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AI iimprovement script (v1.3) AI take cover and swimming script
prototype1479 posted a topic in ADDONS & MODS: COMPLETE
Take cover script Features of TC (Take Cover) script : 1) AI can dynamically take cover behind 3 different types of sandbags and 2 wreck jeeps 2) Not only that they can take cover inside houses too 3) The nearby enemy position is calculated and defenders will take cover on positions that fits right for them (For example if AI is taking cover in a house then they will take cover behind the nearest window to the enemy position) 4) There is also the assaulters they behave differently. They either push/flank or take cover using bushes by setting them on "RED" combat mode (Depending on the situation) 5) AI can be suppressed - just shoot somewhere near AI and they will go prone (If they are taking cover) Instructions are inside TC_Init.sqs there is also more in-depth info there Features of SW (Swimming script) and how it works : The main feature of SW is that you literally swim but there is few conditions - the unit must be in prone and must be slightly above sea level You will swim up if you fell into the water The way the script works is that a pallet spawns under you and that keeps you from falling The file : https://bit.ly/2FZJwps Oh also there is 1 more feature on take cover script that AI sends info about enemy positions time to time There is something on OFP that bothers me when there is a nearby group that is getting killed the other nearby group doesn't notice that but that feature fixed that NEW UPDATE! -Script is slightly more optimized -When the AI died and spawned again the AI didn't had the effects of the script but now it does -I think I might have fixed a bug where the game freezes completely it doesn't even crash if you see it happen then post here so we can fix it I'm still not sure if this is the fix though -I improved revive script too now when a unit dies the body bag spawns right at their location and also they automatically follow their leader after they revived (I'm not taking credit for the work though I already credited them inside the missions briefing) -The test mission had some bugs itself like to some players in MP , the objective didn't progress to them Now in future updates I might improve the system of take cover script right now the script controls the units per script but in future I might do it groups per script it increases the optimization and fixes some things that I wanted to fix And also after all of these I'm going to make a mod for this so people who want to play with this wouldn't waste their time trying execute the script for each soldier It's the same link as previous one but I thought I should still put one in this post too Cya