Summary
AI clear and garrison for better CQB experience.
Description
Orders for clearing and holding buildings. Both commands are available as both Game Master waypoints and radial menu commanding. Tested to be compatible with CRX Enfusion AI mod, but requires a compatibility patch also available on the Workshop (KoopkyCQB_CRX_Compatibility).
Main features:
-Clear Building sends the squad through the interior, clearing all points in the building in configured strategies, including every man for himself as well as methodically clearing each room in pairs.
-Garrison building.
-Custom CQB AI that can be disabled if desired to improve AI responsiveness inside buildings. Enabled with AI units are carrying out either clear or garrison order against other enemies within the vicinity of the building they're assigned to. This is intended to increase the difficulty of AI units inside buildings, and I've deliberated made some design choices leaning more towards unfair (though not too much).
-Attack waypoints for movement behavior that's primed for combat. Don't let your AIs casually walk towards known danger!
-Built-in waypoint system. See more details on this below.
Details:
-Both logics use custom AI behaviors to ensure thorough clear and garrisoning behavior. Whenever a building is selected for either command, that building is scanned via its navmesh to find areas that need to be cleared or can be garrisoned.
-Waypoint system. Each unique building instance generates a waypoint file in your profile directory. Think of this as caching the actual points of interest inside the building for navigation purposes. This is derived initially from the navmesh of the building and can be further customized by enabling waypoint mode in config and editing yourself. Be warned this is a fairly clunky interface at the moment, but it works.
Compatibility:
Compatible with either CRX Enfusion AI and Reaper Improved AI mod but not both. They do require their respective compatibility patches (available as separate addons) to ensure KoopkyCQB logic works over those mods. This mod is intended to be situational, so it will not completely override these mods.
Caveats:
-There are some limitations in generating points of interest via navmesh where the system doesn't really take into account whether the nodes are genuinely reachable. This is because the scripting engine doesn't really expose this. By default, many generated waypoints will have lots of unreachable nodes, so I recommend you manually tweak them out by the waypoint editing interface.
Please see generated config file in your profile or game master scenario properties for tweakable properties. There are lots of options you can tweak.
If you want to learn more about this mod, check out its repo at https://github.com/camo1018/KoopkyCQB
License
Arma Public License (APL)