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Author Topic: AI Manhunt question  (Read 1871 times)

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Offline Pr0ph3t

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AI Manhunt question
« on: 14 Mar 2005, 22:33:18 »
I know there's a few scripts on this topic.. But I can't get them to work decently.. There must be a simpler and more efficient way to do this. Also, this is for OFP 1.0 so keep that in mind plz =)

Basically, when a trigger executes I want every single troop to relentlessly chase you until you die (Obviously the point is to escape)

Any ideas?
« Last Edit: 14 Mar 2005, 22:42:05 by Pr0ph3t »

nmanjar

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Re:AI Manhunt question
« Reply #1 on: 15 Mar 2005, 02:32:43 »
How about you move from 1.0 to 1.96 first.

Offline Pr0ph3t

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Re:AI Manhunt question
« Reply #2 on: 15 Mar 2005, 04:13:51 »
No way buddy. I've programmed 45 missions. And they will NOT be compatible.. Not to mention the fact that if I do upgrade I'll be forced to totally revamp all my missions.. Maybe when I make a sequel to the campaign. But for now its 1.0!

Offline macguba

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Re:AI Manhunt question
« Reply #3 on: 15 Mar 2005, 09:36:32 »
You should upgrade to 1.46.  Your missions will still work.    1.00 is very buggy.

You don't need scripts, just waypoints and switch triggers.    Where you think the player won't go put groups on guard waypoints:   where you think he will put groups with patrol patterns.    When a patrol finds the enemy, some of the guard groups will be attracted.   You can also use a local switch trigger to switch some of the local patrols into guard so that they come too.
Plenty of reviewed ArmA missions for you to play

nmanjar

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Re:AI Manhunt question
« Reply #4 on: 16 Mar 2005, 02:55:47 »
well from here on out I'd recommend using 1.96 and I know its a lot of work but upgrade those missions, for starters like macguba said, 1.46 is a goos start.

nmanjar

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Re:AI Manhunt question
« Reply #5 on: 16 Mar 2005, 02:56:02 »
it will pay off to upgrade:)

Dubieman

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Re:AI Manhunt question
« Reply #6 on: 16 Mar 2005, 04:06:02 »
Maybe a few domove or move commands?


#loop
nastyenemygroup move (getpos player)
~5
goto "loop"

But that might not feel right. I've had units "follow" me like that before and it doesn't feel natural. Macguba's way is better via guard WPs and have the player enccounter patrols, if he fires on them then the guards try to search him out, if he hides and then keeps moving, no guards. :D ;)


@version...
I know you don't want to upgrade and all.
But who is going to play the campaign? I know maybe 1 person (not including you) that actually still runs v1.00, and as you said, nothing will be compatible, so I can't play it with ressy... :P

pazuzu

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Re:AI Manhunt question
« Reply #7 on: 16 Mar 2005, 06:38:11 »
There are some good tracking scripts in the editors depot.

Offline macguba

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Re:AI Manhunt question
« Reply #8 on: 16 Mar 2005, 10:43:43 »
You can play OFP 1.00 missions with Resy.   If you don't believe, try playing that most famous of all missions "Steal the car".

It is true that there are very rare compatibility issues between certain versions of OFP, but I don't know the details and I don't know if either 1.00 or 1.96 come in to the list.   I have a vague recollection that the culprits tend to be in the "interim" versions:  the 1.20/1.30 area, and the early 1.90s.

In general a mission made in one version can be played in any later version.

 
Plenty of reviewed ArmA missions for you to play

Offline Pr0ph3t

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Re:AI Manhunt question
« Reply #9 on: 16 Mar 2005, 14:38:49 »
There are a few.. For example I think allowdammage has been removed... You know how much I use that command?

- Special effects when you get caught in explosions
- Some squad members have to survive..

etc etc...
And there's other stuff like that, that has been removed.. However my campaign SHOULD be compatible with all the advanced versions with some minor complications which I should be able to resolve easily. However, no upgrade ok? Like I said, when I make a sequel, I'll get resistance.. Until that point ITS OFP 1.0!!!  :-X

Dubieman

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Re:AI Manhunt question
« Reply #10 on: 16 Mar 2005, 14:42:50 »
Ahh stupid me, I'm used to being able to play anything below 1.96 but greater than 1.75...

But yea, take the car, bestest mission in the world. ;D


Offline Pr0ph3t

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Re:AI Manhunt question
« Reply #11 on: 17 Mar 2005, 00:15:56 »
You wanna know what I think of steal the car?

« Last Edit: 17 Mar 2005, 00:16:26 by Pr0ph3t »

Dubieman

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Re:AI Manhunt question
« Reply #12 on: 17 Mar 2005, 01:16:42 »
Dunno bout you, but I had some good times showing my buddies the UAZ I stole. But had trouble registering it. ::)

Offline Pr0ph3t

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Re:AI Manhunt question
« Reply #13 on: 17 Mar 2005, 01:52:58 »
huh?

Dubieman

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Re:AI Manhunt question
« Reply #14 on: 17 Mar 2005, 20:46:11 »
Okay I'm getting off topic.
Twas a joke.... hahaha.... :tomato:

Offline Pr0ph3t

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Re:AI Manhunt question
« Reply #15 on: 18 Mar 2005, 03:32:09 »
See how far that jeep flew? lol

Offline The-Architect

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Re:AI Manhunt question
« Reply #16 on: 18 Mar 2005, 03:52:13 »
Jeez, there's nothing like mentioning a lower version to start a debate. Its not even what he came here for.

There is one script which is what you need. I don't remember which but you should be able to find it. Of course there are others but one of them is much simpler to implement.

Good luck with it.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline Roni

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Re:AI Manhunt question
« Reply #17 on: 18 Mar 2005, 09:57:14 »
ARGGHH ! I HATE THIS GOD DANGED INTERFACE !! ANOTHER TEN MINUTES OF TYPING WASTED BECAUSE OF SOME STUPID INTERNAL ERROR !!!!!


Hi prophet dude

(much shorter message follows)

Try the attached script.  It should do everything that you want and more.  It basically sends the AI unit towards your projected position based on your last two known positions.  The update rate depends upon its distance from you, its update accuracy depends upon its knowsAbout status for you.

As the pursuing group closes its range you get clues depending upon how close they are.  You get a crow call at 400m, distant voices at 200m and lod voices at 50m.  It can get quite scary when you get all three all around you !

One caveat ! - One command (setWPPos) apparently requires v.121 to use.  You can either update to this version (not likely, right ?!) or try to code around it using move commands for each group member rather than the setWPPos command for the group as a whole.  Your call.

Good luck with it - I know I have fun with it !



roni

Offline Pr0ph3t

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Re:AI Manhunt question
« Reply #18 on: 18 Mar 2005, 15:17:39 »
 :o

Outstanding. Seriously now.

I'm definately going to try and code around the setwpos.. Shouldn't be too much of a hassle.. Its just an extra subroutine no? Maybe a nested loop at most?

Thank you so much man.. That's awesome help

Offline Roni

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Re:AI Manhunt question
« Reply #19 on: 18 Mar 2005, 23:04:04 »
Hi pr dude

If you read through the script you'll see that all it does is update the pursuing unit's last waypoint so that it appears on the target unit's projected position - the group then naturally moves to this position.  The lockWP false line makes sure that they never actually satisfy the waypoint so will always keep seaching.

A bit sad now that I think of it . . .  :-[

What you could do isinstead is get rid of all the waypoint stuff and replace it with this -

_x = count _group
#loop
_x = _x - 1
_group select _x doMove _targetExpectedPos
? _ > 0 : got "loop"



that should do the trick, v1.0 certified !

Good luck !



roni

Offline Pr0ph3t

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Re:AI Manhunt question
« Reply #20 on: 19 Mar 2005, 04:16:20 »
Nice. You're an awesome help as soon as I get to that segment of my mission I'm testing this

Offline Pr0ph3t

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Re:AI Manhunt question
« Reply #21 on: 19 Mar 2005, 04:25:58 »
Nobody found the jeep thing funny :(

Offline Roni

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Re:AI Manhunt question
« Reply #22 on: 19 Mar 2005, 11:06:15 »
Hey, I did !

I've been spending the last few days messing around with a script that creates artillery shells wherever your bullets land - lots of random mayhem possibilities there !

NIce work on the distance, now we work on your accuracy  . . . !



roni

Offline Pr0ph3t

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Re:AI Manhunt question
« Reply #23 on: 19 Mar 2005, 13:27:01 »
Sounds like you need a NASA mainframe.. Do you know how many bullets fly in my missions? I have a few amphibious assaults.. There would just be explosions everywhere.. I mean there already is but that would make this impossible to play
« Last Edit: 19 Mar 2005, 13:27:25 by Pr0ph3t »

Offline Roni

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Re:AI Manhunt question
« Reply #24 on: 20 Mar 2005, 07:53:19 »
Actually, I was just messing around with a "fired" eventHandler and a bullet trapping routine.  I wasn't intending to make an artillery rifle, it just so happened that I found out that I could !

What I was really working on was a script that causes suppression to all units within a given distance of a burst of fire.  I'm looking at capturing every 20th bullet and then working out suppression effects within (say) 20m of where it lands.  My tests so far haven't created any noticable lag but then I've ony been using firefights of a dozen units per side.    :-\



roni

Offline Pr0ph3t

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Re:AI Manhunt question
« Reply #25 on: 21 Mar 2005, 03:21:38 »
That sounds really interesting, because in my amphib assault missions I wouldn't mind some heavy suppression to give that pinned to the dirt feel..

But I'm not sure I can do so with 1.0.. However, what about placing some game logics, making them run back and forth and make some of the machine guns to target and fire at them... Wouldn't that create the same effect?

Offline Pr0ph3t

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Re:AI Manhunt question
« Reply #26 on: 21 Mar 2005, 03:42:08 »
btw speaking of artillery I'm looking for some nice artillery whistle sounds (.wav prefereably ) you know the whistle that follows the shell? But a nice sharp scary whistle..

On a side note for everyone: In real life, when you can hear the whistle of the shell you're fine. If you can't its because its right on top of you. Just an interesting fact

Offline Roni

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Re:AI Manhunt question
« Reply #27 on: 21 Mar 2005, 05:06:19 »
Re: Suppressive fire

The script is going to use a "fired" EH to catch the bullet, then an "Any Present" trigger to create the list of all units in the game.  It will then check out the distance between each of these units and the bullets final impact point - if this is 20m or less then the target unit will be playMoved prone or doMoved 200m away from the firer, with random hold fire and hold move orders thrown in for variety.

Of course the player or AI group leader will be able to override all of this but that will take time.  The idea is to have various units all in various stages of cowering and or fleeing al over the battlefield.

Re: Artillery sounds.

Check out Sounddogs.

http://www.sounddogs.com/start.asp


Just type in your required sound effect (eg - whoosh, zoom, kaboom) or some other word (artillery, shellfire etc) and click on the sound icons for each returned sound.  Unless you pay you can only get short samples but I've never had any problems with that.

The returned files will be in wma format but google around and you should be able to get a freeware wma to wav converter.

cheers



roni


EDIT - fixed typos
« Last Edit: 21 Mar 2005, 05:12:38 by Roni »

Offline Roni

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Re:AI Manhunt question
« Reply #28 on: 21 Mar 2005, 05:37:50 »
Re: Suppressive fire

AFAIK this script should end up being v1.0 compatible.  I was also going to create an onMapSingleClick function that would allow the group leader to call suppressive fire on to an area and not just on to an enemy unit.  Unfortunately, this command is NOT v1.0 compatible.    :(

An alternative which uses a lot of trig and a bit of hard work would be to use an addaction that takes the players heading and projects a point out in (say) 20m increments.  Once an enemy was detected (say) 20m from that point a gamelogic would be teleported in to that point and all selected units directed to lay suppressive fire at it.

This SHOULD be v1.0 compatible !    :P

Re: Artillery sounds

I just checked and got some good results using "explosion" and "whoosh".

I have a random barrage script handy so if you want some stray fire to add to your stray sound effects just let me know.

cheers



roni