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Update README.md
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horbin committed Jul 12, 2015
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Expand Up @@ -43,27 +43,26 @@ Also see Test theme TestMission01.sqf for multiple examples.

*New AI Logic:
"CAPTIVE" - makes a unit 'neutral' with AI regardless of its 'side'. Adds an action menu to the AI with the following options:
Flee: If within 200m of a rescue spot captive will run to that location. Otherwise it selects a random rescue spot from the list provided. Unit sets CARELESS behavior and sprints to its destination.
Stay: Unit will stop at its location and assume the stance of the player issuing the order.
Follow: Unit will follow the player, mimicking his stance. If the player gets more than 250m away from the unit, the unit will resort to a 'Stay' behavior using the stance of the player at the time the unit loses him.
Board: Unit will board nearest non-ai controlled vehicle.
Escape Point: Unit will temporarily display its 'escape point' on the map.
Note: The captives are a little 'shell shocked' and will sometimes take a few seconds to respond to commands, but they will always acknowledge they heard the command via 'system chat'.
Note: Captives that start a mission as 'cargo' in an AI vehicle will remain in the vehicle until it is disabled.
Note: Captives assigned to follow an AI group will stop following that group when the group leader dies.
Note: Captives remain 'neutral' to hostile AI until directed to Flee.
- Flee: If within 200m of a rescue spot captive will run to that location. Otherwise it selects a random rescue spot from the list provided. Unit sets CARELESS behavior and sprints to its destination.
- Stay: Unit will stop at its location and assume the stance of the player issuing the order.
- Follow: Unit will follow the player, mimicking his stance. If the player gets more than 250m away from the unit, the unit will resort to a 'Stay' behavior using the stance of the player at the time the unit loses him.
- Board: Unit will board nearest non-ai controlled vehicle.
- Escape Point: Unit will temporarily display its 'escape point' on the map.
- Note: The captives are a little 'shell shocked' and will sometimes take a few seconds to respond to commands, but they will always acknowledge they heard the command via 'system chat'.
- Note: Captives that start a mission as 'cargo' in an AI vehicle will remain in the vehicle until it is disabled.
- Note: Captives assigned to follow an AI group will stop following that group when the group leader dies.
- Note: Captives remain 'neutral' to hostile AI until directed to Flee.

*New "CAPTIVE" Theme
Theme demonstrates new Captive logic. This theme creates a mission in a random location that contains 10 prisoners being guarded by a small
squad of Humans, and an unarmed UGV. The goal is to get into the camp and rescue at least 7 of the captured clone prisoners.
Beware, if too many of the guards are killed, reinforcements will be called upon!
Talk to an AI to find his 'evac location', take advantage of nearby transportation, and if you succeed expect to find loot at the Evac site!
- Theme demonstrates new Captive logic. This theme creates a mission in a random location that contains 10 prisoners being guarded by a small squad of Humans, and an unarmed UGV. The goal is to get into the camp and rescue at least 7 of the captured clone prisoners.
- Beware, if too many of the guards are killed, reinforcements will be called upon!
- Talk to an captive to find his 'evac location', take advantage of nearby transportation, and if you succeed expect to find loot at one of the Evac sites!

*New SoldierData Flag
All AI defined in SoldierData files may also be provided with a true/false flag to set their captivity.
This flag has no relation to the new 'Captive' AI logic and missions.
This flag is a method to define custom AI that, by default, are 'setcaptive', thus hostile AI will not fire upon them.
See GlobalSoldierData.htm section 8 for more details.
- All AI defined in SoldierData files may also be provided with a true/false flag to set their captivity.
- This flag has no relation to the new 'Captive' AI logic and missions.
- This flag is a method to define custom AI that, by default, are 'setcaptive', thus hostile AI will not fire upon them.
- See GlobalSoldierData.htm section 8 for more details.

Issues:
* Loot set to be placed in vehicles is not working consistently.
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