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Thread: AI Commands

  1. #1
    Staff Sergeant
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    AI Commands

    Sorry if there is an AI behavior suggestions thread.

    1. The command to "Stop" seems to cause AI who are in boats to disembark. This can be deadly and it shouldn't work that way. I presume it is this way in vanilla but it could be a mod I am using.

    2. AI Group mates who are assigned to pilot a boat, by default seem to want to motor off the coast 50 or 100m or more and then sit there with engine idling. This too can be deadly and it shouldn't work that way. More broadly, it seems fairly common that AI assigned to a vehicle immediately want to go driving off even without any command to do so.

    3. A command to: (a) Open Fire briefly, then go back to taking cover and/or (b) Open Fire briefly then run left/right/forward/back and then take cover/go prone.

    4. A way to tell AI squad mates who are in a vehicle to turn off your lights, or better yet, to leave the lights off by default.

    Will add more as I think of them.

  2. #2
    Hi Anthropoid

    1. Never tried it with units in a boat, but give "wait for me" a shot. (menu 1 IIRC - I'm working remotely from mobile device). Works with units in land vehicles.

    2. AI drivers - grrrrrr! Seem to be quite a bit worse since 1.60, & I shot quite a few out of utter frustration before that. 3^10 point turns, indeed... Bah! Humbug!

    3. Yeah, that would be nice. Hard to micromanage, though. Try getting them behind some solid cover first, then you can always tell them to go to crouch or prone,

    4. Menu 7 "stealth" will make them turn off the lights.

    Cheers

    orc
    Last edited by Orcinus; Jun 21 2012 at 16:00. Reason: Too little sleep, su too many typos

  3. #3
    Staff Sergeant
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    Author of the Thread
    #1. Will try that. However, the problem was this:

    I was piloting an APC full of troops. I had one squad mate piloting a CRRC, another one piloting a fishing boat, all full of troops. We were ferrying away from the unsafe south regions of Chernarus to an abandoned area in north (Lost mission) to get organized and set up our 'geurilla hideout.'

    When the CRRC driver arrived at the beach way on the north coast, I took control of him (something I am not longer going to do with this mod as it seems to progressively lead to AI getting "locked up" and becoming unresponsive to Regroup and Return to Formation commands, but I digress . . .) and had him disembark himsef and his passengers. Somehow some guys appeared of their own accord to be running back to my main character, evidently trying to reform (20km away). The former CRRC pilot seeing this (while I was controling him) hit All - Stop, and this caused the soldiers on the fishing boat to disembark.

    Luckily I realized it, and managed to get all of them back on board before they got left behind.

    Will try that "stealth" and see if that fixes the problem with AI turning on the lights (even when they are wearing NVG) everytime I get out of the vehicle and they shift over to driver's seat.

    For the number three idea, it could be something very formulaic that would not require much micromanaging. At present, an order to FIRE or ENGAGE seems to evoke eschewing the benefits of cover and moving into the open to get good shots. The end result being -> any particular AI teammate will get a kill or two, but often gets killed himself if there are 3 or more opponents.

    What I have in mind here is a simple command that would evoke a cyclic series fo behaviors. Obviously there is an inherent 'attack if enemy is in sight - else maneuver to get enemy in sight' script that engages when they are in fire at will mode and have acquire targets at wil left on. That is fine, but it would be nice to intersperse that behavior with - after each burst/shot - go back to the safest immediately accessible posture/position, whether that is going prone, going prone behind soft cover, or getting behind hard cover.

    This command could be something as simple as "Engage Safely" or "Engage as Safely as Possible" or "Engage Cautiously."
    Last edited by Anthropoid; Jun 22 2012 at 11:19.

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