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Stand Ground AI Mode? http://45.55.195.193/viewtopic.php?f=4&t=17076 |
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Author: | MidnightMuffin [ Sun Nov 08, 2009 9:19 am ] |
Post subject: | Stand Ground AI Mode? |
Most of the time my soldiers decide to drop their own body onto an enemy instead of using the sniper rifle I equipped them with. Shouldn't there be an AI mode where an actor will not walk towards their target, and just skip right to shooting? |
Author: | carriontrooper [ Sun Nov 08, 2009 10:07 am ] |
Post subject: | Re: Stand Ground AI Mode? |
Maybe next build kiddo. I heard customizable AI is coming. |
Author: | matty406 [ Sun Nov 08, 2009 12:25 pm ] |
Post subject: | Re: Stand Ground AI Mode? |
Customisable AI? So does that mean i can give my soldiers different roles? Like assault, sniper, ect. |
Author: | 411570N3 [ Sun Nov 08, 2009 12:28 pm ] |
Post subject: | Re: Stand Ground AI Mode? |
How about someone just cook up a Lua script which makes the thingo AImode.crouch=false or something (it was something like that) after checking if it was under player control or not. |
Author: | The Decaying Soldat [ Sun Nov 08, 2009 1:07 pm ] |
Post subject: | Re: Stand Ground AI Mode? |
One of the most annoying thing among all the annoying things in CC. |
Author: | matty406 [ Sun Nov 08, 2009 1:26 pm ] |
Post subject: | Re: Stand Ground AI Mode? |
The Decaying Soldat wrote: One of the most annoying thing among all the annoying things in CC. more annoying than... Walkpaths? |
Author: | Roon3 [ Sun Nov 08, 2009 2:02 pm ] |
Post subject: | Re: Stand Ground AI Mode? |
Who said walkpaths are annoying? |
Author: | Lizardheim [ Sun Nov 08, 2009 2:39 pm ] |
Post subject: | Re: Stand Ground AI Mode? |
Matty did. Can't say I agree with him. |
Author: | dragonxp [ Mon Nov 09, 2009 1:21 am ] |
Post subject: | Re: Stand Ground AI Mode? |
i say programming walkpaths r annoying but, your sniper, or (w.e) always instantly hits the ground like crawl mode, usually throwing the actor off te dge or through a bunker bit window. Really annoying since its hard and lengthy to get the actor back to it's station assuming its not outside of the bunker. |
Author: | Grif [ Mon Nov 09, 2009 7:46 am ] |
Post subject: | Re: Stand Ground AI Mode? |
function Update(self) if self.AIMode == whatever the hell sentry is then self.PinStrength = 1000; end end |
Author: | Samohan25 [ Mon Nov 09, 2009 9:14 am ] |
Post subject: | Re: Stand Ground AI Mode? |
Grif wrote: function Update(self) if self.AIMode == whatever the hell sentry is then self.PinStrength = 1000; end end Could that be: if self.AIMode ~= 1 then this means if it isn't player controlled, would the pining effect go away after re-selecting? Alternativley you can use: actor:GetController().InputMode = 3 and use some more Lua to create an artificial aim for your troops. This could become a small mod, "Tactical Ai" it could work of key combinations. |
Author: | Grif [ Mon Nov 09, 2009 3:50 pm ] |
Post subject: | Re: Stand Ground AI Mode? |
function Update(self) if self:GetController():IsPlayerControlled() == false then self.PinStrength = 999; end end that'd pin any troops you're not actively moving, though I'm not sure about the function name. |
Author: | joost1120 [ Mon Nov 09, 2009 8:44 pm ] |
Post subject: | Re: Stand Ground AI Mode? |
Doesn't that mean that if you switch actors in mid-air, they are pinned in the air? |
Author: | Samohan25 [ Mon Nov 09, 2009 8:54 pm ] |
Post subject: | Re: Stand Ground AI Mode? |
Yes, that's one downside, unless you use the AIMode method and add a Lua controlled aim, or just a simple check like the one darkstorm uses to check the shinobi knife and if the target is grounded, apparently an AI controlled aim shouldn't be too hard. I think the function name is right though, it runs every frame, although it could use an: else self.PinStrength = 0 |
Author: | 411570N3 [ Tue Nov 10, 2009 4:25 am ] |
Post subject: | Re: Stand Ground AI Mode? |
Isn't there a thing that's like AIMode.Crouch? I'm pretty sure there is, and I'm also pretty sure it can be disabled. |
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