Friendly AI Bug

classic Classic list List threaded Threaded
5 messages Options
Reply | Threaded
Open this post in threaded view
|

Friendly AI Bug

jojymo
AI randomly stop firing at zombies for no reason and then don't open fire for rest of game. Even though when they are first joined into your group they open fire on the zeds on sight.

Sorry for bad typos if any.
English isn't my first language

Cheers
Reply | Threaded
Open this post in threaded view
|

Re: Friendly AI Bug

Reaperboyy
I am having the same exact problem and i have noticed over a 100 views on this post which is weird because not one person out of at least 100 people have wrote about a solution............I recently got 3 survivor AIs and for a while they were listening to my commands in terms of me telling them to open fire but after a while they dont see a threat in the zombies anymore...i have been on several forums and the closest thing to a solution was that the zombies are treated as civilians which in the eyes of the Survivor AI seems like no threat to them even if you tell them specifically to engage a certain zombie.............is there a way to change the zombies class...i mean like instead of zombies being classed as Civilians can they be classed as the enemy????????????? for anyone that reads this please post on this page and if you know the solution but arent registered then just press reply and write your name and subject along with the solution.... I would be much greatful for anyone that has a solution.....................
Reply | Threaded
Open this post in threaded view
|

Re: Friendly AI Bug

Haleks
Reaperboyy wrote
.is there a way to change the zombies class...i mean like instead of zombies being classed as Civilians can they be classed as the enemy??
This is already done with daizy factions. If you guys had this problem playing that release (assuming you're not playing the bandit edition), the only reason I can think of is that your AI are out of ammo (wich can happen even with the ammo handling script).
Reply | Threaded
Open this post in threaded view
|

Re: Friendly AI Bug

Niceonegunit
Haleks wrote
Reaperboyy wrote
.is there a way to change the zombies class...i mean like instead of zombies being classed as Civilians can they be classed as the enemy??
This is already done with daizy factions. If you guys had this problem playing that release (assuming you're not playing the bandit edition), the only reason I can think of is that your AI are out of ammo (wich can happen even with the ammo handling script).
Yes. Your ammo replenishment script is, no offence or nothin', primitive.

<qoute author="A script lying around somewhere.">
_unit addEventHandler ["Fired", {(_unit select 0) setvehicleammo 1}]

This works perfectly fine for me. The reason it didn't work in older DaiZy releases is because it was called with _this select 0. _this was not defined so it wouldn't have worked.
DaiZy Single-player Developer (AI Units)
Reply | Threaded
Open this post in threaded view
|

Re: Friendly AI Bug

Haleks
Niceonegunit wrote
Haleks wrote
Reaperboyy wrote
.is there a way to change the zombies class...i mean like instead of zombies being classed as Civilians can they be classed as the enemy??
This is already done with daizy factions. If you guys had this problem playing that release (assuming you're not playing the bandit edition), the only reason I can think of is that your AI are out of ammo (wich can happen even with the ammo handling script).
Yes. Your ammo replenishment script is, no offence or nothin', primitive.


_unit addEventHandler ["Fired", {(_unit select 0) setvehicleammo 1}]

This works perfectly fine for me. The reason it didn't work in older DaiZy releases is because it was called with _this select 0. _this was not defined so it wouldn't have worked.
The only problem with the script you propose is that the AI will never have to reload its gun, meaning that they can hammer you with almost any gun. Wich is the reason why I'm using a different one : at least there's a chance to see the AI reloading its gun, leaving you some time to move or counter-attack.