Scrapper_511 Posted June 28, 2013 Share Posted June 28, 2013 How autonomous will the civilians be? How will they react to explosions, gunfire, and vehicles getting near them? 0 Quote Link to comment Share on other sites More sharing options...
cata Posted June 28, 2013 Share Posted June 28, 2013 ...and adding to that, when a population or side becomes hostile does that mean they then provide info for the enemy and\or suddenly produce weapons? thanks 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted June 28, 2013 Members Share Posted June 28, 2013 We may still find a way to implement some local "danger avoidance", but it's complicated. "Run away" sounds like a useful algorithm, except that it isn't. You need to redirect them to something that is near and that offers protection, and that requires contextual knowledge of the situation that these bots don't have (yet).Also, please understand that we have laid the groundwork for all autonomous behavior, but neither completed nor perfectionized it. You can define sources, and drains for a stream of pedestrains and/or cars, and the conditions under which they will move from A to B. You can set whether they will walk/drive on roads or take the shortest possible route.At some point I suppose that there will be dynamic updates of the route plannning (like, if confronted with an unexpected obstacle), but this isn't yet implemented.A hostile attitude is independent from the armament status. But of course you could tie both to the same condition. So, just because a group is hostile towards you does not necessarily mean that they will attack you.Information sharing is another important aspect that would potentially fill an entire book... 0 Quote Link to comment Share on other sites More sharing options...
OnAlienware Posted June 28, 2013 Share Posted June 28, 2013 Can OPFOR be scripted to attack civilians? Keeping civilians alive seems like a natural peacekeeping mission. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted June 28, 2013 Members Share Posted June 28, 2013 No. At the moment all parties adhere to the default behavior that hostile but unarmed units are off-limits. 0 Quote Link to comment Share on other sites More sharing options...
Captain_Colossus Posted June 28, 2013 Share Posted June 28, 2013 If they are unarmed or unwilling to fight, and if the computer treats them passively (doesn't attack them), what's the practical difference between 'hostile' and 'friendly?' Is it a matter of assigning a greater score penalty if a friendly civilian is killed rather than a hostile civilian? 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted June 29, 2013 Members Share Posted June 29, 2013 Well, a neutral armed civilian would not be shot. Arguably, this is not realistic either, but in order to make the overall behavior more realistic, you would need to add a layer of information handling and contextual knowledge for each actor in the simulation, which is ... a challenge.A hostile party is definitely unwilling to share information with you, but will eventually spy on you for the other side. So that's another aspect. Likewise, unarmed allied units might gather intelligence for you. I strongly recommend to use this very sparingly however.Since you can control both attitude (hostile/neutral/allied) and the armament state separately (armed, if... / discard weapon, if...) you could possibly reduce the number of neutral civilians over time and gradually replace them with hostile ones, and later increase the number of armed, hostile civilians. If your mission was to prevent hostilities, then the mission goal could be to break contact/disengage before major shooting starts. That might be a new type of scenario idea.The main point about civilians however is to make it a lot more difficult to assess the situation. You need to focus properly on target identification, not only by looks but eventually also by behavior, even though the different behaviors are admittedly rather crude. 0 Quote Link to comment Share on other sites More sharing options...
Froggy Posted June 29, 2013 Share Posted June 29, 2013 I have a scenario already done with current version that will found a new dimension with 3.0 and milician, civilians and partisans... 0 Quote Link to comment Share on other sites More sharing options...
Scrapper_511 Posted July 11, 2013 Author Share Posted July 11, 2013 If I wanted to begin a scenario where there are "dead" civilians already, would this be possible? 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted July 11, 2013 Members Share Posted July 11, 2013 If I wanted to begin a scenario where there are "dead" civilians already, would this be possible?Sure. You create a bunch, then apply the damage "destroyed" - done. 0 Quote Link to comment Share on other sites More sharing options...
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