Previously known as smart AI trench cover completely redone.
Data about the evolution of this script can be obtained from here
http://www.ofpec.com/yabbse/index.php?board=8;action=display;threadid=5966here
http://www.ofpec.com/yabbse/index.php?board=8;action=display;threadid=6944and here
http://www.ofpec.com/yabbse/index.php?board=27;action=display;threadid=6123Greets to General Barron for his input and code RE: the jiggle.sqs ;D
There are some VERY important notes about the types of cover you can use and how to prepare them included in the script so plz read.
So why did I make this script?
I wanted the AI to use cover more effectively as humans would. I wanted AI to be able to use sandbags, bunkers etc and not go prone as soon as an enemy was spotted, and not to leave their cover and move to the open in order to fire a shot.
I wanted AI to be more aware of their environment and look around, so they would be more prepared for attack from multiple angles. (Ever walk up to an enemy patrol and pull faces right behind their backs while they watch the sunset and never bother to look behind?--Many times methinks)
I wanted AI to assess what they can and cant kill and act accordingly. No point in the whole squad watching that tank unless they can do sumthing about it, so why not make the AI look for soldiers even if there was a tank prowling about.
I wanted AI to react to threats on an informed basis--no point in worrying about a tank if it CANT fire and you are in a bunker. It cant roll over you so stand up and fight.
I wanted AI to assess their squad. If over run by a tank that CAN fire --"Anyone with a LAW stand and fight all else -- HIT THE DIRT"
I wanted AI to act as perhaps humans would (if brave enuff) when they knew the game was up and there was no surrender, to hide from the tanks (if overrun by tanks) untill they were over run by soldiers that they could at least have a go at even if they had armour right on top of them. That way theyd at least take out one in their last fight to the death.
This script is 99% final.
MP testers welcome.
Greets to Bremmer for his inspiration from his mighty AI script.
ALL Improvements and bugs will be posted on this opening thread.
Current version 1.7--made on 04.08.03
Latest fixes:
1: AI scanning made to look much more natural, more pauses, more variance in looking left and right, sometimes they scan much slower, sometimes go prone during scan and sometimes dont go prone.
HistoryVersion 1.6
fixes:
1: AI react better when overrun by soldiers
2: AI scan left and right when looking for tangos
3: Added--AA support
4: Added AA rearm and AT rearm ability at map makers choice
5: AI react better when overrun by armour
6: AI continue to look for infantry if they have no AT capability untill they consider themselves over run by armour
7: The script now can reckognise spawned units
8: complete recoding for efficiency
9: The script caters for all known orthordox AT and AA weapons
10: ALL 3 original scripts compiled to one for simple map maker integration
um I forget the rest ;D try the map.
Zay out