![]() Private _blds = nearestObjects ,30,true] Result: no building to be searched found. So I went into that building and found positions at the edges, that are >11m away from the house center (distance in 2D). Hence, if building is large enough, there may be positions inside it, that are farther, than 10m from that center. But those searches are in relation to the ground level center of the building, not to any point of it. So the script looks for any house object in 2D radius of 10m around the player. Private _blds = nearestObjects ,10,true] Hunting group will move in the vicinity of closest player and if close enough (<100), members of this group may enter inside the building, if player is hiding in it. IMO don't go below default, which is 60 seconds, in fact probably no reason to change that value anyway.Īfter executing, each hunting party will be stored inside RYD_CH_WildHunt global variable ( a single loop iterating through each hunting party each cycle/interval). So before they find a path, new destination will make them start path finding a new path. Note: if set too low, hunters may be stuck if their supposed to move far away, as path finding may take longer, than this value, How often hunting parties will reevaluate movement destination. Negative value (default) removes any distance limitation. Only players closer than this from hunting group leader may be hunted by this group. call RYD_CH_Herne Ġ - hunters will hunt the player regardless of knowledge about him.ġ - hunters will move as a group in the player's vicinity regardless of knowledge, but they must know about the player in order to enter into the building (default setting).Ģ - hunters will not hunt unknown players.ĭistanceLimit: in meters. You also have optional parameters if you want to customize.įor the following adjust the code in your initServer.sqf or init.sqf: ![]() Replacing or using HuntingGroup1 or 2 with your own name. Not a squad's leaders or single unit variable box, the squad as a group, so using the Entity List (left panel)Ĭlick on the group itself and edit it, then run the code from a initServer.sqf as seen above, Give the enemy squad or unit a name in their group variable name box In a initServer.sqf or init.sqf put the following code:Ĭall compile preprocessFileLineNumbers "Herne.sqf" The normal vanilla ai skills will come into play, the script mainly gets the ai to the player's location and has them search. Though the ai is not going to have a tactical prowess or some special forces techniques or tactics they will perform when they enter, So if the player is hiding, or defending or had moved to a location inside a building of any type, the ai will most timesĮnter the building en-masse and locate and kill the player, almost like in cqb. The second code gives the ai knowledge of where the player is, but its main focus is engaging the player inside a buildings, In the area they "know" where the player is without you needing to give them waypoints, if the player is seen or shoots, The first code basically gives the ai knowledge of roughly where the player is, they will move, pursue, and search for the player The second code was taken from my mission: Desert OPS Run - Tactical Arena scenario. The first code you can see demonstrated here: VIDEO Herne is an ai hunter script, the script was written with two AI hunting codes merged into one. ![]()
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