Comments (8)
I'd love a "scout from high ground" (terrible name) feature that works similar to the current Ares "search and garrison" in that AI walk into the nearest building. However instead I'd like them to head for roof and/or the top floor and look out windows. Real players would go for a height advantage over their enemy and multi level combat is often missing from coop missions unless the mission director manually places a unit up high or takes control and climbs stairs to start firing on players from the vantage point.
We did a defend mission the other night and players loved it when I moved an AI to the top floors of a construction building and fired on them from there. Especially when they are only used to AI swarming in from ground level. I can manually place units in top floors but it's very time consuming on an individual AI basis.
from mars.
The two fallback options are kind of redundant. There's already a "Force Move" command which makes the units run towards a position not caring about combat (much). So the fallback thing is pretty much just a case of telling some units to force move somewhere.
from mars.
- Could you make sure Garrison keeps units inside buildings (or make this optional) through disabling fleeing etc. A lot of Garrison functions put the units in the buildings but as soon as the firefight starts they run out to help, meaning when you arrive in town there is no CQB to do :(
- Place invisible spawn object for easy spawning of units at height, more detail: astruyk/Ares#194
from mars.
Yeah garrison will ensure units stand their ground. It will most likely be a toggle so you tell units to exit the garrison state.
As to the object height thing, I think with the control we have with this mod - being able to change literally anything in object movement, we could try to implement the surface detection that's done in Eden (if it's not engine based, we'd be able to grab the code straight from the pbo). If that fails, then perhaps an extra option in the asset browser to spawn as a "special" object for these sorts of things.
from mars.
Surface detection would be incredible.
from mars.
How about a 'defense in depth' Infantry Command? Units will defend until a certain percentage of casualties have been inflicted upon by the attacking force; units will then retreat a certain distance. Both percentage of casualties and retreating distance should be changeable on-the-fly, as well as having one of both be controlled by the mission curator (ie zeus, admin and game master).
from mars.
I'm not sure. I feel like that can be controlled via the mission controller anyway. When the mission controller feels the AI should flee, he can simply tell them to flee.
from mars.
- The ability to teleport players to a regroup point (flagpole)
- The ability to create "regroup zones" for AI, so if you give them a fall back command, they group up there.
- The ability to force AI to fall back; used with above.
from mars.
Related Issues (20)
- Remove accent component and move color scheme into editor
- Exiting "Remote control" from a unit is jumpy HOT 2
- Add ability to left-drag group icons HOT 1
- Make all waypoint markers visible
- ACRE positional audio is inconsistent HOT 1
- Sometimes trucks won't move when filled with infantry HOT 1
- Force move makes the fireteam fall apart HOT 1
- Throwing a grenade while RCing will throw your PC's grenade HOT 3
- Useful asset paths
- Remove doStop from AI commands HOT 1
- Remote controlling Vehicles isn't consistent HOT 1
- New Waypoint System
- Ctrl+X to Cut and Paste
- Allow login if curator
- Add compass
- Move website to master branch
- Context menu position line can select objects on click
- Marker rendering shouldn't capture lines
- Clicking context menu option that has children causes CTD
- UI is far too small on larger resolutions HOT 5
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from mars.