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Everything posted by Donald Flatulence
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Forcing AI to run at full speed, ignoring hostile units?
Donald Flatulence replied to Donald Flatulence's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks MDCCLXXVI, that's interesting to know, it's very true that we always have to work backward with these things but my previous post might be close to a solution. I wonder if setting every friendly's rating to -1900 would minimise AI cowardice... Ill look into it using: BNRG_fnc_setRating = { _setRating = _this select 0; _unit = _this select 1; _getRating = rating _unit; _addVal = _setRating - _getRating; _unit addRating _addVal; }; [-1900,player] call BNRG_fnc_setRating//set player rating -1900 -
Forcing AI to run at full speed, ignoring hostile units?
Donald Flatulence replied to Donald Flatulence's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks Outlaw, no joy on that one BUT I placed an object (the "device") on top of a hill and called it "target", then placed the following code in the initialization box of each unit (of 4 assault squads): this doMove getpos target; this setspeedmode "FULL"; this setbehaviour "SAFE"; this setskill ["spotDistance",0.1]; this setskill ["spotTime",0.1]; this setskill ["courage",1]; this setskill ["commanding",0.1]; It seemed very effective to me, Ai continued to engage but still pushed forward pretty relentlessly, instead of being able to camp behind a low wall and pick them off one by one I was quickly overwhelmed - as far as I'm concerned it kind of worked as I hoped! Could anyone try this out and verify if it works? -
Forcing AI to run at full speed, ignoring hostile units?
Donald Flatulence replied to Donald Flatulence's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi all, thanks for your suggestions, I will certainly investigate doMove and setBehaviour to see if that has an effect, thanks for the links MDCCLXXVI could you explain modifying the rating in a little more detail? As I understood it the rating system was simply to ensure friendly AI fired on teamkillers once their rating dropped below -2000, but maybe there is more too it? Tinter, thanks for doing such thorough tests! Your results were very interesting, I mentioned in my first post i disabled FSM on each unit myself, however when set to careless behaviour they would walk too slow for it to be considered assaulting, and set to Alert they would walk at a similar pace with their weapons raised - in my tests any how. That said I did not disable any targeting routines, perhaps I should include that too... I'm surprised even one soldier retreated as I thought such behaviour was handled by the FSM, but I don't consider that a problem at the moment. As I cant be entirely sure form the screen shot, which behaviour mode were your troops in? Put simply I would call any suggestion the resulted in either the AI continuing to advance at a reasonable speed and returning fire, or advancing at full speed while ignoring enemy fire, a temporary solution until the developers can add a new move command (see link) http://feedback.arma3.com/view.php?id=22684 -
Forcing AI to run at full speed, ignoring hostile units?
Donald Flatulence replied to Donald Flatulence's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ah well, thanks for your replies anyway then! With regard to forcespeed, the wiki describes it as a limit on speed, but ill be sure to have a look. -
Limited Access to Objects in Editor?
Donald Flatulence replied to infiltrator_2k's topic in ARMA 3 - MISSION EDITING & SCRIPTING
With regards to a 3D editor, you may want to check these 2 systems out prior to the official release: http://forums.bistudio.com/showthread.php?164996-CJTF101-s-EDITOR-v1-1 http://forums.bistudio.com/showthread.php?186772-Zues-ObjectEditor-script :) -
Weapon Damage too low?
Donald Flatulence replied to germanske_norge's topic in ARMA 3 - QUESTIONS & ANSWERS
I agree that enemies do take a lot of hits, but as X3KJ said the system is balanced for both players and AI, including damage penalties. When you consider the adrenaline effect along with the advanced body armour its actually not that unrealistic. That said, I have recently taken to using a .338 LMG, because that solved the problem for me....:p