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Thread: AI a bit low

  1. #11
    "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. "

    Err, Footmunch, what does it really means? What's the effect of "irScanGround=0"? The AI won't attack ground targets?

    And I can see Scud's F-100 now. Nice.
    \"Why are you such a total idiot for nearly threatening bis to death because of an OPTIONAL feature?\"
    Whoa, cool!

  2. #12
    LizardX -

    Yep. If irScanGround=0, ground vehicles won't appear on the
    radar bar for the plane. Since the AI doesn't know about
    them, it doesn't attack them.

  3. #13
    Hey thanks, something new for me.

  4. #14
    Staff Sergeant
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    Ok changed all as above
    A2A still fires Aim's instead of guns (not a major prob)
    All bombs reload times are quicker then guns
    changed to hellfire L. no diff Mav L. no diff
    then AA now atleast bombs are dropped 3 outa 5 passes.

    but havent changed guns hit yet. Will do
    It just standard Bullet30E



    Every Day above ground - Is A Good Day

    Old account, now known as CSJ.

  5. #15
    you could try writing a script that checks when the plane arms a certain weapon (bomb) and then "setflyinheight" to 60? chacks when its fired and resets height to normal or something like that

    I was going to try this with the p51 im working on but havn't got to it yet

  6. #16
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    Its mainly the guns that are the problem, when dropping bombs etc the planes don't swoop so low.
    The script idea is a good one though, maybe just set a min height
    ?(getpos _plane select 2) <=25 : (getpos _plane select 2) ==25

    or something to that effect

    edited
    lol I had ": (" ***and it came up as ***




  7. #17
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    at the mo bombs are dropped 500m pre target.
    Can&#39;t get &#39;em any closer.
    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgAmmo
    {
    class Default {};
    class BulletSingle &#58; Default{};
    class Bullet7_6&#58; BulletSingle{};
    class Bullet12_7&#58; Bullet7_6 {};
    class F10020mm&#58; Bullet12_7
    {
    hit=60;indirectHit=20;indirectHitRange=2;
    minRange=400;minRangeProbab=0.20;
    midRange=600;midRangeProbab=0.95;
    maxRange=1000;maxRangeProbab=0.35;
    cost = 7
    };
    class AT3&#58; Default {};
    class Hellfire &#58; AT3{};
    class CarlGustav &#58; AT3{};
    class AA &#58; CarlGustav{};
    class LaserGuidedBomb &#58; Default{};
    class F100Napalm &#58; LaserGuidedBomb
    {
    hit=990;indirectHit=300;indirectHitRange=20;
    model=&#92;csjf100&#92;F100Napalm;
    sideAirFriction = 0.3;
    simulation=shotMissile;
    thrustTime=0;
    soundContinuous=0;
    thrust=0;
    irLock = true;
    cost =2000;
    soundHit&#91;&#93;={Explosions&#92;expl2,db40,1};
    minRange=50;minRangeProbab=0.90;
    midRange=100;midRangeProbab=0.55;
    maxRange=1000;maxRangeProbab=0.30;
    maxSpeed=250;
    simulationStep=0.05;
    laserLock=false;
    manualControl=false;
    maneuvrability=1;
    maxControlRange=500; // max range for manual control
    soundFly&#91;&#93;={&#34;&#92;csjf100&#92;bombdrop .wss&#34;,db+60,2};
    };
    class F100cbu24 &#58;LaserGuidedBomb
    {
    hit=990;indirectHit=300;indirectHitRange=20;
    model=&#92;csjf100&#92;F100cbu24;
    sideAirFriction = 0.4;
    simulation=shotMissile;
    thrustTime=0;
    soundContinuous=0;
    thrust=0;
    irLock = true;
    cost =2000;
    soundHit&#91;&#93;={Explosions&#92;expl2,db40,1};
    minRange=50;minRangeProbab=0.90;
    midRange=150;midRangeProbab=0.55;
    maxRange=1000;maxRangeProbab=0.30;
    maxSpeed=250;
    simulationStep=0.05;
    laserLock=false;
    manualControl=false;
    maneuvrability=1;
    maxControlRange=500; // max range for manual control
    soundFly&#91;&#93;={&#34;&#92;csjf100&#92;bombdrop .wss&#34;,db+70,2};
    };
    class F100Bomb &#58; LaserGuidedBomb
    {
    hit=900;indirectHit=200;indirectHitRange=20;
    model=&#92;csjf100&#92;F100Bomb;
    sideAirFriction = 0.8;
    simulation=shotMissile;
    thrustTime=0;
    soundContinuous=0;
    thrust=0;
    irLock = true;
    cost =2000;
    soundHit&#91;&#93;={Explosions&#92;expl2,db40,1};
    minRange=50;minRangeProbab=0.90;
    midRange=200;midRangeProbab=0.55;
    maxRange=1000;maxRangeProbab=0.30;
    maxSpeed=250;
    simulationStep=0.05;
    laserLock=false;
    manualControl=false;
    maneuvrability=1;
    maxControlRange=500; // max range for manual control
    soundFly&#91;&#93;={&#34;&#92;csjf100&#92;bombdrop .wss&#34;,db+80,2};
    };
    class F100DropTank &#58; LaserGuidedBomb
    {
    hit=1;indirectHit=0;indirectHitRange=0;
    model=&#92;csjf100&#92;F100DropTank;
    sideAirFriction = 0.7;
    irLock = false;
    cost =300;
    soundContinuous=0;
    // soundHit&#91;&#93;={Explosions&#92;expl2,db40,1};
    minRange=0;minRangeProbab=0;
    midRange=0;midRangeProbab=0;
    maxRange=0;maxRangeProbab=0;
    maxSpeed=150;
    simulationStep=0.05;
    laserLock=false;
    manualControl=false;
    maneuvrability=0.0;
    maxControlRange=500; // max range for manual control
    };
    class F100Aim9B &#58; AA
    {
    hit=800;indirectHit=180;indirectHitRange=2.5;
    minRange=150;minRangeProbab=0.20;
    midRange=500;midRangeProbab=0.95;
    maxRange=1000;maxRangeProbab=0.30;
    model=&#92;csjf100&#92;f100Aim9b;
    simulation=shotMissile;
    proxyShape= &#34;&#92;csjf100&#92;F100Aim9B.p3d&#34;;
    irLock = false;
    airLock = true;
    cost=20000;
    manualControl=false;
    maxControlRange=1000;
    maxSpeed=750;
    thrustTime=3.0;
    thrust=300;
    maneuvrability=6.0;
    soundHit&#91;&#93;={Explosions&#92;explosion_at3,d b30,1};
    soundFly&#91;&#93;={weapons&#92;rocketflying,db-40,2};
    };
    };
    // ------------------------------------------------------------------------------------------
    -----------------
    class CfgWeapons
    {
    class Default{};
    class MGun&#58; Default{};
    class MachineGun7_6&#58; MGun{};
    class Bullet12_7&#58; MachineGun7_6{};
    class F10020mm&#58; Bullet12_7
    {
    //--
    displayName = &#34;20mm Guns&#34;;
    displayNameMagazine = &#036;STR_MN_MG30;
    shortNameMagazine = &#036;STR_SN_MG30;
    ammo=Bullet30E;
    count=800;
    reloadTime=0.2;
    initSpeed=1000;
    sound&#91;&#93;={&#34;&#92;csjf100&#92;f100cannon. wss&#34;,db60,1};
    flashSize=.5;
    maxLeadSpeed=450; // max estimated speed km/h
    optics = true;
    aiRateOfFireDistance=1000;
    };
    class LAWLauncher&#58; Default {};
    class CarlGustavLauncher &#58; LAWLauncher {};
    class AT3Launcher&#58; CarlGustavLauncher {};
    class HellfireLauncher&#58; AT3Launcher {};
    class MaverickLauncher&#58; HellfireLauncher {};
    class ZuniLauncher38&#58; AT3Launcher {};
    class F100Napalm &#58; HellfireLauncher
    {
    scopeWeapon = public;
    scopeMagazine = public;

    ammo=F100Napalm;
    model= &#34;&#92;csjf100&#92;F100Napalm.p3d&#34;;
    proxyShape= &#34;&#92;csjf100&#92;F100Napalm.p3d&#34;;
    displayName=&#34;Napalm&#34;;
    displayNameMagazine=&#34;F100Napalm&#34;;
    shortNameMagazine={&#34;F100Napalm&#34;};
    magazine= &#34;F100Napalm&#34;;
    magazines&#91;&#93;= {&#34;F100Napalm&#34;};
    count=2;
    reloadTime=1;
    aiRateOfFire=5; // delay between shots at given distance
    aiRateOfFireDistance=1000; // 1000 at shorter distance delay goes lineary to zero
    sound&#91;&#93;={&#34;&#92;csjf100&#92;f100bombdro p.wss&#34;,db+90,1};
    reloadSound&#91;&#93;={Weapons&#92;missload,db-70,1};
    initSpeed=0;
    autoFire = false;

    };
    class F100CBU24 &#58; HellfireLauncher
    {
    scopeWeapon = public;
    scopeMagazine = public;

    ammo=f100cbu24;
    model= &#34;&#92;csjf100&#92;F100CBU24.p3d&#34;;
    proxyShape= &#34;&#92;csjf100&#92;F100CBU24.p3d&#34;;
    displayName=&#34;CBU&#34;;
    displayNameMagazine=&#34;F100CBU24&#34;;
    shortNameMagazine={&#34;F100CBU24&#34;};
    magazine= &#34;F100CBU24&#34;;
    magazines&#91;&#93;= {&#34;F100CBU24&#34;};
    count=2;
    reloadTime=1;
    aiRateOfFire=5; // delay between shots at given distance
    aiRateOfFireDistance=1000; // 1000 at shorter distance delay goes lineary to zero
    sound&#91;&#93;={Weapons&#92;rocket1,db-30,1};
    reloadSound&#91;&#93;={Weapons&#92;missload,db-70,1};
    initSpeed=0;
    autoFire = true;
    };
    class F100Bomb &#58;HellfireLauncher
    {
    scopeWeapon = public;
    scopeMagazine = public;

    ammo=F100Bomb;
    model= &#34;&#92;csjf100&#92;F100Bomb.p3d&#34;;
    proxyShape= &#34;&#92;csjf100&#92;F100Bomb.p3d&#34;;
    displayName=&#34;Bombs&#34;;
    displayNameMagazine=&#34;F100Bomb&#34;;
    shortNameMagazine={&#34;F100Bomb&#34;};
    magazine= &#34;F100Bomb&#34;;
    magazines&#91;&#93;= {&#34;F100Bomb&#34;};
    count=8;
    reloadTime=1;
    aiRateOfFire=2; // delay between shots at given distance
    aiRateOfFireDistance=1000; // 1000 at shorter distance delay goes lineary to zero
    sound&#91;&#93;={&#34;&#92;csjf100&#92;f100bombdro p.wss&#34;,db+150,1};
    reloadSound&#91;&#93;={Weapons&#92;missload,db-70,1};
    initSpeed=0;
    autoFire = false;
    };
    class F100DropTank &#58; HellfireLauncher
    {
    scopeWeapon = public;
    scopeMagazine = public;

    ammo=F100DropTank;
    model= &#34;&#92;csjf100&#92;F100DropTank.p3d&#34;;
    proxyShape= &#34;&#92;csjf100&#92;F100DropTank.p3d&#34;;
    displayName=&#34;Jettison Fuel Tanks&#34;;
    displayNameMagazine=&#34;F100DropTank&#34;;
    shortNameMagazine={&#34;F100DropTank&#34;};
    magazine= &#34;F100DropTank&#34;;
    magazines&#91;&#93;= {&#34;F100DropTank&#34;};
    count=2;
    reloadTime=0;
    aiRateOfFire=0; // delay between shots at given distance
    aiRateOfFireDistance=0; // 1000 at shorter distance delay goes lineary to zero
    // sound&#91;&#93;={Weapons&#92;rocket1,db-30,1};
    // reloadSound&#91;&#93;={Weapons&#92;missload,db-70,1};
    initSpeed=0;
    autoFire = true;

    };
    class F100Aim9B&#58; MaverickLauncher
    {
    ammo=F100Aim9B;
    displayName=&#34;Aim 9b&#34;;
    displayNameMagazine=&#34;F100Aim9B&#34;;
    shortNameMagazine=&#34;f100Aim9b&#34;;
    count=4;
    reloadTime=0.5;
    sound&#91;&#93;={Weapons&#92;Missile,db-60,1};
    reloadSound&#91;&#93;={,0,1};
    initSpeed=0;

    };
    };[/QUOTE]

  8. #18
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    Ok now we are getting somewhere.
    Still not what I want but much closer.
    Big thanx to Footmunch for throwing a few suggestions at me
    (none of which sounded like hiss cough)

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">
    // Ammo
    class F100Bomb &#58; Zuni
    {
    model=&#92;csjf100&#92;F100Bomb;
    cost =2000;
    hit=700;indirectHit=300;indirectHitRange=3;
    minRange=50;minRangeProbab=0.20;
    midRange=200;midRangeProbab=0.20;
    maxRange=1000;maxRangeProbab=0.05;
    maxSpeed=200;
    maneuvrability=0.0;
    maxControlRange=0; // max range for manual control
    simulation=shotRocket;
    simulationStep=0.05;
    soundFly&#91;&#93;={&#34;&#92;csjf100&#92;bombdrop .wss&#34;,db+60,2};
    soundHit&#91;&#93;={Explosions&#92;expl1,db40,1};
    sideAirFriction = 0.1;
    soundContinuous=false;
    irLock=false;
    laserLock=false;
    initTime=0;
    thrustTime=.005;
    thrust=.005;
    };
    //weapons
    class F100Bomb &#58;HellfireLauncher
    {
    scopeWeapon = public;
    scopeMagazine = public;

    ammo=F100Bomb;
    model= &#34;&#92;csjf100&#92;F100Bomb.p3d&#34;;
    proxyShape= &#34;&#92;csjf100&#92;F100Bomb.p3d&#34;;
    displayName=&#34;Bombs&#34;;
    displayNameMagazine=&#34;F100Bomb&#34;;
    shortNameMagazine={&#34;F100Bomb&#34;};
    magazine= &#34;F100Bomb&#34;;
    magazines&#91;&#93;= {&#34;F100Bomb&#34;};
    count=8;
    reloadTime=1;
    aiRateOfFire=2; // delay between shots at given distance
    aiRateOfFireDistance=550; // 1000 at shorter distance delay goes lineary to zero
    sound&#91;&#93;={&#34;&#92;csjf100&#92;f100bombdro p.wss&#34;,db+150,1};
    reloadSound&#91;&#93;={Weapons&#92;missload,db-70,1};
    initSpeed=50;
    autoFire = false;
    };[/QUOTE]




  9. #19
    Remove all the planes ordinance except for what you want him to use in the mission
    I must not fear. Fear is the mind killer, the little black death that brings obliteration. I will face my fear. ***I will permit it to pass over and through me. When the fear is through me I will look to the inner eye to see its path. ***Where the fear has been there will be nothing. Only I will remain.

  10. #20
    Staff Sergeant
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    No good have gone back orig cpp
    that 1 was 90% for AI but bloody shocker for player.

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