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Author Topic: imrpoving enemy AI  (Read 738 times)

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BenMorton

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imrpoving enemy AI
« on: 02 Feb 2005, 17:51:49 »
In a mission I'm working on I have a small enemy outpost which the player must attack but I'm having problems making the enemy defence challenging. One of the things I'm trying to do, to improve this is have a group of enemy soldiers in the back of a truck, when the base comes under attack the group of soldiers disembark and know where the attack is coming from and then move into attack the attackers.

At the moment I have them disembark when my unit is detected and then I have a Seek and Destroy waypoint with a large radius but that's not very effective. Is there any good scripts out there that can make this happen if so which ones?

Any other ideas on how I could improve the enemy defence would be helpful too.

Offline Baddo

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Re:imrpoving enemy AI
« Reply #1 on: 02 Feb 2005, 18:05:30 »
Other idea:

Group Link II scripts in Editors Depot.
« Last Edit: 02 Feb 2005, 18:09:14 by Baddo »

BenMorton

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Re:imrpoving enemy AI
« Reply #2 on: 02 Feb 2005, 18:15:38 »
I'm using group link 2 already but for other areas of the map so I don't really want units from this enemy outpost calling in support from other groups in group link 2, also this part is at the end of the mission so the other groups in group link 2 could be all dead.

Offline Baddo

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Re:imrpoving enemy AI
« Reply #3 on: 02 Feb 2005, 18:25:29 »
 :)

Maybe you could take player's position in the moment when player is detected and make the group go to that position first.

Offline THobson

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Re:imrpoving enemy AI
« Reply #4 on: 02 Feb 2005, 18:28:34 »
A large radius for a waypoint doens't give you a large waypoint,  The waypoint stays the same size the radius you define just tells OFP to place it at a random point within the circle you define.

Have you tried setting them on Guard rather than S&D?

If the enemy have been detected you could move the waypoint to the location of the detected enemy.  Something like:

[e_convoy_guardGrp, 7] setWPPos getPos (list triggername select 0)

syntax not guaranteed.

You could also have a look at General Barron's AI Information Sharing script.

BenMorton

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Re:imrpoving enemy AI
« Reply #5 on: 02 Feb 2005, 19:05:15 »
Thanks THobson I'll give it a go.

Offline macguba

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Re:imrpoving enemy AI
« Reply #6 on: 02 Feb 2005, 19:18:22 »
I've found the S&D are not suitable for important parts of the mission:   it's just not good enough.    Move and Guard waypoints are better.    

S&D is fine for just having some loons milling around, or for less important areas of the mission.
Plenty of reviewed ArmA missions for you to play

Offline XCess

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Re:imrpoving enemy AI
« Reply #7 on: 02 Feb 2005, 20:08:40 »
S&D = good for cannon fodder.

Offline General Barron

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Re:imrpoving enemy AI
« Reply #8 on: 03 Feb 2005, 00:40:09 »
Check out the demo mission for this simple script:

http://www.ofpec.com/editors/resource_view.php?id=639

Basically, putting units behind cover can make them much more effective. Also, note how the units are grouped in the demo mission. They are grouped so that members of the group aren't right next to each other, but are instead spread all over the base (they can't move, so they stay there). This way, you'll get guys firing on you from the other side of the base, instead of them just kinda sitting there like idiots. Like I said, just check out the demo mission, it might give you some ideas.
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Offline Wadmann

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Re:imrpoving enemy AI
« Reply #9 on: 03 Feb 2005, 18:24:27 »
General Barron must have forgotten about one of his other great scripts, AI Info Share. Take a look at this one and used in conjunction with his Simple Cover script should make the AI tougher to eliminate. One point to mention about GB's Simple Cover script is, as GB already pointed out, the units are "frozen" in the spot that you place them. Try to have a few units in the group that do NOT use the script so that they are mobile and could then possibly flank your position.


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