Door Kickers 2

Door Kickers 2

Door Kickers 2 Workshop
Unlimited gameplay via our in-game mission editor and extensive game moddability.
Waltoid 7 31 Jul, 2023 @ 6:28pm
Surrendering Civilian Woes (Devs, Any Solution?)
I'm trying to make a mod in which civilians are treated more like HVT's or suspects. Ideally they should run away like civilians but surrender like the VIP. In an attempt to do just that, I declared all Civilians to be 'type="BadGuy" isVIP="true">' remarkably, it didn't seem to f' up the win settings much! Then I started the brain surgery. I replaced their Brains with custom 'startingBehavior="Suspect" defaultBehavior="Suspect" combatBehavior="Suspect Combat"' brains. In my copy of the AI behavior file I created a new '<Behavior name="Suspect">' and '<Behavior name="Suspect Combat">'. Therein I cut and paste the civilian code, but they didn't surrender! So I thought, what if I change out their '"FLEE"' actions for the '"FLEE_VIP"' actions. This made them surrender, but obviously made them flee like a VIP. No good. But Enemies can surrender too, so how do I get the civilians to do the enemy surrender? I thought maybe if I told them to '"ENGAGE_ENEMY"' instead of '"FLEE"' they would realize they don't have any weapons and throw up their hands, but no such luck. Any ideas?
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Sorry I have no solution but it seems interesting and implemented in other games (SWAT4, Police Stories).
In these games, civilians may be suspect, or draw their guns, so they have to be arrested.

They have morale to resist to surrender.
Troopers have ways to lower the morale like warning shout / shot, punch, less lethal weapons, or even lethal weapons.
e.g. warning shout for normal civilian, warning shot, punch, or less lethal weapons for confused civilian or suspect playing civilian.
However in DK2 there is no mechanics like that AFAIK, so I have no solution.
One thing I noticed.
You made '<Behavior name="Suspect Combat">',
but it should be '<Behavior name="Suspect Combat" inherit="HVT">'.

With "FLEE_VIP" and 'inherit="HVT"' it may work.
Not tested though.
Last edited by Takeshi, made in Mom; 3 Aug, 2023 @ 4:11pm
Waltoid 7 3 Aug, 2023 @ 4:18pm 
Originally posted by "Just call me Takeshi":
One thing I noticed.
You made '<Behavior name="Suspect Combat">',
but it should be '<Behavior name="Suspect Combat" inherit="HVT">'.

With "FLEE_VIP" and 'inherit="HVT"' it may work.
Not tested though.


Originally posted by "Just call me Takeshi":
One thing I noticed.
You made '<Behavior name="Suspect Combat">',
but it should be '<Behavior name="Suspect Combat" inherit="HVT">'.

With "FLEE_VIP" and 'inherit="HVT"' it may work.
Not tested though.
Thank you, but if they inherit HVT they become mission objective. In addition, if they use the FLEE_VIP behavior they surrender like they should, but they also flee in the same manner as the VIP, i.e. towards enemy units, which is quite frustrating. I'm looking for the behavior that makes unarmed enemies surrender, but I can't find it.
Hmm, very complicated.
Unarmed enemies surrendering may be "IDLE_COMBAT" from "Normal Combat",
but guys with that AI may search and equip guns :(

In this game troopers will point guns at and force to surrender only enemies,
but enemies will become hostile to troopers and friendly to other enemies...
Last edited by Takeshi, made in Mom; 3 Aug, 2023 @ 4:35pm
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