Greenheart Variant AIP's

Moderators: GSH, VSMIT, Red Devil, Commando

User avatar
DarkCobra262
Sabre
Posts: 275
Joined: Sat Feb 25, 2012 9:13 pm
Contact:

Re: Greenheart Variant AIP's

Post by DarkCobra262 » Mon Feb 17, 2014 4:56 am

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?
Modding/Modelling like a noob...

User avatar
Red Devil
Recycler
Posts: 4398
Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains

Re: Greenheart Variant AIP's

Post by Red Devil » Mon Feb 17, 2014 5:38 am

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.
Abraham Lincoln

Battlestrat, FE, G66, In The Shadows, Starfleet, Uler, & ZTV

Lifetime member of JBS and NRA

User avatar
DarkCobra262
Sabre
Posts: 275
Joined: Sat Feb 25, 2012 9:13 pm
Contact:

Re: Greenheart Variant AIP's

Post by DarkCobra262 » Mon Feb 17, 2014 1:28 pm

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?)
Modding/Modelling like a noob...

User avatar
Red Spot
Attila
Posts: 1629
Joined: Mon Feb 21, 2011 6:14 pm
Location: The Netherlands

Re: Greenheart Variant AIP's

Post by Red Spot » Mon Feb 17, 2014 3:05 pm

Check the rocket- or assault-tank odf, its explained there.

User avatar
Red Devil
Recycler
Posts: 4398
Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains

Re: Greenheart Variant AIP's

Post by Red Devil » Mon Feb 17, 2014 5:43 pm

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.
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

User avatar
DarkCobra262
Sabre
Posts: 275
Joined: Sat Feb 25, 2012 9:13 pm
Contact:

Re: Greenheart Variant AIP's

Post by DarkCobra262 » Tue Feb 18, 2014 2:23 am

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 :/)
Modding/Modelling like a noob...

User avatar
General BlackDragon
Flying Mauler
Posts: 2406
Joined: Sat Feb 19, 2011 6:37 am
Contact:

Re: Greenheart Variant AIP's

Post by General BlackDragon » Tue Feb 18, 2014 5:59 am

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...
Battlezone Classic Public Forums
*****General BlackDragon*****

User avatar
Red Devil
Recycler
Posts: 4398
Joined: Fri Feb 18, 2011 5:10 pm
Location: High in the Rocky Mountains

Re: Greenheart Variant AIP's

Post by Red Devil » Tue Feb 18, 2014 6:07 am

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

User avatar
Red Spot
Attila
Posts: 1629
Joined: Mon Feb 21, 2011 6:14 pm
Location: The Netherlands

Re: Greenheart Variant AIP's

Post by Red Spot » Tue Feb 18, 2014 3:43 pm

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.

User avatar
AI_Unit
Thunderbolt
Posts: 186
Joined: Fri Mar 30, 2012 11:53 pm
Location: Mire, negotiating with Scions.
Contact:

Re: Greenheart Variant AIP's

Post by AI_Unit » Mon May 05, 2014 4:02 pm

:twisted: Use em in Hold Plans so that if the Player's decide to attack, they will be there waiting. :twisted:
Current Mod: AI's Expansion Pack

AI_Unit was here.

Post Reply