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Author Topic: Urban Ai  (Read 8550 times)

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Offline penguinman

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Re:Urban Ai
« Reply #15 on: 28 Dec 2004, 22:57:44 »
Quote
I would be glad if you could implement that into OFP, it would make urban ai so much better.

not sure but i think he ment put it in ecp

Offline Triggerhappy

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Re:Urban Ai
« Reply #16 on: 28 Dec 2004, 23:12:49 »
it would still be implemented nonetheless

Offline Sentinel

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Re:Urban Ai
« Reply #17 on: 29 Dec 2004, 01:11:23 »
Wow  :o

First this post was silent as space, and now these posts...  :D

Thanks for the feedback, I've already made some changes but christmas times and coming new year celebration has taken and will take all my time, but after that I'll get back to your great ideas.

Thanks again for the feedback

Lean Bear

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Re:Urban Ai
« Reply #18 on: 29 Dec 2004, 19:22:19 »
While browsing through your great script (you should touch up the mission though, that is probably the worst place on Everon to have it. Try something with some buildings :P  I tried St Pierre and it was fine.

The only thing I will say is that the waiting times for everyone to get into possition can get really long at times. Is there a way to do this without waiting for everyone to catch up first?

Also, whilst browsing through your script I saw the following line:

hint format ["%1", _poss]

Is this really necessary? Surely this is the hint that everyone keeps complaining about.

HotShotAce

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Re:Urban Ai
« Reply #19 on: 31 Dec 2004, 03:09:27 »
Well i dont know how to get rid of the hints but if you look in the readme it'll tell you how to make units go faster.


Lean Bear

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Re:Urban Ai
« Reply #20 on: 31 Dec 2004, 10:21:25 »
Oh yeah, I remember noticing something about that. Thanks for reminding me. :)

Offline Wadmann

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Re:Urban Ai
« Reply #21 on: 31 Dec 2004, 17:41:51 »
Quote
hint format ["%1", _poss]

Is this really necessary? Surely this is the hint that everyone keeps complaining about.

To get rid of the hint, open up the script, put a semicolon (;) in front of it in the line like this:

;hint format ["%1", _poss]

Or remove the line alltogether.

Save and close the script and no more hint!

                                                                   Wadmann
Check out my Camouflage Collection! New items added 31 July 2005.

SilentHunter_764

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Re:Urban Ai
« Reply #22 on: 08 Jan 2005, 12:39:59 »
With the script where you get a grenadire to fire on a certain spot, could it like spawn a H (Inivisible) or something where you clicked, the dude fires, then when his ammo is 0 or whatever he stops and the H is deleted?
Loose

Lean Bear

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Re:Urban Ai
« Reply #23 on: 08 Jan 2005, 17:56:57 »
I think that something like that would need to happen.

I deffinately think that the "onMapSingleClick" command shuold be used.

Offline Sentinel

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Re:Urban Ai
« Reply #24 on: 10 Jan 2005, 23:16:43 »
Here's v1.1

No grenade support (at least yet  :P)

Better waypointing for ai by using action menu

Thanks for feedback!

HotShotAce

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Re:Urban Ai
« Reply #25 on: 11 Jan 2005, 12:27:26 »
allright! a new version... testing now.

HotShotAce

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Re:Urban Ai
« Reply #26 on: 11 Jan 2005, 13:07:30 »
Ok i tried it out and the new "mark position" feature is really helpful, good job on that, now I can take my time moving my men around ;D. Also it would be good if you changed the radio text at the bottom to something like "Move out!" or somethin like that if its possible. Good job on the script though.

BronzeEagle

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Re:Urban Ai
« Reply #27 on: 24 Jan 2005, 16:38:56 »
If you ever need real people to do the talking for this script let me know.  

Offline 456820

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Re:Urban Ai
« Reply #28 on: 02 Feb 2005, 19:44:09 »
ive had a problem when i turn on the urban ai then no one follows me or does wat i want then when they get put into combat they all die

Offline 456820

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Re:Urban Ai
« Reply #29 on: 02 Feb 2005, 19:45:04 »
ive had a problem when i turn on the urban ai then no one follows me or does wat i want then when they get put into combat they all die