, where a squad is supposed to resuce some hostages / civilians in an urban area.

The mission shall be totally random and unpredictable (eg. random rules of engangement etc.)

Now my question would be to which level you can control the AI with the provided API. For example:

The enemy sees the resuce squad and tries to set an ambush: Would it be possible to move the enemy squad in a house, move to a room there, which has a window, which points to the street so the squad can be attacked?

That would have to be determined all dynamically.

Thanks for sharing your input.

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Ok, I think I need to be more specific :D:

For me it's not quite clear to which level you can control an AI squad in a building...

Example: A squad shall occupy a building and shoot at an approaching assault team shortly and then cover again in the building (the building is unknown at design time, thus it is selected dynamically at runtime).

Would be FSM come handy here or is that just not possible with the provided API?

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FSM can do a lot. Based on what you are describing, think it would be possible.

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You can get the type of a building via nearestObject, each buildings (that ai can enter) have some specials numbers. the setWaypointHousePosition command will allow you to tell a squad/ai to enter a building room upon a waypoint.

You can check the amount of positions available in a building inside the editor too, place an ai and assign him a waypoint over a building that you can enter and play with the house position #, later on you'll be able to build templates from it (an array for example).

With some direction & vectors you should be able to tell an ai squad or a single ai to move inside a building depending on the location of the enemy squad that you want to attack.

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