COMING SOON! AI Hunter/CQB Script I want to let everyone know about a new script thats been in development since i had posted this video. This script uses the code seen in the video along with another code that was taken from my Desert Ops Run mission seen here steamcommunity.com/sharedfiles/filedetails/?id=1772647581 one component in my mission is hunter ai, but this hunter ai will perform cqb, literally walk up the stairs if your upstairs and locate you and kill you, they will enter buildings and clear rooms, most of the time you will see 3-4 enemy doing this. In the new script which is being written by a friend of mine whom has spent over 10+yrs in scripting and coding for Arma 3 and previous games even for the VBS simulator, he has taken the code seen in this video and the one from my mission which btw he also wrote, and combined them both. Currently we are testing the script and code so that it performs how we want, so just letting you all know that real soon here when we feel the script is performing without bugs, and without any performance drops which currently it has none, then it will be released on BI forums, and i will have a video on it. All for now. Cheers!
@@davidlondon9242 Thanks! Welcome to Arma! No the script wont make it obsolete the code is still usable if you want to use it but the script is more optimized and combines the code in the video and another code together. So it depends on what you want to accomplish, the code here is mild, meaning the ai mildly will hunt for you, but if you want detail, specific and to put some fear into your mission by being chased and searched for, then Herne will do the job. Just keep in mind that in Arma there is no "best" way as the game is a sandbox, its however you want to play with your toys. 😆
I created something similar but damn you took it to the next level, absolutely amazing job here, some of the things you've done I wouldn't even know how to achieve without some very hackey none clean solutions. Keep up the fantastic work!
Thanks man i appreciate that, check out the Herne AI Hunter script which uses this code and another combined into one th-cam.com/video/VF3Sv3T2L0M/w-d-xo.html
Hi Mate, I have a few questions: are the enemies, both the group and the helicopter, searching for your randomly or do they have a pre-established knowledge about your wherebouts? I mean, are they programmed with a percentage of accuracy to find your unit or fail to do so? I wonder had you not gone to the open roof and shoot at them, would they have searched inside the very building you were hiding at , or would they search randomly houses in the vicinity? Kind regards
Hi, In the notepad doc, scroll down to you see number 8 and that will explain what the AI do. So based on your distance you are from them its a gamble that they know where your at, they do know roughly where your at in terms of the area but not exactly. They would have searched, i probably could have done that part better but on my own tests and play i was inside a building upstairs and they were wandering around the building. Its not an ai mod, or is it coded to be precise where the ai will act and do all kinds of hunter/cqb ect,. stuff its just a simple code that tells the AI about where your at and hunt for you there.
On another note, i just got word from my coder friend that he may be using this code and another code that we used in a mission i built where the AI will search around buildings, ect,. and if the player is inside, the ai will also go inside. My mission seen here steamcommunity.com/sharedfiles/filedetails/?id=1772647581 has a code in it that has hunter AI in it not the code i showed in the video, this code the AI will actually enter the building and search for you and do cqb. So were going to combine these 2 codes and i think make a script out of it. Once we do i'll record a video on it, and you can use that instead.
@@alonsoquijano9555 Your very welcome, this is one of the many projects i have been working on, theres more to come! Take a look at some of the videos i've done before, there may be something there for you to take a look at. Cheers!
Awesome script! But I have a question Can you please tell me how to activate this script by a trigger and not from the unit/group leader init, like activating this "hunter" script for specific groups on specific conditions? Let's say there are two towns, both been patrolled by the enemy and if I (the player) have been detected by the enemy in any of these towns the script is activated, and the enemies that were patroling start to hunt me. Need it to be "tied" to a specific group but activate only when the needed condition is met. Tried to change the "_grp" in the script to the specific group name, and the trick didn't work... Please help, sorry I'm repeating myself, I just want you to understand my idea with my bad English Update! No worries! It is working how I want it now! By using your (and your buddy's) genius "Hernet" script without any unit init! Just changed the file initServer.sqf name to my trigger name and now I can use it by any condition I want and not just from the start of the game! In any case - thank you both for this script!
Might be possible if you setup the ai where they respawn, like i did here: th-cam.com/video/ca-_9cXXlA0/w-d-xo.html thing is and im not sure about this, is they might lose the code if they respawn. So what i suggest is setup the ai you want to hunt you, then setup a respawn point for them to respawn at, you could setup multiple areas, and that way their random, then make sure their all set to playable and then play in mp lan or put it on a dedicated. You can always try the script that a friend and i put together using this code and another, heres a video on that: th-cam.com/video/VF3Sv3T2L0M/w-d-xo.html
They hunt the player dont matter the faction. If you want to make it more interesting then take a look at Herne the Hunter AI script which uses this code and another code from my Desert Ops Run Tactical Arena mission: th-cam.com/video/VF3Sv3T2L0M/w-d-xo.html
AI knows roughly where the player is at, it use a command called Knowsabout, basically the ai will go to the area the player might be at, if spotted then they will search and kill. There is a script my friend put together with this code and another code from a mission i built that does this even better, the ai will search and go into buildings and such see the video here th-cam.com/video/VF3Sv3T2L0M/w-d-xo.html
I have been working on adding music in my mission but I can't figure out how to get the songs to repeat once they are finished. Do you happen to know the code for that?
Put this in the init box of a trigger playmusic "track1"; track1 will be whatever the name of the music file is. Then setup the trigger to be an area trigger, so that whomever or the player walks into the trigger that the music plays, set the trigger to repeatable. All i know how to do for music, never used it much.
Another note is do the same thing as i suggested in my previous comment but you could also use a radio trigger, with a radio trigger you can manually play the music when you want through the radio menu which is 0-0 on your keyboard ingame.
Whats not working, how do you know its not working? Did you put the code from the readme in a unit or vehicle's init box? Better to just use the Herne Hunter script: th-cam.com/video/VF3Sv3T2L0M/w-d-xo.html which has this code and another code in one script, and it works better, so thats my suggestion use the script instead. If you have any questions or problems with the Herne script that is if you decide to use it, then ask on the video comments of that video or on the release thread which is linked in the description of that video.
Very good video. I notice that the AI is not very intelligent (cautious), when approaching the player. It would be interesting to run the same mission with some active AI mod. What would happen if you use the stealthy AI of IMS? (improved melee system) There is a mission in the workshop that uses several scripts of that style, it is called "FUERA DE LA LEY", unfortunately it is outdated and the author does not mention all the mods he uses either. (I had to dig into the mission.sqf to find out) the mission is challenging (single player) I have tried to extract and use some codes but I am not "expert" enough.
Thanks, ya the ai isn't meant to be smart, just they have a rough idea where your at and go there based on your distance from them, the distance is like a gamble so its like 90% chance they will find you. Its not meant to be smart or show they ai doing something unique. The code is mainly for simple missions like escaping an enemy of some sort, like your a criminal and the police are after you, or your a pow that escaped a prison camp in enemy territory and the enemy has dispatched a small squad to hunt you and take you out. Other types of scenarios can come from this, but thats the general idea. As for the mission in the workshop link it to me, i'll take a look, im no expert either but i've messed with enough code to get an idea what i may be looking at, if not i got a couple of friends who only do coding and scripting i can ask if need be.
@@pirulopirulo1120 Thanks, i found it on the workshop i will take a look at it this afternoon after i get up, as i work 3rd shift hours so i sleep during the day, so off to bed for me now. I'll get back to you later today (late afternoon, Central time USA) or tomorrow on what i find out. For now i've subbed to the mission. Thanks.
The next rank down becomes squad leader and should follow through on the code. Just use the Herne script its more efficient and has more features and functions.
Hi Gunter, I want to make a SP mission centred around the player commanding the marshall ifv. I want 2 ai marshalls to work seamlessly with the players ifv and I need them to drive correctly in safe and combat mode. Could you help me with this idea and give tips on how to use them in game? Thank you.
Hi thats a tricky one because its going to revolve around a number of factors. 1. Your ability to command and know how to direct the ai most especially ai that drives. 2. The terrain will also determine accessibility and your ai's ability to navigate or in technical terms path find. 3. So you can use either mods, scripts, or modes, a mode like Arma commander might help though i've never played with it its on the workshop, it might not be the right thing for what your trying to do so idk, though worth looking into. 4. Mods there are a number of AI mods that would enable to better command the ai, and or control them as well as add features, take a look at my AI compilation list for AI mods: forums.bohemia.net/forums/topic/237139-all-arma-3-steam-workshop-ai-mods-compilation-list/ Also take a look at the commanding guides on my other compilation list here forums.bohemia.net/forums/topic/227697-arma-3-general-game-guides-faqs-manuals-tutorials-compilation/ there is a mod there where you can command the AI with your voice, they might be more responsive with your voice then normal, idk never tried it but its there. Also take a look at my oldest compilation for AI forums.bohemia.net/forums/topic/165560-ai-compilation-list-of-addonsmodsscripts-threads-for-arma-3/ go to the AI Driving - Boats,Tanks, & Vehicles category and then to vehicles, theres threads there that can help, one noted is AI convoy best practices thread. Theres also the category further down from that AI Squad Command, Guides, & Join. ======= Ideally know how to command them, understand how commanding works, note aside pointing and clicking where you want them to go, you can use the map too, press the Fkey for the AI you want and tell them specifically where to go ect,. The creativity has to come from you i cant tell you how to be creative and make it work, i can only shine the light in the areas your not looking, and imo commanding is key with AI, start small and go from there. I would learn and watch how the ai respond with those vehicles first and how they handle them, then command them accordingly. If they have weapons on them then you'll need to control them too as in not firing or firing when you want them too. Behavior wise set them to careless but then again that may not work either, an ai mod could be better in helping you too, again look at the ai mod list and see what catches your interest.
Thats an arma thing. Heres what i suggest, use my video here: th-cam.com/video/nIQCd3Bc9Sk/w-d-xo.html what you can do is, setup a trigger with the code i give you in that video, and set the trigger for the length and width of the walls, if the ai somehow glitch into the wall then they'll be moved back to a location you set. That video will show you how to set it up its pretty easy, just be sure that whatever side or faction the ai is that you have that in the trigger, so say OPFOR is present then the code in the trigger will move the ai to the marker you place, it should work. Set it up also on the cargo crates too, try it and let me know how it goes.
@@Gartist45 Ya but im not sure they have been able to, the issue dont always happen, i think it depends on a number of factors which most of it is related to AI pathfinding. The other part of it i think has to do with performance and some other things, it is a problem but its not consistent, nor predictable. I say this as for example in my scenario Desert Ops Run Tactical Arena when you spawn ai in they spawn in a building, while in the building there is a trigger they spawn in which then triggers a door (wall) to slide open from there they exit and then start patrolling the arena, as there is a marker in the center that encompasses the arena. Now rarely do i ever see them clip through walls, or anything else and my arena is huge if you havent seen videos on it check it out but overall the ai always stay within the arena where i want them regardless. I do have 2 triggers i use, one i linked a video of which works as an area denial, the other does something similar for the outside walls just in case. But ya regardless the clipping is still an issue and i dont think it will be ever fixed unless you change the models of the walls, or things then actually cant be entered, we may never know or it could be just an engine related issue.
You probably could add a sleep at the beginning of the code, but ideally if you want more control and a better hunting ai use Herne hunter ai script which part of the code from this video is in: th-cam.com/video/VF3Sv3T2L0M/w-d-xo.html the official release thread is linked in the description of the video with more details on what it does, how to set it up and configure it. Theres also other videos using Herne that could be useful depending on what your looking to do or accomplish in your scenario.
Dynasound steamcommunity.com/sharedfiles/filedetails/?id=825181638 and steamcommunity.com/sharedfiles/filedetails/?id=782846058 and steamcommunity.com/sharedfiles/filedetails/?id=2129532219
COMING SOON!
AI Hunter/CQB Script
I want to let everyone know about a new script thats been in development since i had posted this video.
This script uses the code seen in the video along with another code that was taken from my
Desert Ops Run mission seen here
steamcommunity.com/sharedfiles/filedetails/?id=1772647581
one component in my mission is hunter ai, but this hunter ai will perform cqb, literally walk up the stairs if your upstairs
and locate you and kill you, they will enter buildings and clear rooms, most of the time you will see 3-4 enemy doing this.
In the new script which is being written by a friend of mine whom has spent over 10+yrs in scripting and coding
for Arma 3 and previous games even for the VBS simulator, he has taken the code seen in this video
and the one from my mission which btw he also wrote, and combined them both.
Currently we are testing the script and code so that it performs how we want, so just letting you all
know that real soon here when we feel the script is performing without bugs, and without any performance
drops which currently it has none, then it will be released on BI forums, and i will have a video on it. All for now. Cheers!
OK, WATCHING AND WAITING
@@arma3missions467 Its out
th-cam.com/video/VF3Sv3T2L0M/w-d-xo.html
@@Gunter_Severloh great videos. New to Arma. Will the new script make this one obsolete?
@@davidlondon9242 Thanks! Welcome to Arma!
No the script wont make it obsolete the code is still usable if you want to use it but
the script is more optimized and combines the code in the video and another code together.
So it depends on what you want to accomplish, the code here is mild, meaning the
ai mildly will hunt for you, but if you want detail, specific and to put some fear into
your mission by being chased and searched for, then Herne will do the job.
Just keep in mind that in Arma there is no "best" way as the game is a sandbox,
its however you want to play with your toys. 😆
@@Gunter_Severloh Thanks for your reply. Great information.
Great vid dude. (RokkHunter here) ARMA3 is the military sim still. With a few simple quick codes these missions become full on.
I created something similar but damn you took it to the next level, absolutely amazing job here, some of the things you've done I wouldn't even know how to achieve without some very hackey none clean solutions.
Keep up the fantastic work!
Thanks man i appreciate that, check out the Herne AI Hunter script which uses this code and another
combined into one th-cam.com/video/VF3Sv3T2L0M/w-d-xo.html
Yo thank u bro ur underrated asf
Thanks man, ya idk why i've only been in the community since 2001, maybe my videos arent
entertaining enough.
Sounds interesting. When. I have some time, I will have a look. Thanks for sharing
GTA Five Stars Mode !!!
Nice vídeo, thx
Can't wait to try this out
In the middle of moving and no internet lol
Catching on this later
Cheers
Dam no internet, ya its pretty neat, had this code for a few years and totally forgot it.
thanx bro… 🙌🏾
Just when I was going to ask why the AI doesn't go into the house to look for him,
Molto utile
Ottimo bel lavoro
Grazie mille
Bienvenido contento de que te guste, gracias por mirar!
👍👍👍👍👍
Hi Mate, I have a few questions:
are the enemies, both the group and the helicopter, searching for your randomly or do they have a pre-established knowledge about your wherebouts?
I mean, are they programmed with a percentage of accuracy to find your unit or fail to do so?
I wonder had you not gone to the open roof and shoot at them, would they have searched inside the very building you were hiding at , or would they search randomly houses in the vicinity?
Kind regards
Hi, In the notepad doc, scroll down to you see number 8 and that will explain what the AI do.
So based on your distance you are from them its a gamble that they know where your at, they do know
roughly where your at in terms of the area but not exactly.
They would have searched, i probably could have done that part better but on my own tests and play
i was inside a building upstairs and they were wandering around the building.
Its not an ai mod, or is it coded to be precise where the ai will act and do all kinds of hunter/cqb ect,. stuff
its just a simple code that tells the AI about where your at and hunt for you there.
On another note, i just got word from my coder friend
that he may be using this code and another code that we used in a mission i built where the AI will search around buildings, ect,. and if the player is inside, the ai will also go inside.
My mission seen here
steamcommunity.com/sharedfiles/filedetails/?id=1772647581
has a code in it that has hunter AI in it not the code i
showed in the video, this code the AI will actually enter the building and search for you and do cqb.
So were going to combine these 2 codes and i think make a script out of it. Once we do i'll record a video on it, and you can use that instead.
@@Gunter_Severloh thank you very much for your hard work and for taking your time to explain this. Looking forward to watching your new videos ;)
@@alonsoquijano9555 Your very welcome, this is one of the many projects i have been working on, theres more to come! Take a look at some of the videos i've done before, there may be something there for you to take a look at. Cheers!
@@Gunter_Severloh i will . thanks a lot ;)
Awesome script!
But I have a question
Can you please tell me how to activate this script by a trigger and not from the unit/group leader init, like activating this "hunter" script for specific groups on specific conditions?
Let's say there are two towns, both been patrolled by the enemy and if I (the player) have been detected by the enemy in any of these towns the script is activated, and the enemies that were patroling start to hunt me.
Need it to be "tied" to a specific group but activate only when the needed condition is met.
Tried to change the "_grp" in the script to the specific group name, and the trick didn't work...
Please help, sorry I'm repeating myself, I just want you to understand my idea with my bad English
Update!
No worries!
It is working how I want it now! By using your (and your buddy's) genius "Hernet" script without any unit init! Just changed the file initServer.sqf name to my trigger name and now I can use it by any condition I want and not just from the start of the game!
In any case - thank you both for this script!
That's crazy! A fu... Mi-24 hunting you...... 💀
Would it be possible to make this work with respawning enemy? Have sort of relentless hunter just coming after the player over and over again.
Might be possible if you setup the ai where they respawn, like i did here: th-cam.com/video/ca-_9cXXlA0/w-d-xo.html
thing is and im not sure about this, is they might lose the code if they respawn.
So what i suggest is setup the ai you want to hunt you, then setup a respawn point for them to respawn at, you could setup multiple areas, and that way their random, then make sure their all set to playable and then play in mp lan or put it on a dedicated.
You can always try the script that a friend and i put together using this code and another, heres a video on that: th-cam.com/video/VF3Sv3T2L0M/w-d-xo.html
Can you make them hunt a certain faction? Like blufor opfor indfor
They hunt the player dont matter the faction.
If you want to make it more interesting then take a look at Herne the Hunter AI script which uses this code and
another code from my Desert Ops Run Tactical Arena mission: th-cam.com/video/VF3Sv3T2L0M/w-d-xo.html
Do they actually search for and happen to find the player? Or do they already know where the player is and go straight for them?
AI knows roughly where the player is at, it use a command called Knowsabout, basically
the ai will go to the area the player might be at, if spotted then they will search and kill.
There is a script my friend put together with this code and another code from a mission i built
that does this even better, the ai will search and go into buildings and such see the video here
th-cam.com/video/VF3Sv3T2L0M/w-d-xo.html
I have been working on adding music in my mission but I can't figure out how to get the songs to repeat once they are finished. Do you happen to know the code for that?
Put this in the init box of a trigger playmusic "track1";
track1 will be whatever the name of the music file is.
Then setup the trigger to be an area trigger, so that whomever or the player walks into the trigger that the music plays, set the trigger to repeatable.
All i know how to do for music, never used it much.
Another note is do the same thing as i suggested in my previous comment but you could also use a
radio trigger, with a radio trigger you can manually play the music when you want through the radio menu
which is 0-0 on your keyboard ingame.
It’s not working for me. Any way you could help?
Whats not working, how do you know its not working?
Did you put the code from the readme in a unit or vehicle's init box?
Better to just use the Herne Hunter script:
th-cam.com/video/VF3Sv3T2L0M/w-d-xo.html
which has this code and another code in one script, and it works better, so thats my suggestion use the script instead.
If you have any questions or problems with the Herne script
that is if you decide to use it, then ask on the video comments of that video or on the release thread which is linked in the description of that video.
Very good video.
I notice that the AI is not very intelligent (cautious), when approaching the player.
It would be interesting to run the same mission with some active AI mod.
What would happen if you use the stealthy AI of IMS? (improved melee system)
There is a mission in the workshop that uses several scripts of that style, it is called "FUERA DE LA LEY", unfortunately it is outdated and the author does not mention all the mods he uses either.
(I had to dig into the mission.sqf to find out)
the mission is challenging (single player)
I have tried to extract and use some codes but I am not "expert" enough.
Thanks, ya the ai isn't meant to be smart, just they have a rough idea where your at and go there based on
your distance from them, the distance is like a gamble so its like 90% chance they will find you.
Its not meant to be smart or show they ai doing something unique.
The code is mainly for simple missions like escaping an enemy of some sort, like your a criminal
and the police are after you, or your a pow that escaped a prison camp in enemy territory and the enemy
has dispatched a small squad to hunt you and take you out.
Other types of scenarios can come from this, but thats the general idea.
As for the mission in the workshop link it to me, i'll take a look, im no expert either but i've messed with enough code
to get an idea what i may be looking at, if not i got a couple of friends who only do coding and scripting i
can ask if need be.
@@Gunter_Severloh perdon por el idioma, pero no me deja agregar el link de la mision en los comentarios
@@pirulopirulo1120 No worries, can you give me the exact name as you see it on the workshop?
Then i can look it up and check it out.
@@Gunter_Severloh FueraDeLaLey_Coop12_or _single_player
@@pirulopirulo1120 Thanks, i found it on the workshop i will take a look at it this afternoon after i get up,
as i work 3rd shift hours so i sleep during the day, so off to bed for me now.
I'll get back to you later today (late afternoon, Central time USA)
or tomorrow on what i find out. For now i've subbed to the mission. Thanks.
what happens when the squad leader is killed
The next rank down becomes squad leader and should follow through on the code. Just use the Herne script its more efficient and has more features and functions.
Hi Gunter, I want to make a SP mission centred around the player commanding the marshall ifv. I want 2 ai marshalls to work seamlessly with the players ifv and I need them to drive correctly in safe and combat mode. Could you help me with this idea and give tips on how to use them in game? Thank you.
Hi thats a tricky one because its going to revolve around a number of factors.
1. Your ability to command and know how to direct the ai most especially ai that drives.
2. The terrain will also determine accessibility and your ai's ability to navigate or in technical terms path find.
3. So you can use either mods, scripts, or modes, a mode like Arma commander might help though i've never played with it
its on the workshop, it might not be the right thing for what your trying to do so idk, though worth looking into.
4. Mods there are a number of AI mods that would enable to better command the ai, and or control
them as well as add features, take a look at my AI compilation list for AI mods:
forums.bohemia.net/forums/topic/237139-all-arma-3-steam-workshop-ai-mods-compilation-list/
Also take a look at the commanding guides on my other compilation list here
forums.bohemia.net/forums/topic/227697-arma-3-general-game-guides-faqs-manuals-tutorials-compilation/
there is a mod there where you can command the AI with your voice, they might be more responsive
with your voice then normal, idk never tried it but its there.
Also take a look at my oldest compilation for AI
forums.bohemia.net/forums/topic/165560-ai-compilation-list-of-addonsmodsscripts-threads-for-arma-3/
go to the AI Driving - Boats,Tanks, & Vehicles category
and then to vehicles, theres threads there that can help, one noted is AI convoy best practices thread.
Theres also the category further down from that AI Squad Command, Guides, & Join.
=======
Ideally know how to command them, understand how commanding works, note aside pointing and clicking
where you want them to go, you can use the map too, press the Fkey for the AI you want and tell them
specifically where to go ect,.
The creativity has to come from you i cant tell you how to be creative and make it work, i can only
shine the light in the areas your not looking, and imo commanding is key with AI, start small and go from there.
I would learn and watch how the ai respond with those vehicles first and how they handle them, then
command them accordingly.
If they have weapons on them then you'll need to control them too as in not firing or firing when you want them too.
Behavior wise set them to careless but then again that may not work either, an ai mod could be better in
helping you too, again look at the ai mod list and see what catches your interest.
@Gunter Severloh thank you mate for such a reply. There is much to think about there.
@@welsh2266 Welcome anymore questions dont hesitate to ask, i'll respond as soon as i can.
Ai ruin my mission they keep glitching through walls and cargo crates ..Is there a fix to that or that a Arma Ai thing?
Thats an arma thing.
Heres what i suggest, use my video here:
th-cam.com/video/nIQCd3Bc9Sk/w-d-xo.html
what you can do is, setup a trigger with the code i give you in that video, and set the trigger
for the length and width of the walls, if the ai somehow glitch into the wall then they'll be moved
back to a location you set.
That video will show you how to set it up its pretty easy, just be sure that whatever side or faction
the ai is that you have that in the trigger, so say OPFOR is present then the code in the trigger will move
the ai to the marker you place, it should work.
Set it up also on the cargo crates too, try it and let me know how it goes.
@@Gunter_Severloh so BIS knows about walking through walls and never fixed it,its been a thing since arma 2.
@@Gartist45 Ya but im not sure they have been able to, the issue dont always happen, i think it depends on a number of factors which most of it is related to AI pathfinding.
The other part of it i think has to do with performance and some other things, it is a problem but its not consistent, nor predictable.
I say this as for example in my scenario Desert Ops Run Tactical Arena when you spawn ai in they spawn in a building, while in the building there is a trigger they spawn in which then triggers a door (wall) to slide open
from there they exit and then start patrolling the arena, as there is a marker in the center that encompasses the arena.
Now rarely do i ever see them clip through walls, or anything else and my arena is huge if you havent seen videos on it check it out but overall the ai always stay within the arena where i want them regardless.
I do have 2 triggers i use, one i linked a video of which works as an area denial, the other does something similar for the outside walls just in case. But ya regardless the clipping is still an issue and i dont think it will be ever fixed unless you change the models of the walls, or things then actually cant be entered, we may never know or it could be just an engine related issue.
Is there anyway to delay the ai from hunting?
You probably could add a sleep at the beginning of the code, but ideally if you want more control
and a better hunting ai use Herne hunter ai script which part of the code from this video is in:
th-cam.com/video/VF3Sv3T2L0M/w-d-xo.html
the official release thread is linked in the description of the video with more details on what it does,
how to set it up and configure it.
Theres also other videos using Herne that could be useful depending on what your looking
to do or accomplish in your scenario.
@@Gunter_Severloh Thanks man!
Also is there a sort of "Prey" ai?
Is that even possible?
@@jamesmacleod5296 Welcome, no something like that would have to be scripted.
what a sound mod you use?
Dynasound steamcommunity.com/sharedfiles/filedetails/?id=825181638
and
steamcommunity.com/sharedfiles/filedetails/?id=782846058
and
steamcommunity.com/sharedfiles/filedetails/?id=2129532219