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Author: Subject: AI Guarding
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[*] posted on 9-25-2006 at 10:56 AM
AI Guarding


In a COOP map i have AI set for Guarding because i want them to stay where i put them, but they will not shoot. there set for Evil[Red], and all weapon attributes have not been changed.

If i uncheck Guarding they will attack, but they run to the player and not stay where i put them.

is there a way to have ai not move but still engage?




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mr tarzan
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[*] posted on 9-25-2006 at 01:51 PM


Leave all the options for AI attributes unchecked. Set min. engagement distance to 0. This should keep the AI where you placed him.

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[*] posted on 9-30-2006 at 05:24 PM


That worked, but not good for tower or hiding ais, I had to run right up to him before he would fire. So i changed the max attack to same as max engagement and the ai shot at me without his moving.

Needs some fine tuning along with acuracy and will be perfect!

I wonder why they left the guarding in there if it mucks up the ai.............




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[*] posted on 9-30-2006 at 09:03 PM


:D


Quote:

i changed the max attack to same as max engagement and the ai shot at me without his moving


It's good to see it worked out for you :o


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[*] posted on 9-30-2006 at 10:26 PM


The guard state isnt just there to make them stand. With some AI especially ones in ic mod it is used to force the AI into an animation like the some of the civilians throw stones.



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[*] posted on 10-1-2006 at 05:38 AM


so need to try all the ai to see which does something.......



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[*] posted on 10-3-2006 at 02:38 PM


set your ai to a reasonable shooting range in med
then in wac file use
holdssn(ssnnumber) they wont move but shoot like heck if they see something
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[*] posted on 10-5-2006 at 11:31 AM


hmmm that might be easier, is there a script to allow them to move if such and such event takes place?

I was setting up some ai outside a compound, and adjusting there distance trying to get them to stay in place until you move past the compound, but that takes several tests, and i think using a wac event would be much simpler to do.




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[*] posted on 10-5-2006 at 06:51 PM


Let's say you want the bad guys to stay in the same spot until you get a bit closer to them. I'll set up an example;

if never() then
holdssn(100)
endif

if area(1) and never() then
unholdssn(100)
endif

The first event makes the BG stay where you placed him. The second event makes the BG chase player(s) when the player(s)have been whitin the area trigger.


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[*] posted on 10-10-2006 at 05:23 AM


Good deal thanks.



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