Re: UNOFFICIAL RELEASE: Improved Survivor AI, Bug Fixes and Optimizations ([Rz0] Codebase)
Posted by
DayZ_SP on
Dec 10, 2012; 5:02am
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/UNOFFICIAL-RELEASE-Improved-Survivor-AI-Bug-Fixes-and-Optimizations-Rz0-Codebase-tp541p1465.html
NoVertigo wrote
Yes I would love to know what you did to change the classes of AI as well as making the AI survivors fire upon zombies. How ever I would love to see if there is a way to make Zombies become alert/retaliate against AI bandits/survivors.
I can't reveal all my secrets

... But I will say if you know how ArmA 2 works and is set up in the normal game regarding factions and sides... It's pretty obvious and easy to do if you're into modding the game like most long-time players are.
The biggest obstacle that makes getting the various AI to attack each other compared to normal ArmA is Rocket used a class of non-combatants for the base of the Zombie models and the same model class for both the Survivors AND the Bandits. Had he just used three separate hostile faction models as his bases, the AI attacking each other would be a non-issue because it would follow normal ArmA game logic.
Now, getting Zombies to target AI Bandits & Survivors is a little harder because this would involve somebody rewriting Rocket's Zombie code... Which at this point enters into a very gray area since the mod has gone commercial... And not only that, the method Unknown decided to use to spawn AI units (versus having static units already on the map when you load it up) isn't exactly 100% stable in a lot of ways.