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Author Topic: bad eyes?  (Read 648 times)

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Offline dmakatra

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bad eyes?
« on: 03 Apr 2003, 08:30:28 »
When you make a jungle mission, donÂ't you ever go and hate OFP when your AI teammates shoots someone 250 m ahead of them when they are at a thick, thick jungle? It sux man! IÂ'm making a mission where you have you and your squad lost in the jungle and searching for the evac. It just sux when your teammates start shooting at the VCs when they would normally donÂ't c on a range of 25 meters. I thought that why not make a script for it. IÂ'm not a scripting guru so I canÂ't do it I think. Any of u scripting gurus who are intressted? I am really glad if you were :).

HuNtA

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Re:bad eyes?
« Reply #1 on: 07 Apr 2003, 17:35:44 »
No need for a guru, just make them have really low skills, and if you want realistic jungle warfare where they dont go prone, then use this:
this setUnitPos "UP"

Offline dmakatra

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Re:bad eyes?
« Reply #2 on: 07 Apr 2003, 18:04:11 »
No need for a guru, just make them have really low skills, and if you want realistic jungle warfare where they dont go prone, then use this:
this setUnitPos "UP"

Yeah, but I have this mission where you have a handfull of men against a lot of guys, every man is important and if they just go and die cause of their low skill it ainÂ't fun.

Offline macguba

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Re:bad eyes?
« Reply #3 on: 07 Apr 2003, 18:13:00 »
I take it that having your squad on Hold fire doesn't do the trick?
Plenty of reviewed ArmA missions for you to play

Stalker

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Re:bad eyes?
« Reply #4 on: 08 Apr 2003, 21:33:40 »
Try this:
group setCombatMode mode
Operand types:
    group: Object or Group
    mode: String
Type of returned value:
    Nothing
Description:
    Set group combat mode (engagement rules). Mode may be one of: "BLUE" (Never fire), "GREEN" (Hold fire - defend only), "WHITE" (Hold fire, engage at will), "YELLOW" (Fire at will), "RED" (Fire at will, engage at will).

Example:
    groupOne setCombatMode "BLUE"

Offline General Barron

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Re:bad eyes?
« Reply #5 on: 09 Apr 2003, 01:58:27 »
The problem with setCombatMode (hold fire) is that the units will only shoot at the enemy if the enemy is shooting at them. So much for ambush, or the element of surprise. It might be feasible to make a script that detects when a unit is within a certain range of an enemy, then switches him to "open fire", and then switches him back to "hold fire" after the enemies are dead.

The problem with that is that it only would work with AI squads, since if the player is the leader, he can order his men to open fire whenever he wants. Another similar possibility is to make all the enemies captives, and have a script that detects when they are within a certain range of the player's squad, then puts them to non-captives.

Both of those seem too complicated to me. It would have to be a decent size script that was looping every few seconds. Then you would have to put that script on every unit in the game. It might cause lag.

I would suggest putting some heavy fog in the map. While fog restricts the player's view range, it also restricts the AI view range. The darkness level also reduces the AI view-range, so if the sky is red and the sun is rising, the AI won't be able to see quite so far. Make sure they don't have NVG's in their inventory, or they will pop em on and be able to see further. I would try a combination of different amounts of darkness and fog until you come up with something that looks good and has the effect on the AI you want.
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