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_486_Col_Wolf
March 2nd, 2014, 16:39
I have noticed that AI enemies like to fight to the last man. I was wondering if triggering an alternate waypoint for them when the AI "object health" is less than or equal to a certain percent would force them to cut and run or would they keep fighting the way player aircraft are forced to with regards to warping out of combat.

Having a way for them to retreat when diminished would go a long way in realism.

Any thoughts?

Rami
March 3rd, 2014, 02:01
Ken,

You can do that for bombers, it's a piece of cake. Shadow Wolf taught me that, and I discussed that with you in the previous thread about getting the AI to attack the right target.

As far as fighters go...it's to the last man. I've never really been able to do any workaround for that.

skylane
March 3rd, 2014, 02:13
If you limit the aggression of the AI fighters to no more than average, they tend to lose interest in the fight once there is some distance between them and the action.

It is not perfect, but I found it helps a little.. most of the time.

_486_Col_Wolf
March 3rd, 2014, 07:31
Thanks guys. I guess we're somewhat limited to what AI can and can't do. You would think MS would have written the cut and run parameter into AI behavior since virtually (pardon the pun) no air-to-air combat was ever to the last man, or did Saburo Sakai tell them otherwise ? LOL :banghead:

bobhegf
March 3rd, 2014, 08:31
Set the speed of the enemy AI about 70 knots or better faster then the Friendly AI and the aggressiveness of the enemy and friendly AI set to low. I also went in and set in the DP file Unit Family for the bombers at 2 and the Category at 2. I then went into the Zeros Unit Family and it is set to 1 which is ok but I set the category to 10 which is fighter bomber. Now the zeros not in a fight try to form up and go on there way or go on there way alone to the next waypoint but I make sure the next waypoint is set with a high speed. I don`t want any friendly AI catching them.

_486_Col_Wolf
March 3rd, 2014, 08:54
Thanks Bob, I'll give it a try.

skylane
March 3rd, 2014, 09:37
Very interesting, Bob, thanks for the info!
I'll save this and give it a try!

bobhegf
March 3rd, 2014, 11:03
I just flew one new Cactus missions, got one bomber but got hit by another one. I dove toward the deck wit 2 zeros on my six about 3 nm in back of me. Once on the deck I started to zig and zag until they gave up and turned for home. Now that being said , I like to set little traps for myself and after landing and parking the plane sure enough I had sprung one of those traps. They did a real number on my plane but 5 P-400s and 18 SBDs came in to land and did a real number on them. One is fish food and the other one is splat , ground grease.

I wanted to check and make sure about the bombers and giving them a cat of 2 and family of 2 worked but the above reason was why I wasn`t able to check the fighters.

Sarg Willy
March 3rd, 2014, 16:40
A sugestion to try , Make some of the fighters Cat 2 , bomber status , keep em in close to the fighter formation for , a couple of circuit,s on way points , then pull em out with way point , they should not engage enemy , that way ,

Seems I recall doing an Escort mission that way , Had a badly shot up spitfire , trailing , smoke , and a wounded pilot , calling for help , Had to fend off 3 109, s , while the spit was flying on Bomber code ,