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4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
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The AI
Can someone please tell me what's the problem with the human AI using guns that shoot AEmitters?
I understand that the weapon class system should smartify the AI on what weapon to use, but there's still some problem with shooting weapons that don't use MOPixel particles as the round.
Could this have something to do with expecting particles other than MOPixels to be something explosive and dangerous to use? (I don't really see why they wouldn't fire those either, though)
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Wed Nov 28, 2012 7:52 pm |
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Luringen
Joined: Fri Jun 29, 2012 11:40 am Posts: 149
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Re: The AI
I have no experience in weapons modding at all, so this is just a wild guess at a solution. Could it be possible to shoot zero-damage bullets along with the actual projectiles? It might be a pain if it has to go at the same speeds as the actual projectiles, but could it work?
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Wed Nov 28, 2012 8:49 pm |
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4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
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Re: The AI
I could probably do it through some lua-fiddling, but it has been very simple and easy going through AEmitters.
I should mention now though - what I'm talking about is shooting AEmitters that emit the actual damaging particle, along with some special effects. Having the weapon properties to apply to the particle is easier this way, since everything's created through ini code and not lua.
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Wed Nov 28, 2012 9:06 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: The AI
http://forums.datarealms.com/viewtopic.php?p=499964#p499964The AI will read the FireVelocity for fired AEmitters as either the AEmitter's ini FireVelocity (assuming it's directly fired from the gun) or the AEmitter's sharpness, based on which is higher.
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Wed Nov 28, 2012 10:05 pm |
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4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
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Re: The AI
Doesn't work for some reason. I get it now though, the AI thinks it's smart by trying to fire the "slow velocity particle" a bit higher in order to hit the target. Though, my actors end up standing in front of the enemy firing in a 45° angle.
EDIT: Ah, do the AEmitters have to be GetsHitByMOs = 1? EDIT2: Never mind, they still crawl like idiots until they're 2 feet away from the enemy.
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Thu Nov 29, 2012 12:27 pm |
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Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
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Re: The AI
The only way to communicate to the AI how the weapon should be used is though the particle in the magazine. Therefore the particle must have similar properties as the method you use to inflict damage.
One example is the Imperatus shotgun, it shoots an emitter that fire the damaging particles in a burst. The emitter is HitsMOs=0 but have the same LifeTime, AirResistance, AirThreshold and GlobbalAccScalar as the damaging particles.
Other examples are the Coalition Missile Launcher and Grenade Launcher.
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Thu Nov 29, 2012 4:16 pm |
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4zK
Joined: Mon Oct 11, 2010 1:15 pm Posts: 594 Location: Finlandia
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Re: The AI
They start crawling towards the enemy whereas with another weapon they crouch and shoot. I tried adding the properties of the particle, but it didn't work. I'll look into the weapons you mentioned and try to come up with something. EDIT: Never mind. It works. Brilliant. Thanks guys!
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Thu Nov 29, 2012 4:54 pm |
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NeoSeeker
Joined: Tue Jul 24, 2007 1:13 am Posts: 1183 Location: eating sock's face like a cupcake
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Re: The AI
can't wait till you 1.05 untitled 4k.
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Fri Nov 30, 2012 1:44 am |
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