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ScriptingCommands.txt
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ScriptingCommands.txt
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These are all commands/tricks that you can use to create unique situations using Vcom AI.
=============
==Waypoints==
=============
1)If a groups active waypoint speed is set to "FULL" they will 'charge' the waypoint and will only seek for cover when heavily suppressed.
2)If a groups active waypoint is set to "HOLD" and is ontop of a structure, they will attempt to garrsion that structure/nearby structures.
3)A group on a "HOLD" waypoint will try their best to not leave the HOLD waypoint location.
4)A on a "DESTROY" waypoint will not generate extra waypoints until their target is A)Destroyed or B)Enough time has passed.
5)AI groups with 2 or more waypoints will NOT generate extra waypoints, or move to help friendlies, when engaged in combat.
6)AI groups with these active waypoints will not generate extra waypoints: "HOLD","GUARD","UNLOAD","LOAD","TR UNLOAD","SENTRY","DESTROY"
7)AI groups with the dismissed waypoint will wander around until they are engaged in combat.
=============
==Scripting==
=============
1)To disable Vcom AI entirely on certain units put this command in their init field: "this setvariable ["VCOM_NOAI",true];"
2)To disable Vcom AI entirely on a group, put this command in any unit in a squad: "{_x setvariable ["VCOM_NOAI",true]} foreach units (group this);"
3)To get more feedback about what VCOM_AI is doing, put "VCOM_AIDEBUG = 1" in your init.sqf file.
4)To disable Vcom AI from creating additional waypoints or running to support friendles, put this command in their init field: "this setvariable ["VCOM_NOPATHING_Unit",true];"
5)To disable a Vcom AI group from creating additional waypoints or running to support friendlies, put this command in their init field: "{_x setvariable ["VCOM_NOPATHING_Unit",true]} foreach units (group this);"
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====Extra====
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1)AI will sometimes attempt to garrison empty static weapons.
2)AI will deploy static weapons from their packs (Vanilla statics only)
3)AI will deply UAV's from their packs (Vanilla UAV's only)
4)AI medics will heal hurt group members during combat without needing to be ordered (Only if they deem it safe)
5)AI spawned inside buildings will not move from that building in MOST circumstances.
6)AI can move in and out of artillery vehicles/statics and have a chance to be called for support from friendlies.
7)AI with explosives will attempt to destroy garrisoned buildings.
8)AI with landmines will randomly place them down in combat.
9)AI have a chance to clear a garrisoned building by 'flushing' it out.