A
AndroidXP
Guest
Didn't find anything on this particular subject, so I hope it hasn't been posted before.
But, if you now think I'll ask how to make 'em less annoying, you're WRONG!
Actually I will present you an easy solution.
There are two things that I really hate about the squad AI:
1) Their "gathering around you" in cramped spaces
2) Their "auto follow you" ~15 seconds after you've sent them to a certain location
The first one isn't too bad as the squad is also pretty good at getting out of your way most of the time, but the second one really drives me nuts. You've all experienced such a situation: you know that there's an ambush around the corner which needs human tactics to overcome without casualties (and if it's only a simple hopper). So you order your squad to a safe corner and start to defuse the hostile situation. Right when you're about to outwit the trap you hear the hated "FOLLOW FREEMAN!" and the squad runs into its misery, causing general mayhem and high losses.
So I started to dig around in the SDK and after some searching I found cure for the itch. And the best is, it's a simple cvar
player_squad_autosummon_time
This cvar controls how long the squad will wait before it automatically returns to you. The default value is "5" but for the final result you have to multiply it with 3 (dunno why, though). For example if you set it to "60", the squad will wait a whooping three minutes before it will return to you. Enough time to clear the way or prepare an attack. Also if you move in cramped spaces, you can order them to sit in a corner so collecting all those ammo packs now only takes a third of the normal time - no more group hug, finally.
The squad will start to auto follow you if you move too far away, though (which actually isn't a bad idea IMO). But these things can also be controlled (oh joy):
player_squad_autosummon_move_tolerance (default: 20)
This controls the distance you can move away before the squad will go into "auto follow" mode again. I have no idea how to translate the value into an understandable number but the higher it is the more far away you can move.
player_squad_autosummon_player_tolerance (default: 10)
If you're closer than this value to a point you ordered the squad to go to, the squad will return to follow mode.
Example: you're at point A and order the squad to point B. If you now move around and come closer than 10 "whatever" to point B, the squad will follow you again.
player_squad_autosummon_time_after_combat (default: 8)
This time must pass by after the squad has last seen an enemy (or has last taken damage) before any "auto follow" calls are accepted again. This makes the squad wait longer at a certain point when there are enemies around somewhere. You can simply ignore this value. If you want to use it, it generally has to be greater than the autosummon_time cvar to make an effect.
Hope this helps any of you.
But, if you now think I'll ask how to make 'em less annoying, you're WRONG!
There are two things that I really hate about the squad AI:
1) Their "gathering around you" in cramped spaces
2) Their "auto follow you" ~15 seconds after you've sent them to a certain location
The first one isn't too bad as the squad is also pretty good at getting out of your way most of the time, but the second one really drives me nuts. You've all experienced such a situation: you know that there's an ambush around the corner which needs human tactics to overcome without casualties (and if it's only a simple hopper). So you order your squad to a safe corner and start to defuse the hostile situation. Right when you're about to outwit the trap you hear the hated "FOLLOW FREEMAN!" and the squad runs into its misery, causing general mayhem and high losses.
So I started to dig around in the SDK and after some searching I found cure for the itch. And the best is, it's a simple cvar
player_squad_autosummon_time
This cvar controls how long the squad will wait before it automatically returns to you. The default value is "5" but for the final result you have to multiply it with 3 (dunno why, though). For example if you set it to "60", the squad will wait a whooping three minutes before it will return to you. Enough time to clear the way or prepare an attack. Also if you move in cramped spaces, you can order them to sit in a corner so collecting all those ammo packs now only takes a third of the normal time - no more group hug, finally.
The squad will start to auto follow you if you move too far away, though (which actually isn't a bad idea IMO). But these things can also be controlled (oh joy):
player_squad_autosummon_move_tolerance (default: 20)
This controls the distance you can move away before the squad will go into "auto follow" mode again. I have no idea how to translate the value into an understandable number but the higher it is the more far away you can move.
player_squad_autosummon_player_tolerance (default: 10)
If you're closer than this value to a point you ordered the squad to go to, the squad will return to follow mode.
Example: you're at point A and order the squad to point B. If you now move around and come closer than 10 "whatever" to point B, the squad will follow you again.
player_squad_autosummon_time_after_combat (default: 8)
This time must pass by after the squad has last seen an enemy (or has last taken damage) before any "auto follow" calls are accepted again. This makes the squad wait longer at a certain point when there are enemies around somewhere. You can simply ignore this value. If you want to use it, it generally has to be greater than the autosummon_time cvar to make an effect.
Hope this helps any of you.