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Thread: AI a bit low

  1. #1

    Wink



    As you can see in pic, when AI attack they come in below tree level which for these fella's is really a major health risk.
    How do I make them keep it up abit higher?
    Is it something to do with accuracy?

    Also nother prob is making them use correct weapons like bombs instead of guns?
    Which is main reason why I want attack bit higher so they dont blow they're ass off.



    Every Day above ground - Is A Good Day

    Old account, now known as CSJ.

  2. #2
    Oh Scud, welcome to a _world_ of hurt ***

    All the AI planes will swoop to attack. It's built into the game,
    and it's hard to convince the AI to do otherwise.

    If you want to stop them blowing themselves up, the best
    thing to do is to adjust the sideairfriction on the bomb's in
    cfgammo. Then, adjust the min/mid/max probabs and ranges
    so that the bomb is released at around 500 m out.

    The AI 'knows about' the cost and the explosive power of
    the weapons it carries. So, it won't put a high powered bomb
    on a 'jeep' - it will save the bomb for any 'tank' it comes
    across. Try putting a SCUD launcher in the middle of those
    trucks - the AI _will_ use bombs then.

    Looking good, BTW.

  3. #3
    Staff Sergeant
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    adjust the min/mid/max probabs and ranges
    oky doky will give that ago

    Thanx

    p.s; I have been in the "world of hurt" for a long time now




  4. #4
    BTW, is it an F-100 in the picture, or what?
    \"Why are you such a total idiot for nearly threatening bis to death because of an OPTIONAL feature?\"
    Whoa, cool!

  5. #5
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    Ok put a scud launcher in and t55 and they still blast 'em with guns so must be something missing in myammo and weapons cfg.

    The funny thing is the AIM9B is used over guns and that was on the urals.




  6. #6
    Scud - Hmm. Is your bomb deriving from LaserGuidedBomb?
    Try reducing the hit power of the guns, and see if the AI
    likes the bombs better.

    Maybe post CfgAmmo and CfgWeapons?

    And yes, the AI will use AA weapons on ground targets. The
    only way to stop this that I've found is to set irScanGround
    to 0 in the plane cfg. That means you have to have separate
    A2A and A2G versions.

  7. #7
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    Quote Originally Posted by [b
    Quote[/b] ]hit=100;indirectHit=20;indirectHitRange=2;
    guns are quite low already

    bombs are from LGB's class and are standard from comcfg
    just new class name and model.

    A2A is sep but I haven't got irScanGround = 0; (well I have now)

    Its funny that the A2A pref the rockets to guns can I derive the bombs from the AA ??




  8. #8
    The bomb launcher (in CfgWeapons) should be derived from
    HellfireLauncher, in the same way as the AIM-9 launcher is.

    You could try this - in order for the AI to attack with bombs,
    it has to recognise the units far enough away that it can
    set up a good bomb run. Try increasing irScanRangeMax to
    5000 or so.

    PM me the config, if you like, and I'll see if I can spot what's
    happening.

  9. #9
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    My Aim is from AA

    and bombs are default LGB's
    I will change and see what happens

    Quote Originally Posted by [b
    Quote[/b] ]{
    hit=100;indirectHit=20;indirectHitRange=2;
    minRange=400;minRangeProbab=0.20;
    midRange=600;midRangeProbab=0.50;
    maxRange=800;maxRangeProbab=0.05;
    cost = 10
    };
    This is guns but they still buzzing abit close.




  10. #10
    What's the reload time in CfgWeapons? If the AI can put
    more 'damage' on the target with the guns rather than the
    bombs, then it will select the guns:

    Damage per unit time = 'hit' / 'reloadTime'

    The AI 'knows' all these numbers, so you have to be a bit
    careful sometimes.

    The 100 for the hit is still a little high, IMO.

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