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Make AI Target Mobile Respawns #5

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carlmylo opened this issue Nov 15, 2023 · 0 comments
Open

Make AI Target Mobile Respawns #5

carlmylo opened this issue Nov 15, 2023 · 0 comments
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scripts any pending tweaks to scripts

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@carlmylo
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Current State:

Enemies attack the players, so when a mobile respawn is carelessly left in the open, it's safe as soon as all of the players dismount and move away from it. AI will ignore the vehicle as it is empty.

Suggested change:

The AI should treat mobile respawns as an active enemy, even when there's nobody in them. B_TargetSoldier exists and this is apparently an invisible target that the AI can see and use as a target. We could attach this to mobile respawns via KPLIB_objectInits.sqf as it allows for KP Liberation classes to be used as seen on L40-L54 in KPLIB_objectInits.sqf.

Challenges:

  • How do we attach B_TargetSoldier to begin with?
  • There is little to no documentation on how B_TargetSoldier works.
  • Apparently B_TargetSoldier is already a vehicle type so how do we attach a vehicle to a vehicle via a script? According to some forum posts, B_TargetSoldier won't be fired at unless there are people inside of it.
  • Could we potentially just use the UAV AI character as an invisible passenger as well?
@carlmylo carlmylo added the scripts any pending tweaks to scripts label Nov 15, 2023
@doxus doxus moved this to Backlog in Moist overhaul ideas Mar 24, 2024
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Labels
scripts any pending tweaks to scripts
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