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What is the best way to trigger AI wave attacks and AI area searches?


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[KG]Destaex
Posted

Is there a way to get the AI to patrol an area without the need for waypoint loops?

Is there a way to get the AI to move to a point and then patrol a small area randomly to engage on the way?

Is there a way to get the AI to use particular tactics like hold to front and flank with a small force?

 

Posted (edited)

1. Not that I currently know of.

 

2. One can set a waypoint to a high priority in order to have units moving long that part of the route without engaging, then set the next waypoint(s) to a medium or low priority to have them begin engaging along additional parts of the route.

 

3. Yes, but it is YOU who will have to program the AI units in the mission editor to move and perform as you desire them in your mission. There are no such built in short cuts.

 

There is the option to access Groups made available on the forums that can shorten ones mission building chores. They can be included and modified for use in your missions. Check out the one called The Ambush (attached below) as and example of what can be done with units to get them to perform as desired. Or at lease seem to.

 

I have found that it takes some 'smoke and mirrors' to get things to seem a particular way during a mission. I always try to think from the 'players' point of view. They only see and experience what you present them, real or simulated. Try to provide some immersion. I consider this aspect as part of the 'art' of good mission creation.

 

Here is the ambush group details that implement the following "story":

German platoon driving on road
Two Russian platoons hiding in forests
Russian platoons open fire
German platoon signal attacks using a green flare, then retreats driving backwards
German platoon fires back, as Russian platoons come out of cover and advance on their target's position
German platoon is ultimately overrun.

Ambush.zip

 

Edited by Thad
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[KG]Destaex
Posted

Thanks. I was trying to use area attack as a way to waypoint to the main area I want the ai to hunt in and then hand off to a hunt routine. I guess that is a bridge too far :)

We basically have to make our own AI from scratch with each mission. 

I was thinking of trying to include a “Moral”  ai routine as well. Where If a platoon takes 50% casualties it counts them with count and then retreats. It would have to use if then do sort of logic across multiple paths. But could never really retreat based on the enemies current frontage. It eould be a nightmare.

Posted (edited)
3 hours ago, [KG]Destaex said:

 I was thinking of trying to include a “Moral”  ai routine as well. Where If a platoon takes 50% casualties it counts them with count and then retreats. It would have to use if then do sort of logic across multiple paths. But could never really retreat based on the enemies current frontage. It eould be a nightmare.

 

This could probably be done in some form. 

 

Once 50% or more loss the unit or units could go into into reverse to a designated point.

 

Actually, the Mission Editor is VERY powerful. One can do almost anything with it or make it seem to do anything one wants. Just takes time (lots of) and imagination.

Edited by Thad
[KG]Destaex
Posted

Yes. It's powerful, but also very complex to do the most simple things.

Posted

Agreed.

 

That is why one should obtain, create and use Groups. Use them over and over again in order to save time in future mission building efforts. There is no need to recreate the wheel again and again. :coffee:

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  • 1 year later...
Posted

Two years later LoL, but again thanks for your often clever groups; just added ambush to my 'Thad' collection ...

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