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infantry better figthing performance


ESAc_matador

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Long time I dont do missions.

 

But one of my concerns about infantry is that when they see an enemy, they shoot, and shoot and shoot. So every ure infantry combat takes 1 minute to end. Because all are dead or because they run out of ammo supply.

 

I am planning to do a simple script .lua that:

 

If soldier group Blue HITs soldier group Red.

Then Solcier group Blue and Red go to red alarm state (not shooting, but can move) 15 seconds and then go to green.

 

Looks simpel and doable... what do you think?

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Yeah. Will be a lot of events processing those "on hits" though. Might be performance issues if not careful. I did something slightly different where I ran units in the opposite direction for a bit after they lost a certain amount of units int he group. I think there is a supression script somewhere too. all these end up with having to take active control of the AI movements and end up down a rabbit hole.

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SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *

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Yeah. Will be a lot of events processing those "on hits" though. Might be performance issues if not careful. I did something slightly different where I ran units in the opposite direction for a bit after they lost a certain amount of units int he group. I think there is a supression script somewhere too. all these end up with having to take active control of the AI movements and end up down a rabbit hole.

 

I dont think there will be too much estress... it is just an Event_handler, related to hits. Once there is a succcessfull hit, they stops.

 

Yes, the suppress fire is very good, i used a lot, it needs just a modification by saying the shooter also stops. If not, the first who kill someone wins... since the other stays shooting all the time.

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