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Re: Greenheart Variant AIP's

Posted: Mon Feb 17, 2014 4:56 am
by DarkCobra262
Red Devil wrote:i just tried an isdf vs. isdf mpi using a rough draft of them and wasn't able to keep more than 1..2 pools; they never got to their walkers before i gave up after 65 minutes.
AI using Greenheart ships were a bit dangerous eh?

Re: Greenheart Variant AIP's

Posted: Mon Feb 17, 2014 5:38 am
by Red Devil
sometimes, but i suck, too, so there's that. just getting them where the ai uses their weapons well, then going from there.

Re: Greenheart Variant AIP's

Posted: Mon Feb 17, 2014 1:28 pm
by DarkCobra262
Red Devil wrote:sometimes, but i suck, too, so there's that. just getting them where the ai uses their weapons well, then going from there.
Just being curious, I know what the weapon mask does but what all AI processes allow the AI to fire multiple weapon groups at once? (or at least fire different weapons based on what they are shooting at, I believe this was done in G66?)

Re: Greenheart Variant AIP's

Posted: Mon Feb 17, 2014 3:05 pm
by Red Spot
Check the rocket- or assault-tank odf, its explained there.

Re: Greenheart Variant AIP's

Posted: Mon Feb 17, 2014 5:43 pm
by Red Devil
aiName = "RocketTankFriend"
aiName2 = "RocketTankEnemy"

is the one i use that cycles through weaponMask fully, but you need to make sure to add a short (50..100) aiRange to the specials it uses, otherwise the special will fire all the time.

Re: Greenheart Variant AIP's

Posted: Tue Feb 18, 2014 2:23 am
by DarkCobra262
Red Devil wrote:aiName = "RocketTankFriend"
aiName2 = "RocketTankEnemy"

is the one i use that cycles through weaponMask fully, but you need to make sure to add a short (50..100) aiRange to the specials it uses, otherwise the special will fire all the time.
Ah.. ok, I had seen a thing that kind of explained the AI processes and which ones can use multiple weapons and such, thanks (I derailed your thread though, sorry :/)

Re: Greenheart Variant AIP's

Posted: Tue Feb 18, 2014 5:59 am
by General BlackDragon
Actually, you no longer need to use RocketTank AI for units to use weaponMask as of Z6.

Code: Select all

- Added an ODF property to control UnitTask::SelectWeapon:

[CraftClass]
UseSelectWeapon = 1	// If > 0, enable SelectWeapon

Disabling SelectWeapon restores the original weapon selection and firing
logic that carried over from BZ1.  The unit aims with a representative
weapon and fires every weapon in its weaponMask.  [Ken]
set to False and the AI will use WeaponMask, no matter the AI type. (This means turrets/walkers can do it now)


Something tells me now we will see AI using ISDF walkers that fire blast and laser at you :P What have I done...

Re: Greenheart Variant AIP's

Posted: Tue Feb 18, 2014 6:07 am
by Red Devil
forgot about that

Re: Greenheart Variant AIP's

Posted: Tue Feb 18, 2014 3:43 pm
by Red Spot
Would be nice if we could get the AIP check the gamesettings, so if weapon linking is turned on/off so would it be for the AI .. and actually respect the players wishes.

Re: Greenheart Variant AIP's

Posted: Mon May 05, 2014 4:02 pm
by AI_Unit
:twisted: Use em in Hold Plans so that if the Player's decide to attack, they will be there waiting. :twisted: