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Enhance the Mission Editor, implement Multi-Route-Capability for AI units


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Posted

"Steel Beastified Routes"

 

This proposal describes a way to allow mission designers a more flexible and variable way to influence and control the behaviour of AI units. The basic idea of this is to allow something similar that is possible in "Steel Beasts."

 

Today AI units can move along only on one route that is defined by several waypoints that are set by the mission designer. At any of these waypoints different attributes can be set that influence the AI's behaviour and actions. Although these attributes can lead the AI unit off of the pre-defined route (i.e. by assigning attack targets some miles left or right of the route), the AI unit is ultimately bound to that one route.

 

I suggest to add the capability to define MULTIPLE (sub-)routes to an AI unit, without the need to progam it laborously as LUA script. Allow the definition of conditions and probabilities that determine which actual route the AI unit will take or continue on. This would allow the mission designer to define alternate paths for the AI unit to archive it's mission objective. This would ultimately lead to more unpredictability for the player which is a important factor for better re-playability.

 

The actual implementation of such a feature could probably look like this:

 

  • add a new tab or other selector to the Group Attributes named "Routes"
  • the "Waypoints"-tab fields are moved onto that new tab. This will become the "Default Route" (aka Flight plan for airborne units)
  • let the user add/delete/edit new "Routes" by mouse, etc. like it is done today already. The starting point for such secondary routes can be anywhere the mission designer wishes.
  • implement a new "Triggered Action" called "Switch Route", similar to the currently available "Switch Waypoint" (but also for ground units, not only for aircraft!)
  • ??
  • Profit! The mission designer then uses global triggered actions, including all capabilites in regards of conditions and randomization to execute these "Switch Route" actions.

 

Examples:

 

  1. define three attack vectors and choose one randomly with a 33% probability
  2. define a retreat route that is triggered "if group alive < 20%"
  3. thousands more - only limited by the imagination of the mission builder

Posted

This capability does exist using MIST though admittedly this may not work in the mp environment now. It likely will in the next patch. Perhaps a couple of aspects might not work exactly as you want but you could still get pretty close.

"ENO"

Type in anger and you will make the greatest post you will ever regret.

 

"Sweetest's" Military Aviation Art

Posted

Also mission editor should allow 3rd person view where the mission creator can see the terrain, how they placing units more accurately and how scripts work

Regards

[sIGPIC][/sIGPIC]

 

 

 

Steam ID: Jetkar

Steam Group: 223rd CAS

Join and fly with us on the 223rd CAS Dedicated server

Posted
This capability does exist using MIST though admittedly this may not work in the mp environment now. It likely will in the next patch. Perhaps a couple of aspects might not work exactly as you want but you could still get pretty close.

Yes, but I want this as built-in ME feature - *click*, *click*, *click* - done. :o)

You can do incredible things with scripting, esp. in conjunction with MIST. But this rather small extension of the ME functionality would give a huge productivity boost for mission designers, I think. It gives you tons of new possibilities with just a few mouse clicks.

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