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alderous (DayZ)

AI guarded camps

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Similar idea appear from time to time, but I dont want to create safe zones, protection from bandits or anything like that. Just giving some idea for discussion.

Its about creating sort of camp protected by npc, who shoot everybody except ppl who created that camp. Actually it should be something like a sandbag bunker (plenty of models already exist in ArmA) and require certain materials (for example: sandbags, wires, tank traps) to create and also some maintnance (take damage over time and can be repaired if materials are available).

Besides being a storage just like a tent, it would allow creation of certain number of npc sentries. Those npc would spawn if any player come close enough, and start patroling around. Of course its not like you just hit "create npc" button and get it. To create sentry you would have to find weapon and ammunition for him (probably also some bandages ect.). Those npc would have to be supplied by canned food and soda cans to remain operational (if not they would not spawn). Moreover they could be killed which means that their equipment is lost and and they will not respawn (well, maybe consumption of bloodbag from bunker inventory could prevent their permanent death). As far as I'm concerned only sentries with "civilian" weapons should be available (makarov, revolver, m1911, enfield, winchester, doublebarrel).

The hardest part is to make them friendly to their "creators". Making them hostile to every survivor is easy - if they are on the "east" side, game engine will do the rest, because survivors are "west". Fortunately there is setCaptive command in ArmA Scripting language, which makes all sides friendly to the certain unit. It can make certain players (and only them) friendly to sentry npc's (all, not only theirs) when they approach bunker and make them enemy again if they move away.

But its just the beginning of the problems. I can think of a some problematic situation. For example:

-> two camps are created close to each other, so owners of one of them can recieve "captive status" and safely loot other camp. I think it can be avoided if we actually dont change captive status to true" or "false", but change it to opposite - (so if status is "true" its changed to "false").

-> logging out while inside camp could allow you to retain captive status (technicaly you didnt leave camp, so it is not changed to false). Solution is simple - always change player captive status to false upon logging in.

-> camp is created in the town. If someone enters the town, both zombies and sentries would spawn. Making npcs ignoring zombies (and vice versa) would look stupid. I think its possible to make npcs (east side) hostile to zombies (civilian side). Probably dev team could also make the zombies attack npcs. Eventually npcs would run out of ammunition and be killed by zeds, since zombies would respawn ad infinitum. Its basicly stupid idea to crate such camp in the town and waste of resources, but people do lots of stupid things all the time.

Anyway problem of assigning players to the camp remains. I think its possible - we have tents assigned to certain person (only he can pack it up). Probably some sort of "camp administrator" have be created who can add and remove other players from "do not shoot" list (using player id maybe?) and also transfer his "rights" to other person if needed. That would be hard to achive without creation of some sort of "camp menu", but this is possible.

I know that this idea is hard to implement, but in my opinion it would make end game more interesting. Ppl have to gather resources to maintain their camps and guards (That would also prevent overcrowding maps with such ai defended camps).

Camps could be nice target for other bands of survivors - it would be more fun to lunch organized attack on defended camp then just find it and loot it without any opposition. Since its no longer possible to set up a camp outside of the map borders, npcs would give some degree of protection (probably only against lone survivors, and even they have a chance to sneak and steal something).

PS. sorry for my bad english. I hope its possible to understand it at least to some degree...

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i think someones camp got trashed when they were offline .....

also ...no defend it or loose it

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i think someones camp got trashed when they were offline .....

also ...no defend it or loose it

then you are wrong sir. I play as a lone wolf and rarely set up a tent. Anyway thanks for such informative and constructive comment

Edited by alderous

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No! However you should be able to make a turrent (excessively high requirements) if you want to protect something. Also, it should have a durability meter, or ammo that you have to refill. But an npc is bad idea I think

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I'm going to watch this thread. A lot. It has potential.

Really? Of all the ideas out on the forum? Ok...well...my 2 cents are as follows.

The AI in ArmA is pretty insane. One shot to the head with a pistol from 10 miles away before you know they are even there. No really...some BIG AI tweaks will be needed to make this work. Even then I can see the appeal as to find a way to protect a camp while the players are offline and add some risk to invading another groups camp to steal gear. That part of it I like, otherwise as stated it would be a pretty tough task I think to make the AI work in a well balanced way. If you had the ability to sneak up on the AI properly just like you could a human and it didnt instantly gun you down magically it would be pretty cool. Give the AI a limited amount of ammo and require the player to log in once a day to feed the AI as a requirement to keep him there or something as well.

EDIT: Just read the post above regarding a turret. I might like that idea better but that might be an even tougher task to code into the game unless there is already a mod out there somewhere that would make it possible. I don't know if there is or not.

Edited by Vertisce

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Set up camp in cherno. Crack shot AI NPC pwns fresh spawned players. Bathe in noob tears.

In all seriousness, it would be nice to have a crack shot elite NPC guarding your loot while you are away. But how is that realistic? How many discarded tents come with a spare human being armed to the teeth ready to fight and die to protect your loot? The vulnerability of tents/camps/vehicles left behind is one of the most realistic, and rewarding, elements of Day Z. Have you ever seen a hard to reach area and thought "maybe there's a tent up there" and figured out how to get there then found a treasure trove of silenced guns? Because it's awesome. Have you ever had a spare set of NVGs looted off your tent? That sucks. But you just set up camp elsewhere.

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I was hoping this would be something more like randomly generated NPC bases that would serve as an end game for a team stocked up with the best weapons to go and take over. i wont expand on that idea because im sure its been said before by people that have put lots of thought into it already.

I think that user made camps should be user protected, long story short.

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Rocket has already said on multiple occasions that he is against the idea of npc guards. He is all for the idea of player bases which is why they are working to implement a underground structure system but he makes it very clear that these underground bases if implemented will need to be protected by players and not npcs. While I agree the idea of a raidable npc camp as a form of endgame would be kinda cool it would detract from the concept they are striving for with dayz. Instead imagine raiding a base filled with other players where the layout of the base would be foreign to the people assaulting it and known all too well by the people inside because they are the ones who constructed it.

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I like this idea with NPCs, but they should not be friendly.

for example a camp would spawn on every restart (like helicrash site now) at a different location, mainly far north where hoarders make their camps, so it would fill out the void where basically nothing happens,there are only hoarders jerking over their collection of vehicles / tents. The camp would be guarded by 4-5 elite npcs with automatic weapons and sniper rifles so it would prove to be a challange to get in. The camp would spawn the same loot as barracks do, only with slightly increased chance for NVGs, Range finder and GPS.

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i posted something similiar but i don't know shit about coding but that was kind of like how i feel as well, i would like to see AI that can be rescued from cities etc, but make them the rarest thing in the game, and you could take them to your camp and set up a static defense, i love the idea and that's kind of what i was leaning towards i my post as well. I think some sort of friendly AI would be neat, but obviously very limited. and if they do die, then they are dead for good! :-) good post tho! i agree you should have to fight for someones stuff to steal lol

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