Can you please explain your AI planner a bit more.
The planner takes the units, objectives and terrain, creates a top-down attack plan / defensive plan, covering everything from the objective, task force formations and assembly, air support, up to unit movement and transport allocation. See the image attached for an example of such a plan (Firefox and Chrome will display the graphics, use ctrl + and ctrl - to zoom in/out). In the last step, the plan is being translated into Arma vehicles, waypoints, sensors, markers, scripts and synchronizations. Planning is done separately for both sides.
The planners (one for each map) runs separately from the web-site (although currently on the same server, but there's no need for that).
> If I understand it correctly, your planner will generate the WP itself > and therefore manages the scenario. > This is both good, as you do not know the result beforehand, at the same > time it would be great to have more influence on the actual outcome.
Correct. I want to extend the influence on the battle (but not necessarily the result) by offering alternative objectives such as 'Clear with an flanking attack' or 'Clear with an Air Assault).
Controlling the result of the battle is tough in Arma, especially when the AI isn't in a hurry to fight.
Can you please explain or clarify more what your interest with the AI planner
is to achieve in detail?
- Analyze the situation (terrain, objectives, units)
- Generate a plan how to achieve the goal (defend / attack)
To make an example. If you have AI in the mission, it does a fire mission at the start
at the attack location, to set the stage for the attack.
Now is it in your interest in terms of the AI planner, to allow a more dynamic use of
the ARTY or player/AI control of the ARTY during the mission flow?
Or is the integration of such external features not the main interest.