Re: RELEASE: DaiZy Chernarus 1.7.6.1 FACTIONS (Full AI) [04/23 : UPDATED]

Posted by Haleks on
URL: http://kodabar-dayz-daizy-single-player-forum.163.s1.nabble.com/RELEASE-DaiZy-Chernarus-1-7-6-1-FACTIONS-2-1-07-11-FINAL-RELEASE-tp4144p5622.html

Anubis wrote
...

What worries me is the fact the AI stop fighting Z (hopefully they'll still engage bandits). I will do some tests and play with the squad commands to see whether this is some kind of glitch that can be fixed.

About survivor respawning: maybe you could have them respawing just like bandits (endlessly) but keeping a counter of the living survivors who have joined the squad: every time a survivor joins the squad the counter goes up and every time a squad member is killed the counter goes down.

Then, you can have the 'recruit unit' option appears only if that counter is (for example) below 5 to prevent the player from recruiting a whole army.

Anubis
I can't see why survivors would stop engaging Zeds - except for not having ammo anymore or being set to "hold fire". I've played something like 3 hours last night and found 3 survivors, plus one AI I spawned at the beginning via Loki's. All the four of them reacted as wanted - including the one spawned with Loki's. I'll keep an eye on it though.

And about the AI respawn : what you're suggesting would be a possible solution; but I've used the addAction script from the game to create the Recruit option, and it's quite limited in Arma - I'm not sure I can define such specific conditions. Besides, I don't want to decide for the player how big his group should be.

The cool thing with the respawn script (if I can get it to work), is that we could have the killed survivors respawning at the shore - just like any player in MP - and then making his way to one random city. :D

EDIT : Just noticed a small glitch : it looks like the food & drink icons won't deplete while you're in a vehicle; I think the MP mod had the same bug at one point. I'll look at it and see what can be done.