Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Starman01 on April 12, 2007, 02:12:26 pm
-
Hey,
it's me (again), and I have another turret question (again) :D
Seriously, I have a Fred/AI code question, so I ask it in here first. This window here exist since retail:
(http://wcsaga.hard-light.net/team/Starman/pics/turret_ai.jpg)
I never used it, but is it actually working that you can add different AI-Levels to different turrets (independend from the ships AI-level ?), making them less accurate in firing (depending on the values of the ai.tbl ?) In my case, I can even adjust the ships AI-level, but will it result in a lower turret accuracy ?
My Problem is, that in one mission I have a large base surrounded by 8 tiny lasermines, and I have 18 bombers attacking the base, but the turret AI is so good that it destroys too much torpedos for my taste. Now, I need the turret mines to make the mission a little more authentic,
but I would like them not to be such a problem for the torpedos.
So, can someone tell me if this is actually working, or am I editing parts that don't have much effect on the result I'm trying to achive ?
-
IIRC teh AI setting affect rate of fire..not sure about the accuracy.
-
Yeah...
True accuracy.. like something i outlined in BTRL request thread months ago would be awesome. Like system based on the current FOF option.. Something like each weapon would have beam weapon accuracy line type of array for 'ai fof' modifiers and then in ai.tbl there could be another ai type specific fof modifier... So that in the end the final fof for AI pilots and gunners would be main fof + difficulty level modifier for ai fof + AI type modifier for fof.
But that's just an idea
-
So, ones again I'm in jeopardy with my plans :( Guess I will have to remove the cannons then or have them destroyed first
-
So, ones again I'm in jeopardy with my plans :( Guess I will have to remove the cannons then or have them destroyed first
you could set their ai level to "coward" and modify accuracy in the ai.tbl.
-
I think this will only work on AI-fighters and their skills, but not on turret platforms and their weapons. All I want is that those damn turrets aren't shooting down all the bombs (since it's already hard enough having the bombers attacking the base, those asses always attack the turret platforms first).
This problem will be even worse in the 3rd mission, since there are way to much turrets (capships this time) around the mission critical target.
I also thought about the fake laser, but even with damage 0.01 it is able to shoot down torpedos :(
-
Make turret wapon with proper fof setting?
-
What has the fov-setting to do with my problem ? I want to change accurary, not the firing arc . Or do you mean something else ?
-
ROF and FOF.
-
Starman01...
http://www.hard-light.net/wiki/index.php/Weapons.tbl - search for $FOF:
I was talking about the cone where the turret fires at (field of fire, or FOF). Not the turret related FOV setting. Setting the FOF to any values causes shots to deviate from the 'perfect aiming' line that AI uses. So playing with this value you can make the turrets miss - well.. most of the time as actual shots direction within the cone is randomized. So it works like real accuracy would (or actually its like precision - which as AI always perfect accuracy is practically the same thing.. in a sim that is).
-
Hm, this looks interesting and might work well. I didn't even knew that this exists. You are quite a walking Freespace library, you know that ? :) Thanks
-
FOF is great for making dispersal weapons - like shotguns or gattling guns :D
1.1 is allready quite a big cone...for what you want I'd suggest a value somewher between 1.01 - 1.05