my apologies on the vagueness, i was referring to this thread:
http://forums.bistudio.com/showthrea...hlight=command
alot of good suggestions were posted here, and i very much agree with alot of them. certainly provides more possibilities in scripting specific unit actions (such as hasLOS command)
about the snipers:
The way i see snipers now, there not very lethal, in fact far from it. if they need to be 200m from someone to actually become lethal, then there in the wrong MOS. they have very poor accuracy at their intended ranges, often wasting 2 magazines at a target 500m away (which isnt that far)
about the ai in general
i suppose thats an issue to take a look at, but im not too concerned, the way the game works now you might get as many as 3 chances to shoot before the enemy will identify your location through the increase in knowsabout. and if the shots are spaced between 5 minutes or so, then it offers the chance for much more shots. The only real problem i see with snipers ai is whether or not they know they are properly concealed or behind cover. So maybe using a check like Selectbestplaces (or that other command that checks the tile area?) to see if they are in a suitable position, the ai already has a basic priority system in place, snipers and tanks will usually be the most engaged for ai teams (if they have AT for tanks of course) so really the only thing thats needed is better accuracy from them.
I wouldnt mind even if they were aimbotting to get a kill, they should be that good and it should be a serious problem if the player ever encounters one.
if they can atleast bump the accuracy to what its needed, then the rest can be implemented via scripts and fsm as DMarckWick suggested.