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KingN

"At Ease" script for AI groups

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Hi everybody!

Here's a new "At Ease" for AI groups. It livens up enemy positions with a bit more real-like AI behaviour. They randomly patrol a defined area and talks with each other in small groups. This works even with large groups as the groups are randomly divided into smaller subgroups, still maintaining the original group, meaning that all subgroups still belong in the same original larger group. In case of a fire fight, the script is cancelled and all the group members fall back into formation and acts normally.

Here is the link: AtEase.zip

Readme inside for instructions.

Extra hosts are of course welcome!

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Hi

This Scripts sounds great but i am currently using cRB scripts in my game to randomly produce units which defend and patrol areas. Is there anyway to link this script to a game logic for the defend unit's ? Basically the game logic has a script to execute and a little bit of information about the unit.

Thank's Dan

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Hi

This Scripts sounds great but i am currently using cRB scripts in my game to randomly produce units which defend and patrol areas. Is there anyway to link this script to a game logic for the defend unit's ? Basically the game logic has a script to execute and a little bit of information about the unit.

Thank's Dan

The script is executed by this line:

AtEase = [[i]group leader (unit name)[/i],[i]area radius (number)[/i],[i]center point of area (position)[/i]] execVM "AtEase\AtEase.sqf";

for example:

AtEase = [MyGroupLeader,150,getmarkerpos "Camp"] execVM "AtEase\AtEase.sqf";

These kind of arguments need to be picked up when a unit/group is spawned by your script and using them in the execution of AtEase script.

Hope this helped a bit.

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