Planck,
Thanks for your prompt and detailed reply. I'm going to go and do some research in the upcoming days to see if somebody's come up with a trigger for AI to toss a smoke grenade when they are (1) outgunned and need some concealment, and (2) when they're attempting to use their smoke to move from one location to another.
I'd rather have a generic trigger based on perceived battlefield conditions in an effort to try and keep the mission feeling dynamic, rather than setting up a trigger at a specific location where once the AI reach said destination they always throw their grenade in a certain direction at an invisible target. I loathe the idea of scripting something so rigidly, as it reminds me too much of the Call of Duty series, and how frustratingly staged the whole thing is. Of course, I could try to find some solace in the fact that it is highly probable that any smart soldier would deploy a smoke charge in certain "high risk" areas, just because it'd be the wise thing to do, whether one's actually encountering enemies there or not, but I'd still like to keep it as dynamic as possible.
It sounds like from what you've said that the AI won't, or is very reluctant to toss smoke on their own, but are the chances greater if that's the
only type of grenade they have? The reason why I ask is that I have two unit types that are free of frag grenades and are only equipped with smoke grenades: the machinegunner with the scoped M240B and the actual sniper (the spotter is armed with hand grenades though). Because of their limited field of view, it wouldn't be smart to send them into closeup urban combat, and I hope that the player's smart enough to hold them back for some longer range peripheral support. They're equipped with smoke to assist them in avoiding and evading overwhelming enemy fire.
Something just dawned on me though, and it's in regards to the radio signal example that you mentioned above. I'm assuming that if the AI won't deploy smoke on their own, even with the specific loadouts that I gave them, then perhaps I could at least activate a trigger via radio to get them to throw out their smoke if I perceive them to be under fire. But again, that's something that kind of makes the player more aware of the AI's limitations. Is it possible to setup in the command menu a generic option that's entitled something like "Deploy smoke at ten meters.", and whatever unit has been selected by the player would then just throw a smoke grenade ten meters in front of them?
That seems like a more flexible option, because it would then allow the player to command the unit to move to location
x, give the "Deploy smoke..." order and the unit would do just that. I'm confident that such a flexible system would make the player grateful, and simultaneously make them avoid dwelling too long on how naturally inept the AI is with said device.
What's your feelings on this? If it's doable, I'd like some input on what would be the soundest distance to request the AI to throw the smoke, again, with the focus being on flexibility. Of course, if such a deploy command can be created, then several options could be supplied, such as "Deploy smoke at... five, ten, or fifteen meters" , but then I'd worry about filling the player's command menu up with too many options.
Any thoughts...?
Yours,
Kyle
I just found a couple of threads RE the AI's capabilities in regards to smartly deploying smoke on their own. I've read a couple of references towards checking out breamer's Improved AI Script. According to the post I read, it supposedly enables the AI to recognize that they're in a dangerous situation and the provide the smoke concealment they need. I've also read a reference to the Chain of Command's handiwork, but have yet to find any direct references there in regards to specifics to the changes they've made to the AI's behavior in OFP.
I'm wondering how well the Improved AI and GroupLink work together, and I'm wondering if they've already been implemented into the FFUR+SLX combined mod, which I'm relying on right now. Guess I should go ask Thunderbird about that one.