My friends and I attempted a covert infiltration and extraction of the saint maker via watercraft that mirrored our real life military drills.
This was probably the most memorable story telling moment of the campaign for us until we discovered the hard way that you can not put a VIP prisoner NPC into a boat.. Please fix this ubi
Well THAT would suck getting them all the way there then having to come up with plan B. I have to wonder if it's because even the squad AI often cannot get into or out of boats very well. The most consistent place I see one of my squad get stuck running in place or treading water is at the edge of a dock. Would be even worse if you got the VIP in the boat, traveled to the safehouse, only to have them get stuck in the water or on the dock, or drown getting out of the boat.Originally Posted by H1TMAN_403 Go to original post
Last night I was playing one of the last segments of RE Revelations 2, and had to laugh when little Natalia tried to get on a cargo tram with big Barry at the edge of a high bridge, only to knock him right off and fall to his death. It's especially annoying too when it's a game that docks points for every retry. AI always seem to have it's many quirks.
That said, I can only imagine what a nightmare it is to script AI in a game with such vast and rugged terrain to path them through as this one. I spent some time modding Crysis 1, and even there it was hit and miss as far as what you could or couldn't get them to do, especially regarding proximity triggers.
I had a real nice option mostly completed in the VTOL mission where you could land it in the final valley before the ocean shore. It had optional missions where you could salvage a hovercraft by driving it along the riverbank, and under the legs of a Hunter to stash in a warehouse, a train tunnel with intel in it and a KPA with a rocket launcher you had to get past, and a heli to salvage and fly to a helipad atop the warehouse. I put in barracks across from the warehouse, I opened up all the train tunnels and built a sloped bridge from the biggest tunnel to a hill where I put a cargo dock, and some flying aliens and ground enemies here and there. I shelved it when I was not able to get the AI to respond as desired where I had an enemy heli scripted to investigate from a nearby ridge when you land the heli on the helipad. The proximity trigger would not make the pilot get in the heli and fly it. In testing before playing in game, sometimes he would fly it, but just stay there and not follow the path I laid out to the warehouse.
I'm by no means a programmer, but I get how hard AI scripting is. It's one of the main reasons many made for mp games have a rushed and tacked on short sp campaign.
First of all, kudos to you for trying. I'm sorry you couldn't see the moment through, but that's really cool.Originally Posted by H1TMAN_403 Go to original post
I think the awkwardness with VIPs in boats would be that you would have to "park" in such a way that you could allow them to exit onto a dock or land. Which could easily lead to beaching the boat in some circumstances.
Still, it's worth passing both the idea of AI boat patrols + VIP-taking capabilities to the team. Thanks!
Hey lnsulin, thanks for the feedback. For point of reference we tried two methods trying to force the prisoner onto the boat.Originally Posted by UbiInsulin Go to original post
The first method was by leaving the boat in the shallows, we waded out with the prisoner in the human shield position and attempted to manually secure her into a vacant passenger seat.
The second method attempted was to walk the prisoner directly onto the boat from a level pier platform in the
Human shield position. Although we were able to get her on the boat, we were unable to force her into a seat.
Our regular squad has a strict no vehicle spawn rule, so we had to split the fire team and send two back into the camp to retrieve a helo.
It was overall still a great experience, but I do hope we can get an NPC in boats soon, as they are a great and underused covert transport