
Originally Posted by
Drongo69
The AI module only works with objectives, so you need to place your own waypoints.
I realized that later. The reactions of the AI were in fact the default BIS ones. That was why they defended so poorly.
Good ideas, but beyond my level of motivation at the moment. However, if you comment out the appropriate lines in DT\Objectives\VictoryCheck.sqs, you can prevent a side from being able to win. This should serve your purposes.
Yes, I saw that. I, in fact, finally created my own victorycheck script:
Code:
@count dtObjectives > 0
~30
_objectives = +(dtObjectives)
_dmgWest = 0.1
_dmgEast = 0.2
_dmgRes = 0.3
_dmg = _dmgEast
#loop
_objsCaptured = 0
{ if ((damage _x) == _dmg) then { _objsCaptured = _objsCaptured + 1 } } forEach _objectives
?(_objsCaptured == count _objectives): "3" objStatus "done", goto "end"
~5
goto "loop"
#end
titleText ["VICTORY", "PLAIN"]
~2
dtEndMission = true
exit
By invisible, do you mean unseens or undetected? I won't change this, as it would prove a hassle in MP. However, a group in AWARE mode will not say anything. You can change this in DT\Voices\Group.sqs.
I meant invisible as in dummy units. But it must have been a misconception from my part. While testing I assigned english voices to the russians and russian to the rebels, just to make it easier to distinguish each side. What was happening was that there were moments where a russian voice was heard very, very close when it shouldn't (as in just arriving at the attack position, which is a few hundred meters away from any rebel). Seeing that no rebel was around then my guess was that the one that said that was some kind of invisible dummy unit close to my position.
I'm not currently working on DT, as I am focusing on a different project. However, if my current version is not too much of a mess, I will release it later. Hopefully it contains some useful bugfixes.
That's sad to hear, but I understand fully. Although I, for one, hope you release that new version.