Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Darkhill on March 31, 2005, 10:03:51 pm
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Working on a little bit more mobile transport then thats in the game. This one only has regular lasers opposed to the turrets on the couple in game. My problem is it seems to be kind of dumb in game. It will fire either right above or right below a stationary target. If I give it a "fighter" flag instead of "transport" it seems to work alright.
Other thing is its got two different types of lasers on it but seems to perfer the weapon in the second slot. Any clues about this?
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I've released some new builds that include some code that should make turrets fire at targets with multiple weapons. No one's bothered to try it out (just asked for more features) so I won't know for sure how well it's working until next week (I should have a little bit more free time).
This build (http://fs2source.warpcore.org/exes/latest/fs2_open_ex.zip) should have the new turret code.
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Turrets aren't the problem, I gave it just plain energy weapon hard points.
Actually its just as dumb with the "fighter" flag too.
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I think there should be a flag somewhere in the Mission Specs dialog that will enable the new, smarter, fighter AI - you might try that, if you haven't already.
You could also try giving it a higher AI class, upping the difficulty, etc.
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I'll have to give that a try.
What about not using the other weapon bank? I have to switch the other off so that it will use the primary bank in game.
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Actually a bit of tweaking in the code where the A.I. scales their target position up/down on very slow moving craft fixed the problem.
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Good t' hear. :)