Battlezone Universe

Battlezone Universe => Archive Vault => Public 1.3 Beta 3 Archive => Topic started by: TheJamsh on June 03, 2008, 03:51:33 PM

Title: any extra controls for controlling an insanely in accurate and jumpy gun tower?
Post by: TheJamsh on June 03, 2008, 03:51:33 PM
i tried using Use13Aim = false

the gun tower i have (or the uler amulet gun). goes mental when it tries to shoot something. the X turret goes up and down at a ridiculous speed back and forth and it when it does shoot it misses by a fair bit. it cant seem to aim properly. all settings normal. ive tried slowing it down with omegaTurret set to 1.0 but so far no luck.

any other controls? does Yaw work?
Title: Re: any extra controls for controlling an insanely in accurate and jumpy gun tower?
Post by: bigbadbogie on June 03, 2008, 04:26:11 PM
try removing hp_eyepoint from the odf 'turret' list
Title: Re: any extra controls for controlling an insanely in accurate and jumpy gun tow
Post by: Angstromicus on June 03, 2008, 09:23:16 PM
I encountered a problem like that when I made my Uber gun tower. I think what caused it was having the x axis a child of the y axis.
Title: Re: any extra controls for controlling an insanely in accurate and jumpy gun tower?
Post by: bigbadbogie on June 03, 2008, 10:08:13 PM
what?? you fool - without that it duznt work at all :-P!!!
Title: Re: any extra controls for controlling an insanely in accurate and jumpy gun tower?
Post by: Nielk1 on June 03, 2008, 11:41:26 PM
Some ppl confuse the X and Y and reverse them in the model or the ODF.
Title: Re: any extra controls for controlling an insanely in accurate and jumpy gun tower?
Post by: TheJamsh on June 04, 2008, 08:28:15 AM
no because with 1.2 code it still works. i cant change it unless coxxon released any ULER XSI's anywhere
Title: Re: any extra controls for controlling an insanely in accurate and jumpy gun tower?
Post by: Nielk1 on June 04, 2008, 10:14:11 AM
Did you try removing the eyepoint from the turret list in the ODF as suggested before?
Is it even in the ODF?
I've had ships work in 1.2 and then in 1.3 the eye point actually acts like it is a turret as stated it should in the ODF, and starts to spin, making looking straight up only aiming at 45 deg.
Title: Re: any extra controls for controlling an insanely in accurate and jumpy gun tow
Post by: Red Devil on June 04, 2008, 10:23:26 AM
Try adjusting these:

alphaTurret = 25.0
omegaTurret = 2.0

and this:

steerFactor = 3.5
Title: Re: any extra controls for controlling an insanely in accurate and jumpy gun tower?
Post by: TheJamsh on June 04, 2008, 12:24:49 PM
removed the eyepint from the turret list in the ODF still having the same issues. the 1.2 aim code is terrible it misses continuously..

ill try red devils stuff. do yawRate etc work?
Title: Re: any extra controls for controlling an insanely in accurate and jumpy gun tower?
Post by: GSH on June 04, 2008, 12:39:11 PM
To make the AI ensure it has a shot lined up better, then you want to mess with the fireCone* settings. These are documented in changelog_pb2.txt, about line 2557. (Part of the 64l -> 64m docs). Smaller firecones have less tolerance for error. But, if the cone's too small, it'll never fire because it's not perfect.
I'd try something like

[CraftClass]
fireConeXBase = 0.06 // for AttackTask.cpp and other AI tasks
fireConeXSkillAdj = -0.01 // for AttackTask.cpp and other AI tasks
fireConeYBase = 0.06 // for AttackTask.cpp and other AI tasks
fireConeYSkillAdj = -0.01 // for AttackTask.cpp and other AI tasks

-- GSH