mtmassociate
Grunt
Posts: 12
Registered: 8-29-2005
Location: Southern Maryland
Member Is Offline
Mood: Confused
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Realistic Attack Distances
I am looking for realistic Distances that the Average Soldier can spot and engage/start firing at an enemy AI. To include Snipers and those with
smaller weapons. This is primarily for my own base defenses.
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Killjoy Assassin
Private

Posts: 76
Registered: 12-7-2006
Location: New York
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Mood: i dont know...
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depends on visibility
The first rule for attack distances, never ever put the attack distance more than tho fog distance!!!!!! Then the AI sees through the fog and you
cant see them!!
Anyway, If i were you, never put the distance over 300-400 meters. I usually do about 200 meters. If you don't have the fog on, dont put the distance
too low either, because then you can see the enemies without them engaging you. If the fog is off, keep the distance fairly high, if the fog is off,
keep it lower than the fog. Ideal distance to me - 250 meters... Hope this helps
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mtmassociate
Grunt
Posts: 12
Registered: 8-29-2005
Location: Southern Maryland
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Mood: Confused
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Distances
This helps me a great deal. Thanks. Is it possible for me to send you my map and you critique what I have so far?
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perigrine falcon
Map Rater
     
Posts: 1684
Registered: 3-11-2003
Location: Iowa
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also keep in mind AI can see through foliage so anywhere u have alot of it make sure the AI distances correspond to the visibility of the player.
thats how it is in BHD I think its the same in DFX but not certain
lack of ignorance is the first sign of stupidity
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ozferal
Captain
  
Posts: 276
Registered: 2-4-2004
Location: Yorke Peninsula, South Australia
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Mood: Bear Hunting
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Yep, they see through foliage alas 
Another thing to keep in mind mtmassociate is the placement of AI in hilly terrains .. placed just below the crest on a grassy terrain, they see us
perfectly through all that grass, all we see is the dust they kick up when they are killing us.
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mtmassociate
Grunt
Posts: 12
Registered: 8-29-2005
Location: Southern Maryland
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Mood: Confused
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Distances
Wow, you guys are great! thanks. One more question, can I send someone my map for a critique? It has no bad guys and only one objective.
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ozferal
Captain
  
Posts: 276
Registered: 2-4-2004
Location: Yorke Peninsula, South Australia
Member Is Offline
Mood: Bear Hunting
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You can send it to me if you want m8, we'll have a look at it for you.
PM'ed email addy to ya
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Xx_jet_xX
Jet Lag
    
Posts: 746
Registered: 4-18-2004
Location: California
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Mood: Whats next?
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Oz sent me the map for a look see....
The maps a little on the plain side, this is a base defense map yes? i would suggest completing the barbroll fence around the base and add some more
buildings and exterior decorations for cover. also add more trees for further decore.
So far its a good start with the decorating the building.
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Xx_jet_xX
Jet Lag
    
Posts: 746
Registered: 4-18-2004
Location: California
Member Is Offline
Mood: Whats next?
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I got your email but feel its better to reply here, my first post still carries and that is improve the decore.
as far as learning how to do it look through the forums here for different scenarios and see how others have done it, and not just in the DFX med but
also in the BHD forum as well.
oh remove your address from your signiture in your email client. not good security posting that info in emails.
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mtmassociate
Grunt
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Registered: 8-29-2005
Location: Southern Maryland
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Mood: Confused
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I have looked through many of the forums, but still have difficulties in understanding how to make the player go to the first waypoint and upon
reaching that to go to the next one. I feel very frustrated. I had to look at WAC files just to learn how to tie area triggers to text.
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ozferal
Captain
  
Posts: 276
Registered: 2-4-2004
Location: Yorke Peninsula, South Australia
Member Is Offline
Mood: Bear Hunting
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Once you get the hang of it m8, it's really easy so don't give up. Have you looked at EE's tutorial on that? Can be found here
also he has a demo here
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RogueWarrior47
Grunt
Posts: 7
Registered: 5-1-2004
Location: Hueytown, Alabama
Member Is Offline
Mood: Frustrated
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I gather from your statement that you are looking to make waypoints advance for the player and not the AI.
I have put together a tutorial for Waypoint Advancement for DFX including screenshots of the 2.06 MED, .mis file and Read Me with the events listed
within.
Hope this helps you. You can find it Here for download.
If this is not what you are looking for I can do the same for AI to follow waypoints. Just let me know.
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mtmassociate
Grunt
Posts: 12
Registered: 8-29-2005
Location: Southern Maryland
Member Is Offline
Mood: Confused
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Semper Fi!
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mtmassociate
Grunt
Posts: 12
Registered: 8-29-2005
Location: Southern Maryland
Member Is Offline
Mood: Confused
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Thank you so much!
You have done me a great service. Now I need only to practice what you have taught me and my maps will start showing some hope. Thanks again.
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RogueWarrior47
Grunt
Posts: 7
Registered: 5-1-2004
Location: Hueytown, Alabama
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Mood: Frustrated
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Do Or Die!! OOORAH!
Thanks, I am willing to produce tutorials like the such upon request.
Anytime I can help, feel free to ask.
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