HI all,
How can I limit the distance of an AI that I have following me around, so that he does not recognize snipers that are well out of the sight range I had assigned him from automatically telling me "watch out, then shooting
the particular sniper he spots?
I have a enemy sniper on a building roof some 6000 feet away (based on using the ruler tool in Radiant), and tried to set the AI's sight down to 100.
I also set the sight range for $player to 100 just so that there should be no way that when I look in the direction of the building, that I would somehow transmit to the AI following soldier that I have sited an enemy.
BUT as soon as I gaze in the direction of the building, I can hardly see the enemy sniper up on the roof, he is so far away, the AI follow guy
says "there he is" then nails him in one shot! I even turned down his accuracy to 80% so that he should not be able to nail the sniper with one shot!
Any suggestion as how one can limit the distance that a AI that is set up to follow the player cannot detect such distant enemy targets and nail them so easily?
Just for the record. When I set the radius for an enemy, e.g. sight = 1000. He will not detect me until I am 2000 feet away. Which is correct.
But this AI soldier I have following me does not seem to play by the rules!
Now if I do not look in the direction that the sniper is located.....the AI guy
just stands there waiting for me to start moving in some direction.
OK, the AI and I start off standing behind a hill so he does not see any other enemies, just the sniper which is not hidden by the hill. So if I pull out my binoculars then slowly move in the direction of that sniper up on the roof some 6000 feet away....as soon as he comes into the view of the binocular lens, bingo, my AI guy detects him and then shoots him.
Very unrealistic to say the least.
What am I not understanding here?
AI that follows me sees to much beyond his range.....
Moderator: Moderators
dont confuse feet with units. a unit in game is about 1 inch in real life...
that being said, the player sort of works like the ai. you are in that soldier's "squad". as such, if the friendly soldier is within 512 units of you, and you "spot" the enemy, he finds out too. im not sure if you have to put your crosshair on them to spot them, or just have them on screen. maybe you can try adjusting the farplane, OR, you can make that sniper an enemyspawner, and trigger him to spawn when you get close enough.
that being said, the player sort of works like the ai. you are in that soldier's "squad". as such, if the friendly soldier is within 512 units of you, and you "spot" the enemy, he finds out too. im not sure if you have to put your crosshair on them to spot them, or just have them on screen. maybe you can try adjusting the farplane, OR, you can make that sniper an enemyspawner, and trigger him to spawn when you get close enough.
roger that...
Alcoholic,
I understand what you are saying. I used feet for lack of of the best distance description. And I can see that setting the "enemysharerange"
parameter either way up or way down will not help either. Where as you
indicated it is by default set to 512 units. It seems like the only way would be to set triggers to spawn the snipers in when one reaches a given distance from them, or as you indicated set the farplane to some value other then the default, which I have no idea how to do and what it really represents, in this respect. I thought setting the farplane was mostly for
use in setting up how far away fog for instance would have an effedt in
what is visible at a given range.
Concerning your statement: "im not sure if you have to put your crosshair on them to spot them, or just have them on screen".
The answer to that is. As soon as I turn in the direction of that sniper, the
AI spins around (90 degrees to his left) and then says...there he is...then
starts firing at him, one shot and the sniper is dead from a huge distance away.
That is why I made the point to say that if I use binoculars and slowly rotate in the direction of the sniper, as soon as he is visible in binoculars on the edge of the lens.....good all AI opens up on him! Kind of soldier of Marine you would want in real life in a battle situation! ha ha.
At any rate, if I come up with some fix to this rather un-realistic predicatment, I will share it with the forum community. I bet you a dime
that in the stock games the designers must have spawned in snipers on roofs etc., once the player reached a given range. Which stinks!
Why the heck should we be able to set the "sight" distance for an AI?
As I indicated, I set the "sight" down to 100 units on the AI. So one would assume he cannot see things futher then that distance. And I also set it for the player so that he could not relay to the AI where the sniper was. So now I ask myself. What is the "sight" parameter do?
The AI_Tip Manual makes it clear that it restricts sight of the AI.
So how the heck can this AI or me (since I restricted $player to 100 units also) ever see the sniper that is some 6000 units away.
Oh well, thanks again for your help.
I understand what you are saying. I used feet for lack of of the best distance description. And I can see that setting the "enemysharerange"
parameter either way up or way down will not help either. Where as you
indicated it is by default set to 512 units. It seems like the only way would be to set triggers to spawn the snipers in when one reaches a given distance from them, or as you indicated set the farplane to some value other then the default, which I have no idea how to do and what it really represents, in this respect. I thought setting the farplane was mostly for
use in setting up how far away fog for instance would have an effedt in
what is visible at a given range.
Concerning your statement: "im not sure if you have to put your crosshair on them to spot them, or just have them on screen".
The answer to that is. As soon as I turn in the direction of that sniper, the
AI spins around (90 degrees to his left) and then says...there he is...then
starts firing at him, one shot and the sniper is dead from a huge distance away.
That is why I made the point to say that if I use binoculars and slowly rotate in the direction of the sniper, as soon as he is visible in binoculars on the edge of the lens.....good all AI opens up on him! Kind of soldier of Marine you would want in real life in a battle situation! ha ha.
At any rate, if I come up with some fix to this rather un-realistic predicatment, I will share it with the forum community. I bet you a dime
that in the stock games the designers must have spawned in snipers on roofs etc., once the player reached a given range. Which stinks!
Why the heck should we be able to set the "sight" distance for an AI?
As I indicated, I set the "sight" down to 100 units on the AI. So one would assume he cannot see things futher then that distance. And I also set it for the player so that he could not relay to the AI where the sniper was. So now I ask myself. What is the "sight" parameter do?
The AI_Tip Manual makes it clear that it restricts sight of the AI.
So how the heck can this AI or me (since I restricted $player to 100 units also) ever see the sniper that is some 6000 units away.
Oh well, thanks again for your help.
grb