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meade95

The "Gaurd" move order ?

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I'm trying to understand the "AI" better - First, I wish (is there a way) to make patroling soldiers (that use a "zone/marker" area for patroling not "run" everywhere? That seems kind of silly.

I know you can use the "limited / movement" key when giving waypoints....but what about when using a patrol script that has them patroling randomly throughout a larger zoned area?

My other question is about "guard" orders? Will they simply guard around the last area of the waypoint you have given them?

I have a situation where it seems the AI is constantly all repositioning themselves around the same gas station area within a small town. For some odd reason 90% of the end up going to this one spot/gas station and sitting there (basically). When none have been scripted or given waypoints to go there..

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Hi, for your first question;yes you can make them walk insted off running by puthing the speed in the waypoint to limited, this way they will walk calm around and follow their WP,

for your second question:Guard means they will guard the spot,attack any hostiles and return to the guard WP to guard it again,and when you place a WP you can give it a "radius" off 0 to wathever you want(100,500,1000,...) Its in middle when you click on the WP, called "starting radius"

Hope its some help and good luck!

cya

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Hi, for your first question;yes you can make them walk insted off running by puthing the speed in the waypoint to limited, this way they will walk calm around and follow their WP,

for your second question:Guard means they will guard the spot,attack any hostiles and return to the guard WP to guard it again,and when you place a WP you can give it a "radius" off 0 to wathever you want(100,500,1000,...) Its in middle when you click on the WP, called "starting radius"

Hope its some help and good luck!

cya

I understand the "limited" option during WP patrol manuvers. But I wonder how to go about stopping the AI from running around....when you give them a patrol script where they are patroling randomly throughout a larger "zone". The notion that they just run around takes away from reality some....

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My other question is about "guard" orders? Will they simply guard around the last area of the waypoint you have given them?

I have a situation where it seems the AI is constantly all repositioning themselves around the same gas station area within a small town. For some odd reason 90% of the end up going to this one spot/gas station and sitting there (basically). When none have been scripted or given waypoints to go there..

you want to add some triggers and in the TYPE, Select Gaurded By OPFOR or BLUFOR.

The AI on the guard WP's will goto and patrol those areas..

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you want to add some triggers and in the TYPE, Select Gaurded By OPFOR or BLUFOR.

The AI on the guard WP's will goto and patrol those areas..

Interesting, Ill try this later.

---------- Post added at 04:25 AM ---------- Previous post was at 04:19 AM ----------

I'm trying to understand the "AI" better - First, I wish (is there a way) to make patroling soldiers (that use a "zone/marker" area for patroling not "run" everywhere? That seems kind of silly.

I know you can use the "limited / movement" key when giving waypoints....but what about when using a patrol script that has them patroling randomly throughout a larger zoned area?

My other question is about "guard" orders? Will they simply guard around the last area of the waypoint you have given them?

I have a situation where it seems the AI is constantly all repositioning themselves around the same gas station area within a small town. For some odd reason 90% of the end up going to this one spot/gas station and sitting there (basically). When none have been scripted or given waypoints to go there..

Actually I was trying to do a patrol today and use the guard WP to see how they reacted. A placed some OpFor Guys about 1500 meters from them and I set a few guar WP before reaching the OpFor area. I climbed to the air control tower and watched how they acted. At first they started running to the first WP. The halted and started scanning the horizon for about a minute, then moved like 20 meters and did the same. After this WP the began walking, not running, towards the other WP's, and after they got to the WP the some of they took a knee and began scanning horizon again, after that they made contact and began to engaging the enemy.

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Also if you sync a trigger to a guard point and use the trigger option of guarded by they will run and defend the trigger area. This is useful if your defending a building as it would get extra support.

triger

OPFOR present

guarded by BLUFOR

will send BLUFOR to guard the trigger

I did think at one time they used to return to the guard point but it doesn't seem to work anymore.

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If you use a guard waypoint with no triggers, what happens is that the units will sit on the guard waypoint until an enemy is detected by anyone on the map, and then some internal BIS mechanic decides what the "guards" do, which is usually attacking the enemies head-on even if the enemies are far away, though soemtimes they will actually do some kind of flanking before attacking. Either way "guard" (without triggers) is actually a quite aggressive behavior.

If you want to have more reasonable patrols that will still react to enemy forces, use UPS/UPSMON.

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No. With a normal move waypoint they will not react to enemies that are detected by other friendly groups.

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Oh nice, so by using guard waypoints (and making sure you don't put a guard trigger in there to mess things up), you get free information sharing? I really didn't know that. Thanks, will try that one out for sure :)

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Yes, but if you want it to be more intelligent and controllable you should use UPS/UPSMON instead. Guard waypoints result in quite an aggressive behavior (which may or may not be what you want).

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