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Offline granQ

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Invading AI ("one" script to rule them all..)
« on: 28 Jul 2009, 15:50:00 »
Warning long post

The idea is just as simple as it is complex, make an ai that invades the gameworld and then you have to kick its ass?

Ok, so it start something like this:

1) ai group paradrop and secure airport.
2) A "neverending loop" of c130 airplanes comes in with supplies.
3) supplies are flown from airport to forward operation bases (FOB)
4) from the airport and FOB's patrol start securing towns, keypoints
5) The player make contact with the ai, fires and kill some.
6) The ai respondes to the threat and send out units to kill the player.
7) Goes on until either side lost or timelimit reached.

Now this could be made with just throwing in a lot a lot of units in the editor, or it could be done in a silly way like evolution, or like in a stupid way of warfare.

BUT, I had a vision since KP CTI (for who ever heard about it) about the ai that respons to the player actions and that have limited resources without adding a Warfare/cti style to it.

Also I wanted different type of personalities, so you can tweak the mission to be an ai using mainly airborne units, mixed, a brutal that doesn't blink before sending a MRLS barrage towards a neutral city.

I am now looking for help by people.. with ideas and suggestions and code, it already does the job to kill the player very nicely and the newest version (leaving sqs for sqf) isn't uploaded.. so dont judge the code in this mission.

The great thing with this is that it for each task use its own script which makes it easy for people that feel they want to help out and design that part. Right now its me and Kungtotte mostly working on this while Ugga is working on not the AI itself but a mission that use our ai.

For more information:

http://wiki.anrop.se/index.php?title=MMAI:_Design
« Last Edit: 30 Jul 2009, 12:34:35 by Planck »
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Offline Trexian

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Re: Invading AI ("one" script to rule them all..)
« Reply #1 on: 28 Jul 2009, 16:33:53 »
Sounds very exciting!

My skills at scripting are low, but I'm willing to help!
« Last Edit: 30 Jul 2009, 12:35:53 by Planck »
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Offline Kremator

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Re: Invading AI ("one" script to rule them all..)
« Reply #2 on: 28 Jul 2009, 19:56:16 »
Liking the sound of this!  Good luck.

If you need a beta tester then ask me.
« Last Edit: 30 Jul 2009, 12:35:44 by Planck »

Offline CrashDome

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Re: Invading AI ("one" script to rule them all..)
« Reply #3 on: 29 Jul 2009, 17:44:44 »
Reminds me of CoC's set of scripts for OFP that handled respawning of groups. I used that in conjunction with a transport manager script to do something very similar to this as a proof of concept mission.

It actually is fairly simple, but the code will be long to get it right.

I'm still brushing up on new commands so I can help with some suggestions only right now.

First, I want to say your CTI was reall fun to play for Arma!

Second, is it important the AI "capture" the airport in the beginning? From the sounds of it, you almost want the mission to start with it already captured. If it is critical the AI hold the airport to the rest of the mission why make it complex and prone to problems by having them take it by force.

For respawning, you can make it fairly simple. A loop with C-130s flying in is not hard. Every time they land, you can spawn a script for AI/Vehicles to depart and "report in" to some AI manager. You can make it fixed or random units.

For managing where to send AI units, I would suggest game logics or other denotations of "priority" targets. Run a script that repeatedly checks which areas would be best to cover or hold. Have the AI assign units to the area. With some of the new commands, you can assign a whole AI group to a target and have it check the # of remaining units in that group and if it is strong enough, create waypoints for them dynamically.
To make it REALLY dynamic, have the AI manager assess it's force size on a regular basis instead of just acquiring location by location. Maybe the AI falls back to reinforce an already captured location because it is spread out too thin? Also, instead of simply sending them to a location directly, have them sent to secondary game logics which surround a held area which are placed at key points (choke points, etc..).

I could really go on and on about how to improve the AI tactically with methods I have proven to work since OFP/Arma - including the use of FSMs as the "management" part, but the post would be 100+ pages long :D

I would also LOVE to help code something like this, but alas I am working my butt off just to keep a roof over my head right now.

In a missions with this many scripts going on, I will suggest that you break apart scripts. For example, it might be obvious that you only need to run an AI assessment every few mins. What is not obvious is that if you have it execute the whole assessment in one spurt you will get sudden drops in perf those every few mins. Instead, have it run the count of it's forces first... wait a bit... take those numbers and assess locations... wait a bit... have it assign groups and create waypoints. Rinse and repeat!
« Last Edit: 30 Jul 2009, 12:35:34 by Planck »

Offline granQ

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Re: Invading AI ("one" script to rule them all..)
« Reply #4 on: 29 Jul 2009, 20:52:38 »
thanks for your reply CrashDome, I hope you can pay for your roof and get some time over to help me out.

In order to keep it short I will reply with as few words as possible.

1) The paradrop (capture airport) is just eyecandy so far, no resistance and got no point.. just eyecandy. Probably will drop it later.

2) the c130 respawn loop and stuff is already working. Infact most of the offensive stuff is working, not tweaked correctly but so far it really kick the players ass :)

3) really liked your ideas about units falling back and stuff..

4) thanks for likning and trying the CTI..

unlike many others projects that posts requests for help, i do know I will and can do it myself.. it just that I know if I make some scripts for basic medevac, offensive operations and so on. Someone can just take it, add one more function to it (medevac performing some animation, offensive operation with more style).

So you are more then welcomed to help out a later stage. Can see this being work on until at least winter.

Right now it will spawn new stuff for each tasks, but the goal is to try reuse vehicles. Lets say the uh60 that transport supplies to a base is later used to attack an enemy stronghold. Using a "forcepool"... but that at a later stage. There is less fcuk ups with spawn stuff :)
« Last Edit: 30 Jul 2009, 12:35:20 by Planck »
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Offline CrashDome

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Re: Invading AI ("one" script to rule them all..)
« Reply #5 on: 30 Jul 2009, 04:21:38 »
Glad to here it's working out for you so far.

My old OFP transport scripts used to reuse vehicles based on a "state" they were in (i.e. waiting, assigned as pick-up vehicle, picking up, and finally drop-off units - then back to waiting) but they just stopped working about 30 mins into a mission in OFP. When Arma announced FSMs I was happy as it would cut code down tremendously, but then I was disappointed in their fragility.

Maybe now with the additional FSM commands, they will be more useful? more reliable?

I digress. Either way (FSM or Script) tracking a vehicle's state should be much easier now. Controlling via waypoint seems easier now (to me). For example, SAFE mode on a helo still allows the door gunner to fire at enemies during an extraction when in OFP you were lucky if they landed at all let alone fire back at enemies!  ::) lol
« Last Edit: 30 Jul 2009, 12:35:09 by Planck »

Offline granQ

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Re: Invading AI ("one" script to rule them all..)
« Reply #6 on: 03 Aug 2009, 20:59:37 »
oki, expect a release within 2-3 weeks. Rewritten the code (with help from killswitch, snakeman, ktotte), also added the CSAR function.

My hope is that after a lot of irl stuff take some time, kill all errors, warnings. Make a smaller release, then add some more cool functions and proper release it.

I still looking into functions, ideas of stuff to do.
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Offline CaptainBravo

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Re: Invading AI ("one" script to rule them all..)
« Reply #7 on: 06 Aug 2009, 17:32:04 »
This sounds like an impressive project!

Is this stricly for MP? Or can SP take on enemy AI utilizing High Command Module?

Offline granQ

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Re: Invading AI ("one" script to rule them all..)
« Reply #8 on: 07 Aug 2009, 10:11:34 »
it is made for multiplayer but I like your idea so i will make it possible, shouldn't be any problems at all. Except maybe for players that won't be able to respawn? How did you want to design the mission, I mean respawn and so?

Want to try the MMAI against "warfare" mission, "guerilla coop style" and the high command sounds nice.


EDIT. One of my friends asked me today when next version of MMAI will get released (1 week, 10 days probably btw) and said he been playing it a lot with high command module, apparently its working even if he said he gets his ass kicked all the time :)
« Last Edit: 07 Aug 2009, 12:28:25 by granQ »
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Offline CaptainBravo

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Re: Invading AI ("one" script to rule them all..)
« Reply #9 on: 10 Aug 2009, 11:31:22 »
What High Command needs is a solid AI who control units on large scale (fight and take towns) and send supplied and reinforcments. This way you have a human vs AI commander fighting company size battles to control different sectors/towns.

It can be also be played as coop as other humans can take over some of the squads.

Respawn: I  personally like the group respawn (play MP as SP game to enable respawn)
I think allowing some flexibilty with AI commander might be good for mission design. Use points system to make AI more offensive or defensive. AI with high points will expand out more while one with low points will focus on defending areas it has and blocking roads to areas held.
Not sure how easy to implment though.

Edit: I just downloaded MMAI (MasterMind AI) example mission I have tested and certainly it looks impressive. However, I was  bit lost on what was going on in mission and what to do. Perhaps a read me note will help explain how it works and how to edit it (adding HC).

Looking forward to your next release.
« Last Edit: 12 Aug 2009, 10:29:21 by CaptainBravo »

Offline granQ

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Re: Invading AI ("one" script to rule them all..)
« Reply #10 on: 12 Aug 2009, 22:00:17 »
yeah, 0.3 release was sorta "internal", 0.4 was ugga conversion of the core stuff, actually 0.3 for arma1 has breifing, objectives and shit going on.

0.42 is a few days away... how to edit is under construction (the manual that is).

However the thing with mmai is that it can be tweaked for a number of addon, give him very limited with supplies, fight about one city in singelplayer with high command.

Play warfare fight against the MMAI that is smarter then any Warfare ai so far, or use it as primary intended, a coop where you fight as the guerillas.

Actually I am starting planing for one "skynet" version for the terminator addon that is being made.
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Offline Kremator

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Re: Invading AI ("one" script to rule them all..)
« Reply #11 on: 13 Aug 2009, 21:45:59 »
GranQ,

Absolutely wonderful!  I downloaded the test mission and watched the whole thing take place UNTIL the C130s kept crashing into the buildings on the runway apron.  Spoiled it slightly.

That being said the supply looks to be working fine.  Would be good to see a collection of containers/ammo boxes/barrels etc to show that the supply has properly taken place, but I'm sure you have this in hand.

I didn't see any enemies being engaged by the cobras ... will have to check the mission to see if you spawned any!

Keep up the great work.  Looking forward to pitting my HC wits against the AI :)

Offline granQ

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Re: Invading AI ("one" script to rule them all..)
« Reply #12 on: 14 Aug 2009, 06:41:28 »
thanks and its solved.. this worked fine in ArmA1 where I did the mission first, my friend that converted also found out the bugged c130 (it can't tax.. so that won't work).. instead you get a c130 that do an overflight and airdrop a container with the cargo chute.

I am just installing ArmA 2 now. (06.40 here) and then will head to school.. but hope tomorrow to put out the new "proper ArmA 2 version".. tomorrow or sunday, we see :)
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Offline Kremator

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Re: Invading AI ("one" script to rule them all..)
« Reply #13 on: 14 Aug 2009, 09:05:19 »
Great stuff!  Can't wait to see the modified version.

Offline granQ

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Re: Invading AI ("one" script to rule them all..)
« Reply #14 on: 14 Aug 2009, 22:24:45 »
ok, new version, "arma2:ifered" released.. fixed some bugs. This mission isn't very exciting, doesn't have a briefing. Basicly you jump as a russian, try get some kills. (MMAI is what i work on, not the mission)

=== 0.42 ===
Now its almost 100% in SQF instead of SQS.

Additions:
   MMAI now preform CSAR for its fighter pilots.
   All types of vehicles/soldiers is defined in its own file.

Fixes:
   Corrected names for Chernarus
   Airborne operation didn't work because bad path.
   Markers now local on server, lowering traffic.
   Due to bug, the c130 will drop supplies instead of flying over.

http://kpcti.granq.se/files/MasterMind_AI.Chernarus.zip

WANTED: Can you do dialogs for arma2? I need your help..  also, if you want to start making missions, let me know what stuff you want the MMAI to do and so.

edit: To Kremator, was fun you came on visit. Sadly the mission was fucked, out of 75 lines in the script i manage to delete just the one that adds the money from the supply. Thats why there was no ai.. second time we tried after you left, we got chased by two a10's and we got like 300 meters before we had to leave it. Then came an airborne invasion but a bug made them just hoover, we thought we made it, then came the LAV platoon :) need to find the balance.
« Last Edit: 15 Aug 2009, 00:31:32 by granQ »
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Offline Kremator

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Re: Invading AI ("one" script to rule them all..)
« Reply #15 on: 15 Aug 2009, 00:35:49 »
WOAH !!  Now that sounds like brown trouser time !

Will keep an eye out for your server mate (and obviously releases here) to keep uptodate !

Perhaps posting the updated mission here now so I can have a fiddle ?

BTW nice to meet you :)

Offline granQ

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Re: Invading AI ("one" script to rule them all..)
« Reply #16 on: 15 Aug 2009, 00:58:28 »
yeah updated is the one in link, should be a folder inside the zip, then its the fixed. If its a pbo then its the one without working supplies.
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Offline Kremator

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Re: Invading AI ("one" script to rule them all..)
« Reply #17 on: 15 Aug 2009, 17:32:15 »
Mission is coming along nicely mate !

It was funny to see that F35 engage it's own C130 ..... must have really pissed it off !

Keep coding ... waiting for the next installment.

Offline granQ

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Re: Invading AI ("one" script to rule them all..)
« Reply #18 on: 16 Aug 2009, 11:38:06 »
yeah but not funny for me cause want to know why.. very strange.

Anyway, to easier see the progress, well a rough one I added an overview that shows which functions that is working, not which state but if its there.

http://wiki.anrop.se/index.php?title=MMAI:_Design#Overview_of_function_status

as you know kreamtor, the MMAI can still kick some serious ass (its very weak at its base but thats because the patrols isn't implemented, but look on that and you can see how little stuff actually is in, of the planned =) )
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Offline Kremator

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Re: Invading AI ("one" script to rule them all..)
« Reply #19 on: 16 Aug 2009, 12:48:35 »
Like the look of what you have planned gQ!  The AI does kick ass (in more ways that one!)

Building the whole system so that it 'feels' like a whole army is one helluva task but you are going the right way.

The base patrols will seriously hamper any naughty spetsnaz that want to disrupt lines of supply (like us!)

Perhaps having parked aircraft, that then taxi and patrol, only to land later would be cool!

During testing it would be good to see all the BLUFOR comms.

Keep going mate .... this is looking SWEET !

Offline granQ

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Re: Invading AI ("one" script to rule them all..)
« Reply #20 on: 18 Aug 2009, 01:18:52 »
I keep the updates, a very very basic land patrol (basicly a hmmwv will be sent to any of the different towns, its more to get the structure up with all code and script files and then can add on)

but MMAI also have an "intel" part that I been working on a bit today...



It get the world name, date, weather is all read from the game and gets updated.. right now the player has to put the max and min temperature, but I hope I can find a way to get those values out form the config so no matter which island you play on it will make sense.

EDIT Oh and how would you like to navigate? I was thinking the easiest for me is that the "page" number is a drop box, so you just select the page you want to visit, does that feel ok or I need to find a way to enter the numbers?
« Last Edit: 18 Aug 2009, 01:35:54 by granQ »
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Offline granQ

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Re: Invading AI ("one" script to rule them all..)
« Reply #21 on: 22 Aug 2009, 21:26:31 »
bump.. 0.6 released and phase1 one is more or less done.

Phase 1 Current phase
Making all function and scripts working for the MMAI.
Phase 2:
Work on how the MMAI use the different functions. Which conditions and improve the effect of different personalities.
Phase 3:
Make the player part of the mission. Objectives and so on.
Phase 4:
Balance towards player, optimize
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Offline Kremator

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Re: Invading AI ("one" script to rule them all..)
« Reply #22 on: 22 Aug 2009, 23:44:23 »
Back from my holidays now and able to help out / test.  Will look for the server when I play.

From what I've read this is shaping up nicely.

Just have to see if it is still a killer :)

EDIT.... ok have done quite a bit of testing here.  The UAVs are great .. but come down very low to check you out!  The 'Kill the radar' mission doesn't end when you kill the radar :(

The BMP3 base isn't operating as a base yet.

PS if you need any help testing then ask :)
« Last Edit: 24 Aug 2009, 19:11:23 by Kremator »

Offline granQ

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Re: Invading AI ("one" script to rule them all..)
« Reply #23 on: 25 Aug 2009, 10:44:43 »
BMP3 base?

i got a new version out soon, with several new objectives (must say it became much more fun).

So uav, set flyinheight, maybe 200..
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Offline Kremator

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Re: Invading AI ("one" script to rule them all..)
« Reply #24 on: 25 Aug 2009, 11:14:09 »
Yeah I think it spawned a BMP3 as the buyable base.

Looking forward to testing/playing MMAI.

Having a much high UAV would be good.

Offline granQ

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Re: Invading AI ("one" script to rule them all..)
« Reply #25 on: 25 Aug 2009, 12:48:47 »
ah forgot about that one.. will fix later. Was more an idea.

Thought should add some stuff so you could always choose to respawn there.
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Offline Kremator

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Re: Invading AI ("one" script to rule them all..)
« Reply #26 on: 30 Aug 2009, 15:17:15 »
Cool stuff.  Is Shadow Warriors the latest version or have you other goodies for us to try out ?

Offline granQ

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Re: Invading AI ("one" script to rule them all..)
« Reply #27 on: 31 Aug 2009, 14:25:49 »
latest is:
Quote
=== 0.7 (Shadow Warriors) ===
This version includes a "mission", source clean MMAI will be released later on.

Additions:
* Soldiers can now surrender.
* The report enemy script (from UAV and so on) now consider which doctrine is used.
* More types of vehicles are avaible for the MMAI.
* Now 30% chance the ai try a different doctrine for taking back a city.
* MMAI now are aware of which postion he have attacked and will not spam units non-stop to same area.
Fixes:
* All scripts are now in SQF instead of SQS.
* Minor fix to UAV search pattern and UAV flyinheight. (Still crashes).
* Airstrikes didn't work.

http://granq.game-host.org/upload/granQ/MasterMind_AI07.Chernarus.zip

whats next is fixing JIP problem with the mission (not really related to MMAI since it 99% runs on server so. Then only got some small minor stuff left and its all about tweaking. Just got home my other server that will try keep dedicated which means I will have acesses to try more MP aspects without trying to get players to come and play with me... which should increase productivity :)
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Offline Kremator

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Re: Invading AI ("one" script to rule them all..)
« Reply #28 on: 31 Aug 2009, 14:38:48 »
OOOh some good fixes there granQ !

Will try the latest version with Solus's SLX mod for extra difficulty :)

Keep up the good work!

Offline granQ

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Re: Invading AI ("one" script to rule them all..)
« Reply #29 on: 31 Aug 2009, 19:17:40 »
starting on second mission now with MMAI.

So Shadow Warriors, a normal COOP. (Small scale)
and AI wars. Just the ai battling against eachother (this is great way for me to check behaviour on large scale battles)


and once I am getting "done" with MMAI i also plan to release one singelplayer version.
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Offline sardaukar17

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Re: Invading AI ("one" script to rule them all..)
« Reply #30 on: 05 Sep 2009, 04:09:30 »
Well I may be totally usless here but what the hell. I was trying to do something similar but at my level I am sure it is academic compared to what you have rolling. Plus it is all in sqs. Which I understand you are looking for sqf. I'll post what I had put together so far. You can look or not lol. Would be nice to have contributed in even a small way. I am proud of what I have learned in 2 months.

This is the basic explination. 3 cities each was meant to be taken one at a time. Each city has 3 buildings. Bunker, Factory, Tower. Infantry are tied to Bunker. Armor to Factory and Aircraft to Tower. When the building is destroyed the associated waves of that unit type stop coming.

I have 3 random start points for armor which could be used for any of the other types of units (and could be increased to any number of start points). After the groups creation it is assigned a number of waypoints you decide randomly across any of 25 different points in and around the city. These could be expanded to a map size scale though. Just move the game logics where ever you want.
When the buildings in the first city are destroyed a massive move of gamelogics occurs to the new city in which a fresh fight begins.
I know it is probly late in your progress to post this but like I said what the hell it can't hurt. You can ignore it. I will only cry a little. Below I will post what I have of the scripts so far and the map I was playing with so you can see how I had it layed out. Hope it helps  :good:


--EDIT--

I updated these because I found some major errors in the Waypoint script. Again if it is any help let me know so I can pat myself on the back and sew a new merit badge to put on my cool kids backpack :P
« Last Edit: 07 Sep 2009, 22:37:31 by sardaukar17 »

Offline granQ

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Re: Invading AI ("one" script to rule them all..)
« Reply #31 on: 08 Sep 2009, 12:08:03 »
i will check them out later this weekend hopefully..

but it seems what you done is very different from what I am doing, still it sound cool.

What I am looking into right now is static patrols around bases that spawns when player gets close, and deactivates when player moves out. While keeping the info how many been killed and so on.

Second is land patrols between cities.

Third thing is making the "hearts and mind operations", not sure how they would function yet, like how often and so on.

make the scripts to create AA defences, this is currently the MMAI's weak spot I think.

and last,making the commander ingame move around and visit bases and so on.


after that all functions should be done and its mere tweaking it.
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Offline granQ

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Offline Trexian

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Re: Invading AI ("one" script to rule them all..)
« Reply #33 on: 29 Sep 2009, 17:18:32 »
Sic semper tyrannosauro.

Offline Kremator

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Re: Invading AI ("one" script to rule them all..)
« Reply #34 on: 01 Nov 2009, 17:51:54 »
Still playing this GranQ.  Any further updates to it ?

Kremator

Offline granQ

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Re: Invading AI ("one" script to rule them all..)
« Reply #35 on: 18 Nov 2009, 12:29:16 »
actually yes :)

Last sunday I was thinking "hm, in KP-CTI the ai was much better on defending then MMAI, maybe i should look into those scripts"..

and what a goldmine I discovered.. so been working on implemting that. My goal is to make the MMAI a tough bastard to play against in a "warfare environment", meaning players that buy airplanes, tanks and try to beat the shit of the MMAI. So far the MMAI only been good at making a "battlefield come alive" without being much of a challenge for player.

What I am currently working on is the MMAI starting in the south and the player got a base almost like evolution/domination at the north airfield.  It got barracks, hangars, service points, officers barracks (were you can watch the teletext, trying to add more dynamic info) and so on.

Now this is isn't really part of MMAI but think some might be intrested. So will tell how I plan to do things.

* Player can't choose weapon, only class? (i like this but i know many become bitches if they don't get their gun) (class are like pilot, medic, crew, squadleader (can lead ai), at soldier, sniper, mg.. maybe spec op?)
* Limit airplanes/choppers.
* normal vehicles can be spawned, so "unlimited".
* POW camp, returning POW's should give some bonus, not sure what.

EDIT. Can show current setup:
[[0,"Soldier"],[5,"Medic"],[10,"Machinegunner"],[10,"AA Soldier"],[15,"AT Soldier"], [15,"Sniper"],[20,"Squadleader"],[30,"Spetznatz"], [10,"Crew"], [25,"Pilot"]];

the number is how many points you need to switch to that role and then those are removed, so you could of course spawn into a AT soldier, drop the weapons and spawn into a sniper so you get the sniper+rpg kit.. but it would cost 30 points.

I was thinking soldiers can use only uaz, ural and possible btr90. Crew can use btr90, bmp3, t72, t90..
Pilot can fly everything..

for special forces, they can call in vodkniks in the base (but also soldiers can drive them, wouldn't be realistic), but the special forces are also allowed to make custom gear.

Good or bad idea?
« Last Edit: 18 Nov 2009, 12:40:22 by granQ »
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Offline Kremator

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Re: Invading AI ("one" script to rule them all..)
« Reply #36 on: 19 Nov 2009, 00:32:14 »
Sounds great.  I still love the MMAI in making the battlefield come alive!

Anything that adds a real challenge will be loved by the community.

Keep coding mate !

Kremator

Offline granQ

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Re: Invading AI ("one" script to rule them all..)
« Reply #37 on: 20 Nov 2009, 12:11:40 »
i really need help with making good looking dialogs, mine are just functional but soo ugly.

Anyway, i will try throw in some more functions to the MMAI and tomorrow morning, then put upload a new release.

Any special requests of features? I need more feedback and ideas.
Cura Posterior