| AI and minefields[message #357890]
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Fri, 16 August 2019 16:39
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Kelmola |
Messages:2
Registered:August 2019 Location: Finland |
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On my first playthrough of 1.13 here (or for that matter, JA2) - Novice difficulty, Rev 8681.
Approached the Bloodcat arena in Meduna from the east, and seeing that there was only one exit from the building at the SW side but long sides with little cover, decided to set up an ambush at the NE side of the building. Barry and Steroid did notice that the ground was littered with mines, but I camped in nevertheless. Fired off a few shots to attract enemy attention and sure enough, I started hearing sounds from the south and the west...
..."loud noises" and "screams", amidst what looked like a chain reaction of explosions that actually tore open the walls of the rooms at the north and east corners of the building. After a few turns of this, a couple of severely wounded survivors made it through, only to be mowed down by the interrupts of my mercs. After that, it was just a matter of mopping up the bloodcats; most of the defenders were all across the ground and walls in a bloody mess after having blown up. I did find a couple of switches inside the building, thinking that maybe one of the enemies had pressed the wrong button. But then I went on to attack the Meduna airport, and apparently it was not the switches because there aren't any there. Sure enough, when I was approaching the southern fence, I started hearing explosions from the southwest. Apparently, the AI tried to outflank me by running into its own minefields...
Long story short, is there a setting that would make the AI aware of its own landmines? Or is this a result of the low difficulty level and on higher levels the AI would behave differently out of the boxx?
Of course if there isn't a way to avoid this, it's not a stretch to imagine it's all in line with Deirdranna's ruling methods; either she doesn't care who steps on the mines so it's not necessary to brief the redshirts, and/or she considers them untrustworthy and what they don't know they cannot reveal to the enemy...
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| Re: AI and minefields[message #357892 is a reply to message #357890]
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Fri, 16 August 2019 17:17
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| Deleted. |
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Messages:2634
Registered:December 2012 Location: Russian Federation |
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It seems there's a problem in the code with correctly setting MAPELEMENT_ENEMY_MINE_PRESENT for all mines and action items placed in the editor.
So as far as I know there is no option to make AI always avoid his own mines, I've seen them blowing up on their own minefields many times.
I think it was 'fixed' in my project by allowing AI to detect any mine if it's not marked as planted by player:
NearbyGroundSeemsWrong()
fEnemyMine = FALSE;
// sevenfm: allow enemy team to always detect preplaced mines
if (pSoldier->bTeam == ENEMY_TEAM && !(pMapElement->uiFlags & MAPELEMENT_PLAYER_MINE_PRESENT))
{
fEnemyMine = TRUE;
}
...
// sevenfm: allow enemy team to always detect preplaced mines
else if (ubDetectLevel >= (*pObj)[0]->data.bTrap || fEnemyMine)
{
...
Maybe there are also other changes, I don't remember unfortunately.
[Updated on: Fri, 16 August 2019 17:18]
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