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Discussion: ArmA - Archives / Armed Assault - Tactics, Missions and Mod Discussions - Kronzky's Urban Patrol Script - This is a very cool script, I found over at the BI forums. Makes for
  1. #1

    Jeevz's Avatar

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    Kronzky's Urban Patrol Script

    This is a very cool script, I found over at the BI forums. Makes for some quick and fairly realistic patrols. Kronzky has already made a few updates to it, so keep an eye on his site (linked below) for more updates.

    It works great for throwing together a quick single player mission but I need some guinea pigs to try it coop. Anyone up for some test missions this evening?

    Some of the features and advanced customization options that are available:
    Setup Options
    • Patrol any "marker-designated" area with any unit or group, whether it's Infantry, Armored, Cars, or Choppers, using any side (east, west, resistance, civilians).
    • Several independent marker areas (for different units) can be used on the same map. These areas can overlap.
    • The start position of the units can be a random position anywhere in the active area - in that case some units may even end up on roofs.
    • You can create a random number of "clones" of a unit/group you placed in the active area.
    AI Behavior
    • The AI will avoid "dangerous" areas, and react intelligently to attacks.
    • If it sees a team-member being shot, or spots an enemy without themselves being detected, it will not continue on its regular path, but instead use a flanking approach to get close to the shooter. The accuracy of the approach will depend on the "knowledge" the AI has about the shooter (i.e. whether the shooter was actually seen or only heard).
    • If AI units get stuck (mostly due to bad pathfinding) they will try to free themselves after a while.
    • Units will make occasional stops of random lengths during their patrols.
    • Independent AI groups will share their knowledge about any enemies that have been spotted.
    • By default units patrol in "safe" mode at "limited" speed.
    Intel Options
    • An automatic trigger is generated for each area to announce when that area is cleared of enemies.
    • The units can be tracked via a dynamic marker on the map.
    • Upon a radio call the approximate position of an enemy can be indicated via a highlighted grid on the map.
    • The marker that designates the active area can be hidden.
    Kronzky's Urban Patrol Script

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  3. #2

    Magnum50's Avatar

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    Re: Kronzky's Urban Patrol Script

    sweet info, thx a mil Jeevz... becoming a real star lol.
    Magnum
    www.simhq.com

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    en4rcment's Avatar

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    Re: Kronzky's Urban Patrol Script

    That sounds awesome!!!

    It just goes to show you what a great combat simulation sandbox this game is. Just freshly released and modders are already releasing scripts to improve the AI.

    In most games you just have to live with the AI as they are...in ArmA you get to create whatever you want...



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  7. #4

    Dslyecxi's Avatar

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    Re: Kronzky's Urban Patrol Script

    Quote Originally Posted by en4rcment View Post
    That sounds awesome!!!

    It just goes to show you what a great combat simulation sandbox this game is. Just freshly released and modders are already releasing scripts to improve the AI.
    I think it's worth noting that this was originally a script for VBS1, so it's not like it was just created post-ArmA release to address ArmA AI issues. Still, it's a very cool release, and it's indicative of the kind of quality we're going to see in the future. Once people start digging into the new FSM AI possibilities I bet we'll see even more impressive stuff - not to mention when people like Solus of SLX combine their improved AI with great features like dragging wounded soldiers.

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