"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
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