|
Post by Ron4Swat on Jan 3, 2018 19:40:50 GMT
When enemy AI detects the player, reinforcements are send to his current position instead of his last known position. This way its impossible to escape after first detection.
|
|
|
Post by Admin on Jan 6, 2018 12:27:08 GMT
I took a look at that, but seemed to be ok, any assistance in the new script would be great, as I cant seem to pin point the issue (after comparing with your TRGM1 version)
|
|
|
Post by Ron4Swat on Jan 6, 2018 14:57:58 GMT
I took a look at that, but seemed to be ok, any assistance in the new script would be great, as I cant seem to pin point the issue (after comparing with your TRGM1 version) You probably looked in the wrong file? The changes are made in RandFramework/RandScript/CustomAIScript. I send you the changes some time ago in the Tour forums too. Per targetKnowledge the last known position of the player is gathered.
|
|
|
Post by Admin on Jan 7, 2018 8:47:06 GMT
I did see that, I just coulndt pin point where to put it in the new script, however i have a better idea now (think i was sleepy when last looked)....
However, correct me if I am wrong, the last known position isn't necessarily known by the group moving in on the player... so a patrol may have never seen the player, however, an enemy unit in a building may have spotted them and is telling the patrol where to move to.
I think i left a long enough delay for the player "Spotted" status to be ended, so the position will be marked and the patrol will just move to that location regardless of where the play has moved. When testing a while ago, it did seem i could be spotted in Pos A, i Teleported to Pos B, and i watched the enemy walk to Pos A and stop. (I will test again and see if that still is the case)
|
|
|
Post by Ron4Swat on Jan 7, 2018 14:00:21 GMT
However, correct me if I am wrong, the last known position isn't necessarily known by the group moving in on the player... so a patrol may have never seen the player, however, an enemy unit in a building may have spotted them and is telling the patrol where to move to. Correct. Thats how i tested it too, there was even a hint that showed where the patrol was sent, and it was the exact position where i teleported myself. I don't see how that delay is suppossed to work. First there is the 5 second delay, then the current position of the player is gathered. So you actually give out the new position of the player 5 seconds after he got spotted. Also, regardless how you implement that delay, i don't think that will help much. First a player will not move that far in a few seconds. Maybe not in minutes when he is in combat. The main problem is that the next time the trigger activates, because the player is in the enemy area. New groups might be send to his current position. However in the meantime the player might have actually escaped from the view of all enemy AI. Now you would suddenly send reinforcements to the player, while no enemy group even knows that position.
|
|