AI using Greenheart ships were a bit dangerous eh?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.
Greenheart Variant AIP's
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Re: Greenheart Variant AIP's
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Re: Greenheart Variant AIP's
sometimes, but i suck, too, so there's that. just getting them where the ai uses their weapons well, then going from there.
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
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Lifetime member of JBS and NRA
Abraham Lincoln
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Re: Greenheart Variant AIP's
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?)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.
Modding/Modelling like a noob...
Re: Greenheart Variant AIP's
Check the rocket- or assault-tank odf, its explained there.
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Re: Greenheart Variant AIP's
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.
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.
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
Abraham Lincoln
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Re: Greenheart Variant AIP's
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 :/)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.
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Re: Greenheart Variant AIP's
Actually, you no longer need to use RocketTank AI for units to use weaponMask as of Z6.
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 What have I done...
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]
Something tells me now we will see AI using ISDF walkers that fire blast and laser at you What have I done...
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Re: Greenheart Variant AIP's
forgot about that
If given the truth, the people can be depended upon to meet any national crisis. The great point is to bring them the real facts - and beer.
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
Abraham Lincoln
Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV
Lifetime member of JBS and NRA
Re: Greenheart Variant AIP's
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.
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Re: Greenheart Variant AIP's
Use em in Hold Plans so that if the Player's decide to attack, they will be there waiting.