Difference between revisions of "Military AI Commander"

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(Created page with "50px ALiVE Military OPCOM prioritises a list of objectives and then plans and executes missions with available units. Op Comma...")
 
m (clarified init field syntax)
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Optionally put in init field of the gamelogic:
 
Optionally put in init field of the gamelogic:
  
this setvariable ["size",150] where size is in metres
+
this setvariable ["size",150]; this setvariable ["priority", 500];
this setvariable ["priority", 500] where 500 is highest priority, 1 is lowest.
+
 
 +
where size is in metres and where 500 is highest priority, 1 is lowest.
  
 
Mission Editors can use the following script command to add Objectives:
 
Mission Editors can use the following script command to add Objectives:
  
 
[_OPCOM,"addObjective",[_id, _pos, _size]] call ALiVE_fnc_OPCOM
 
[_OPCOM,"addObjective",[_id, _pos, _size]] call ALiVE_fnc_OPCOM

Revision as of 02:03, 25 January 2014

Icon mil opcom.png ALiVE Military

OPCOM prioritises a list of objectives and then plans and executes missions with available units. Op Commanders will react to the changing environment and attack, defend, withdraw or resupply depending on the current tactical situation. OPCOM continues to work with profiled groups, controlling a virtual battlefield out of visual range of players.

OPCOM consists of two core elements: Operational Command (OPCOM) and Tactical Command (TACOM). OPCOM takes the objectives of any synced Military or Civilian Placement modules and prioritises them depending on the user defined variables. It also regularly analyses the map, relative troop strengths and available assets required to capture and hold objectives in its area of operations. OPCOM gives missions to TACOM, which in turn executes the tactical level orders to units and reports back its state once that mission is complete.

OPCOM is a Virtual AI Commander, as it controls only profiled groups. TACOM is a low level tactical commander that deals with Visual AI groups when players are nearby. This means it is possible to transfer the status of groups and objectives seamlessly between the Visual (spawned) Layer and the Virtual (unspawned or cached) Layer. This allows huge ongoing virtual battles, from offensive operations with blazing battlefronts to insurgency deployments with a high degree of realism and minimal impact on performance.

Usage: Place an OPCOM module in the editor and select a faction from the dropdown. Custom factions can be entered in the “override default faction” box. Choose the Control Type in the drop down menu.

By default, OPCOM will take command of all available virtual units (profiles) for its faction. To limit OPCOM to a set number of units, manually place some units in the editor and Synch (F5) them to the SYS PROFILES module with appropriate settings to ‘convert’ them to profiles. Make sure you select Objectives Only on the Placement Module to prevent it spawning any units!

Editor Notes

Custom Objectives can be defined for OPCOM my placing a location gamelogic of any type on the map and syncing it to the OPCOM module(s).

Optionally put in init field of the gamelogic:

this setvariable ["size",150]; this setvariable ["priority", 500];

where size is in metres and where 500 is highest priority, 1 is lowest.

Mission Editors can use the following script command to add Objectives:

[_OPCOM,"addObjective",[_id, _pos, _size]] call ALiVE_fnc_OPCOM