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Bluntman

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I was looking for some AI scripts to help improve the AI.  Has anyone else tested this script

http://www.armaholic.com/page.php?id=27834&highlight=VCOM%2BAI

Seems to work ok, tanks just seem to ignore any command and drive off into the sunset, otherwise infantry seem to work just fine....any thoughts?

Or does anyone have a tested AI script that works?
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Bluntman

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Maybe I'm not using it correctly...never mind
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Tayuk

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Reply with quote  #3 
I have never used that script, but should have time to have a look this weekend. I am assuming it is an AI behaviour script?

A script I use regular is EOS for Arma 3 which does have built in AI behaviour, but also saves you having to actually put enemy on the map in the editor, It works by filling a marker with the type and approx. number of enemy that you decide you want. has patrols, and enemy will occupy buildings. Works very well if you have a number of towns you want to occupy, as the enemy only spawn when a player is close enough (you decide how close you need to be). I have not actually used it in IronfrontA3, but can see no reason why it wouldn't work. There are some things that need to be done to add the IF units to the unit pools, but its quite easy once you get your head round it.

http://www.armaholic.com/page.php?id=202
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Bluntman

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Hi Tayuk!  Thank you very much for checking this AI Script out.  Yes it is an AI behavior script.  It differs slightly than the EOS (tho I think that in itself is a sweet package)  My aim is to have the Ai (from what the creator states) to behave in a more realistic way during combat ect.  I was hoping to place this in a slightly larger engagement type of mission.  Any feed back and thoughts on this is of course greatly appreciated. Unfortunatly I will be away for business returning the 31 of Jan, but Ill be watching the boards lol [smile]  Again thank you for all of your help!
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Bluntman

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Reply with quote  #5 
Hello Tayuk,  I was just wondering if you had a chance to look into that AI script?  I know your busy with other things, when you have a chance [smile]  Again thanks for all of your help [smile]
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Tayuk

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Reply with quote  #6 
Just had a quick look at the VCom script, and found that the Infantry AI can react without having an obvious threat, I.e. my player squad spawned in approx. 800m away behind a couple of hills, some enemy AI after a few minutes of there "normal" , behaviour began to react like that had contact , throwing smoke, changing stance etc. (No way any friendlies were seen). Then I noticed 1 squad of enemy run the 800m directly over the 2 hills to engage my squad that hadn't moved. (Was using Zeus camera).
I also placed a tank squad down with no way points, they stayed stationary until I let myself bee seen, then I hid, they moved a bit but then remained stationary, so they didn't try and find/get me while I was hidden, until... again I showed myself, and in true Arma style I was unceremoniously despatched after just looking round a corner.

Not tested in actual open play, but at first glance, not something I think I would use as I find EOS does pretty much cover most things I need form the AI, but it's difficult to judge in the editor, as we know these things can behave differently with more players etc in multiplayer and on dedicated servers etc.

But the implementation of how to get it working couldn't be easier, with just adding the single line to the init file and having the folders in your mission file, so can only assume its working as it should.
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Bluntman

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Reply with quote  #7 
Thanks Tayuk, for looking into that for me.  I guess it wasn't working for me because I did not put the init in the unit itself...all of this is still new to me.  I will definitely go with the EOS system then and try it out.  Sorry to have wasted your time with this.  As always thank you very much for helping.
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Tayuk

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Reply with quote  #8 
Its never a waste of time trying these things out, as quite often you find a right gem of a script that soon becomes the backbone for all your missions. I certainly wouldn't discount it entirely, as now I have used it. it very well may come in handy for some circumstances.
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Gunter Severloh

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Reply with quote  #9 
Never a waste of time for the IF community, why we're here.
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Bluntman

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Reply with quote  #10 
Thank you gents.....true I wasn't implementing it correctly....ill give it another go. Thanks again for all your help.
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