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#1 Posted at 2016-09-05 13:57        
     
Hello guys, and thanks all for this forum that help me a lot doing my own missions editing.
I found many way to simulate AI High command channel with scripted action via triggers. But it is quite a long process and I wonder if there is any way to enable the support and high command modules for the AI ?

To make an exemple :

1. group1 is patroling north of "city"
2. group2 is patroling south
3. Each group its own waypoints patrol
4. If group1 is under attack too far away from group2, group2 will not help (exept long trigger scription method)
5. In my idea, if group1 and group2 are connected to a HC officer he should have the info from group1 and break group2 routine to help. Same idea if group1 is linked with mortar or CAS support...

Any ideas ?

Thanks all.


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Tajin  



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#2 Posted at 2016-09-05 15:22        
     
Maybe you should give guard waypoints a try. They take some getting used to but are quite versatile:
http://www.armaholic.com/forums.php?m=posts&q=12166
https://community.bistudio.com/wiki/Waypoint_types#Guard

You can also use detectedBy triggers and stuff like that.

Or look for some of the available AI-scripts.


Maybe the ALiVE framework is what you need. It has a pretty decent AI commander.
http://alivemod.com/

There are a lot of very capable people on this forum, willing to spend some of their time to help you out. So if you have a problem, it surely isn't too much to ask that you atleast take the time to describe it properly. Thanks.

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#3 Posted at 2016-09-05 16:28        
     
# Tajin : Maybe you should give guard waypoints a try. They take some getting used to but are quite versatile:
http://www.armaholic.com/forums.php?m=posts&q=12166
https://community.bistudio.com/wiki/Waypoint_types#Guard

>> Looks like a good option, never realy used it.

You can also use detectedBy triggers and stuff like that.

>> Yes, it's similar to the way I do it right now. But it take a lot of trigger and manual waypoint quite long to do...

Or look for some of the available AI-scripts.


Maybe the ALiVE framework is what you need. It has a pretty decent AI commander.
http://alivemod.com/

>> Looks amazing. Did't knew about it, I'll give it a try !

Thanks.


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#4 Posted at 2016-09-12 10:10        
     
Just to give you update as you helped me :

ALIVE is cool but don't really match with a scripted mission.

Guard and guarded by option is a good way for general reaction, for more specific ones I still do it with a trigger :

If "team1" enter in COMBAT mode, I set a waypoint for team2 to team1 leader. >> it simulate a radio officer wich can call other teams around.
I'll put a hint for the player so he will know that if he kill the leader first, he can't call reinforcement.