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Ronie111

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    Ronie111 got a reaction from Crystal in Wicked AI/Mission system   
    "BLUE" (Never fire) When hostile units are detected, they will track them, but will never fire back, even when fired upon. This mode can only be set through the editor or script. No in-game commands to subordinates can set them to combat mode Blue. "GREEN" (Hold fire - defend only) When a player orders his units to "Hold fire", the units are set to combat mode Green. "WHITE" (Hold fire, engage at will) "YELLOW" (Fire at will) If AI spots a target and decides it is in effective range, he will open fire. By default AI is set to YELLOW. If a leader calls Target, the unit with aim without breaking formation. "RED" (Fire at will, engage at will) When a leader commands his units to Engage at will, combat mode RED is set. The AI does not keep formation and each member moves individualy. The leader command Disengage will set the units back to fire at will (YELLOW) If Attack and Engage is called, the unit will break formation to find the best place to attack from (combat mode RED). NOTE: To make AI hunt down a known target, you need to use '_unit setCombatMode "RED"'. The Seek & Destroy waypoint only makes the AI to search the vicinity of the waypoint itself. Not affect their behavior on their way to the waypoint itself.
     
     
    And to your behavior full description :
     
    Safe It is possible to choose also Careless in mission editor, that expands the behavior for even more free movement (loiter) in range up to 150m.
    will use roads, groups travel in convoy (overrides formation command) stance with lowered weapon turned out from vehicle lie down when scared less turning head, less observing surroundings (limited rate of target database) Aware Default behavior.
    lie down when scared soldiers sometimes move in cover vehicles still prefer roads, travel in convoy Danger (Combat) dismiss (loiter movement) canceled ignores limited speed setting tends to change stance to kneel or prone soldiers move in cover soldiers disembark from some vehicles, e.g. damaged aircraft turns of vehicle lights Stealth dismiss (loiter movement) canceled faster target acquisition tends to change stance to kneel or prone keep themself also out of Unknown targets soldiers move in cover, routing near structures soldiers disembark from some vehicles, e.g. damaged aircraft turns of vehicle lights tanks avoid passing trees
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    Ronie111 reacted to Markk311 in Wicked AI/Mission system   
    THIS VERSION WILL NOT WORK WITH DAYZ EPOCH 1.0.6.1 PLEASE USE THIS VERSION: https://github.com/ebayShopper/WICKED-AI
     
    Current Version 0.16
    Adds more options to ammo boxes tweaks to missions Added timeouts to missions Fix ammobox despawn in 1.0.3  
    Wicked AI feature list
     
    Customizable loadouts for groups. Customizable Static weapon units Customizable Heli patrols Customizable vehicle patrols Customizable helicopter group paradrop Ability to setup custom skill settings Can spawn units in any script in the dayz_server.pbo AI share your info making them more difficult  
    Wicked Mission System  Features (WIP)
     
    Customizable random vehicles for missions Vehicles save to database only when player gets close Loads easily from AI system. No need for extra install Map markers refresh so JIP players will have them on map Uses wasteland like missions Customizable ammo boxes Missions can timeout if no player is in the area Setup
    ONLY WORKS FOR DAYZ EPOCH CURRENTLY
    Download Here (version 0.16)
    Setup is easy Put the WAI folder in your main dayz_server directory
     Add above allowConnection = true; in server_monitor.sqf
        [] ExecVM "\z\addons\dayz_server\WAI\init.sqf";     allowConnection = true; No need for the killing a hacker fix.
    Config files are located in the main WAI folder and main Missions folder.
    Setup your custom spawns in Customspawns.sqf
     
    This is still a WIP. So try it out and give some feedback on it to help improve the system. The mission system is lacking numbers, but the randomness of vehicles chosen makes up for it. I have had this on my server for a few weeks and everything seems to be running fine even with over 50 AI spawned in with the mission system running. I will post a more detailed setup later as I have no time now. This is running on my clans Epoch server if you want to get a taste before you try it. 69.64.52.14:2312.
     
     
    Known issues.
    Vehicle drivers are idiots
    Not a lot of debugging
     
    What is being worked on...
    More config options for missions.
    Changing format for AI weapon sets to not require mags in array.
     
    Early version of paradrop script.
    http://www.youtube.com/watch?v=opIUs4AgWXs
     
    Info Sharing Test
    http://youtu.be/a5G5NTmeWZQ
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