
SegwayMaster1324
Joined: Feb 7, 2009
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Posted: May 4, 2009 09:21 PM
Msg. 1 of 6
Ok I heard that SP maps are good if the AI are "smart". My question is that how would you make an the AI smarter.
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chrisk123999
Joined: Aug 10, 2008
=CE= Chris [Captain] [=]
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Posted: May 4, 2009 09:49 PM
Msg. 2 of 6
Improving their aim?
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Headhunter09
Joined: May 6, 2008
This is the truth.
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Posted: May 4, 2009 09:50 PM
Msg. 3 of 6
no such thing. You can certainly make them better, and change their behaviors so they don't jump off edges and avoid grenades and fire more often. Check it out, just open up some actor and actor_variant tags and play around.
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SegwayMaster1324
Joined: Feb 7, 2009
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Posted: May 4, 2009 10:00 PM
Msg. 4 of 6
Thanks I'll play around and mess around with the tags and see what I get.
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: May 4, 2009 11:50 PM
Msg. 5 of 6
Set the firing distance, to determine whether they're "assault" or "support" AI. Also, put firing positions all over the battle area, and set the squad to "guarding at guard position" for the initial and return states. Edited by Gamma927 on May 4, 2009 at 11:51 PM
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Gamma927
Joined: Jun 12, 2008
Steam: gamma927
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Posted: May 5, 2009 06:48 PM
Msg. 6 of 6
If you're trying to create an "assault" style map, then firing distance matters. I did http://www.xfire.com/video/b0e38/, without using more than 3 command lists. The beginning assault was done by firing positions, and setting the AI at 'guarding at guard position'. Then, I added a command so they were magically aware of the enemy AI.
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