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Stand Ground AI Mode?
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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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