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MidnightMuffin
Joined: Tue Aug 26, 2008 2:21 am Posts: 36
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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?
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Sun Nov 08, 2009 9:19 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Stand Ground AI Mode?
Maybe next build kiddo. I heard customizable AI is coming.
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Sun Nov 08, 2009 10:07 am |
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matty406
Joined: Tue Oct 13, 2009 4:23 pm Posts: 915 Location: Blighty
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Re: Stand Ground AI Mode?
Customisable AI? So does that mean i can give my soldiers different roles? Like assault, sniper, ect.
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Sun Nov 08, 2009 12:25 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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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.
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Sun Nov 08, 2009 12:28 pm |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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Re: Stand Ground AI Mode?
One of the most annoying thing among all the annoying things in CC.
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Sun Nov 08, 2009 1:07 pm |
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matty406
Joined: Tue Oct 13, 2009 4:23 pm Posts: 915 Location: Blighty
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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?
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Sun Nov 08, 2009 1:26 pm |
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Roon3
Joined: Sun May 11, 2008 12:50 pm Posts: 899
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Re: Stand Ground AI Mode?
Who said walkpaths are annoying?
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Sun Nov 08, 2009 2:02 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Stand Ground AI Mode?
Matty did. Can't say I agree with him.
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Sun Nov 08, 2009 2:39 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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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.
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Mon Nov 09, 2009 1:21 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Stand Ground AI Mode?
function Update(self) if self.AIMode == whatever the hell sentry is then self.PinStrength = 1000; end end
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Mon Nov 09, 2009 7:46 am |
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Samohan25
Joined: Fri Jul 24, 2009 9:03 am Posts: 159
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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.
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Mon Nov 09, 2009 9:14 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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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.
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Mon Nov 09, 2009 3:50 pm |
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joost1120
Joined: Fri Aug 15, 2008 6:17 pm Posts: 318
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Re: Stand Ground AI Mode?
Doesn't that mean that if you switch actors in mid-air, they are pinned in the air?
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Mon Nov 09, 2009 8:44 pm |
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Samohan25
Joined: Fri Jul 24, 2009 9:03 am Posts: 159
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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
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Mon Nov 09, 2009 8:54 pm |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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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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Tue Nov 10, 2009 4:25 am |
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