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Author Topic: Skill Level  (Read 2296 times)

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Unnamed

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Re:Skill Level
« Reply #15 on: 23 Jan 2004, 05:48:04 »
I will try and test some of the ideas here, I've spent the last two months chucking Mortar rounds at the AI. So I've seen a lot of fleeing :) Never thought to change the AI's skill and Rank to see if they react differently.

Some things did stand out:

Units with waypoints are more likley to flee compared to the same squad with either no waypoints or ones given the DoStop command via a script.

Those with waypoints will return to there initial waypoint, then ralley regardless of who is in command or how many have survived.

@General Barron

I will, need to add units on the move to. That makes a big difference.

@Kuro

In the right terrain, I still get caught out by the AI's flanking manouvers. Imagine turning the AI off altogether and trying to script the entire thing yourself  :noo:
« Last Edit: 23 Jan 2004, 05:48:27 by Unnamed »

Offline macguba

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Re:Skill Level
« Reply #16 on: 23 Jan 2004, 10:22:33 »
The courage of the group is determined by the rank of the group leader, I believe.   The higher the rank, the less likely he is to run away.    I don't know if it has an effect on the probability of rallying and coming back into the battle, which they will do under certain circumstances.
Plenty of reviewed ArmA missions for you to play

Offline dmakatra

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Re:Skill Level
« Reply #17 on: 23 Jan 2004, 19:10:18 »
Taken from the official config files(commented configt, ed depot):

   courage[] =
   {
      0.20, //Private
      0.35, //Corporal
      0.55, //Sergeant
      0.65, //Lieutenant
      0.70, //Captain
      0.80, //Major
      0.90  //Colonel
   };
};


:beat: *Gets Shot* :beat:

Offline General Barron

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Re:Skill Level
« Reply #18 on: 23 Jan 2004, 22:13:38 »
Thanks for that, Armstrong :)

Now I'll have to pay more attention to what rank I set my enemies to!
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