How how how how how how how?!
I need the AI to sensably use Force on an assault tank unit...
help? RD? BBB? ZA? Somebody who knows ai things....I also need to use weaponmask...hmmm
Don't count on it working the way you want it.
Try it with an ai level of 3. And test different ai processes. SentryProcess drops mines/seekers when it is running away.
DLL could force trigger it :-P
I would tie an allow/deny use of special to the CMD_HUNT (the ever useful blank slate command) and then have it set to activate the special when an enemy is detected within a certain range.
But that's me.
Use CMD_ATTACK for that so that it is auto activated when it is engaging a target.
CMD_ATTACK might be good to trigger it on, but I still like the ability to somehow disable it since it would eat ammo.
Which reminds me, I am working on getting the QF shuttle to work as a bomber (where the turret would shoot at the bomb target and no actual bomb would drop). I got it working except the landing afterward.
Cool. *notes to avatar*
Anyone got a non dll solution though?
What exactly do you want GBD?
@N1 - Simple, just make it a bomber which drops a stayput mine that lasts for however many seconds, and have the turret attached to the shuttle.
No Idea on how to do it without DLL.
The only unit I know of that comes close to doing this is the saucer units that the 51ers use in the ZTV missions -- and these units are SAVs
The other method, if you really cant find another way, and dont want to resort to using DLL is to piggyback the force shield onto the second slot of whatever weapon HP that the asstank normally uses.
Quote from: bigbadbogie on October 16, 2008, 02:05:44 AM
What exactly do you want GBD?
@N1 - Simple, just make it a bomber which drops a stayput mine that lasts for however many seconds, and have the turret attached to the shuttle.
I was gan'na just have it drop a dummy bomb and tweak the settings for flying around its target, but I noticed it can't land on the bomber bay with the gun attached, hence the more complex code I still have to work out,
Ok, then make it a tug that follows the enemy unit for a while and then gets replaced by a bomber to return home.
When the bomber is ordered to attack something, it is replaced with the tug again.
No Need BBB, just have to add the turret only when a certain distance from the way.
GBD wants an assault tank to activate the FORCE weapon when in combat and deactivate it when combat is over.
He will need dll for that unfortunately.
Quote from: Nielk1 on October 16, 2008, 12:16:15 AM
DLL could force trigger it :-P
I would tie an allow/deny use of special to the CMD_HUNT (the ever useful blank slate command) and then have it set to activate the special when an enemy is detected within a certain range.
But that's me.
Is there a DLL method that could be used to have the unit activate its special upong construction? I'm thinking generally on a forcefield that uses local ammo as a damage soaking shield. I always wanted to implement units that use it although the AI sucks at using it :P Although if there is a decent way to have the DLL activate them after the unit is build that would be pretty sweet. :)
Should be possible with c++. Have the unit force-select that weapon and force-fire it.
Wait. Can force field class have a shotdelay?
What about the (Map Editor) AI level settings 0 1 2 3 4 etc thingy? Can a statement be added in the model ODF to override the default level and make it more aggressive/accurate? I don't really have a clue how it works, but it seems like a good place for adding allowable statements that affect how the game engine sets up the model when it creates it. If doable then a DLL thingy might not even be needed; don't really have a clue one way or the other though.
sets up the model? nothing model related here :P
You mean when it sets up the AI.
Never managed to do much with these 1 odf weapons like force and vir, seems that most of their function is all done by the class.
All I ever managed to get the AI to do was turn it on, off, on, off and waste all its ammo.
useAssaultSpecials = 1
would that do it =s? unless i missed the point entirely? i have a probe droid that engages its site camera when attacked, if only i could find the ODF...
That doesn't help much :( already have it in there :P
I'll try it on a gun tower but if it doesn't work for a ship, dunno how it would work for that.
AFAIK: Guntower AI understands weaponmask. Also, i'm not sure how force will work even on ai's which use it, but if they dont, you can always make a special (salvolauncher) which fires near instant expiring magnet ordnance which deflects incoming projectiles.
yeh could use some sort of weapon hack. itll never be the same as force though =S
does each 'special' clas (site cam, image refract etc) have different values to specify when they are used. ill try look for that probe ODF soon...