Adding Visible bombs -1 reply

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WHDACV

The forums staffers think I'm Cool

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9th November 2002

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#11 18 years ago

just came back to forums and saw this so here is how to make visible bombs i.e. rem *** SBDBombDummy *** ObjectTemplate.create FireArms SBDBombRack ObjectTemplate.setNetworkableInfo PlaneFireArmInfo ObjectTemplate.aiTemplate SBDBombs ObjectTemplate.projectileTemplate DiveBomberBomb ObjectTemplate.visibleDummyProjectileTemplate SBDBomb ObjectTemplate.projectilePosition 0/-0.35/0 ObjectTemplate.magSize 2 ObjectTemplate.numOfMag 20 ObjectTemplate.velocity 0 ObjectTemplate.reloadtime 0.3 ObjectTemplate.autoReload 1 ObjectTemplate.roundOfFire 0.3 ObjectTemplate.setInputFire c_PIAltFire ObjectTemplate.addFireArmsPosition -2.205/-0.58/.20 0/-2/0 ObjectTemplate.addFireArmsPosition 2.205/-0.58/.20 0/-2/0 ObjectTemplate.AmmoType 9

ObjectTemplate.create SimpleObject SBDBomb ObjectTemplate.geometry Big_Bomb_M1

if you notice we added ObjectTemplate.visibleDummyProjectileTemplate SBDBomb for this aircraft we named it sbdbomb but you could name it anything then we added ObjectTemplate.create SimpleObject SBDBomb ObjectTemplate.geometry Big_Bomb_M1 notice the name of the simple object and the name of the visible object are the same thats the key to get them to respwan after the first drop you need to make the mag size the same number as how many firearms positions you have for this aircraft its 2 firearms positions so there are only 2 in the magazine then you could up the num of mag to whatever you want ours is 20 so u get 20 drops lol async fire will only change the way they are dropped if you have it on they will drop individually also for the qeometry you could make it anything in the game that has geometry thats how rockets are put on planes also im very busy but i will answer any modding questions i have time for good luck all




psychoslaphead

ET in Arcadia Ego

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4th January 2003

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#12 18 years ago

You can also mix and match bombs, here is a Stuka with 1 large bomb (Big_Bomb_M1) under the fuselage, and four smaller bombs (Small_Bomb_m1) under the wings...this thing is incredibly deadly now. I've been doing a lot of work with the games Bot AI, and if you are in any armor and see a Stuka coming in my upcoming mod update, you better run and hide quick.

Also updated the Val and SBD, three bombs each (one fuselage and two wing mounted).




WHDACV

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9th November 2002

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#13 18 years ago

what exactly have you done with bot ai i have been able to tweak ai for a number of vehicles like dc stuff and the haltrack with side guns and hanomag with 75 gun on top also ive been able to get the bots to fire rockets on the planes but im interested in any ai tweaks as i do not know it all in ai




psychoslaphead

ET in Arcadia Ego

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4th January 2003

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#14 18 years ago

You can tell them how to prioritise their targets for example. I didn't want the dive bombers in my game to waste time dogfighting (like amost of the human players online do), I wanted them to help the strategic situation. So I tell them to ignore enemy planes (except for the rear gunner, they still need to defend from fighters) and concentrate on armor (primary) and ships. I also put cannons in the planes that should have had them, and then had to tweak the ai to get them to use them properly. You can prioritise each weapon individually, so they will shoot cannons at one object, but will use machine guns on something else.

The ai files are scattered all over the place, and it took me a hell of a long time to get the planes to quit crashing into each other - for some reason, DICE forgot to enable the airplane collision avoidance routines built into the game engine. Funny thing is, it appears whoever was working on this stuff at DICE was wasting time looking for a fix in the same wrong place I was looking at, in the object files. Let me know what you want to do, and I'll help you out.




WHDACV

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9th November 2002

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#15 18 years ago

so u edited the weapons ai to exclude aircraft and a higher priority for ground targets ive done that a long time ago in my mod i was looking for specific details or examples i have an msn account PM me please and i will give u addy or if u have msn add me i have rw and will run a server saves time typing if you are interested post that i will gladly share my experiences and would really like to hear yours i think we could help each other thanks ltr bro




psychoslaphead

ET in Arcadia Ego

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4th January 2003

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#16 18 years ago

The object ai routines have two parts, driving the plane and operating the weapons. Then in Game.rfa, there are ai strategy routines. This is the part that DICE didn't finish for the planes, and the reason they always fly into each other. Took me awhile to find this, figure out how it worked and fix it.

I don't want all of the planes to ignore other planes, just the ground pounders. For example, I still want the fighters to take down B-17s or other bombers, just not by kamikazi methods, which is what they do in the standard game.




WHDACV

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9th November 2002

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#17 18 years ago

yea i saw that but since i was looking for specifics instuctions or examples like i posted with the bombs then i guess u will keep that info ltr i thought by your 2 post on ai i might learn something or help but oh well




Tyler Jezek

I post to get attention

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23rd February 2003

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#18 18 years ago

under projectil locasion add this or something like

ObjectTemplate.visibleDummyProjectileTemplate KatyushaRocketDummy(projectile=KatyushaRocket dummy) adds rocket to stuff

:deal: :deal: :deal: :deal: :naughty: :deal: :naughty: :deal:




psychoslaphead

ET in Arcadia Ego

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4th January 2003

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#19 18 years ago

WHDACV,

Can't give specifics yet as I'm still playing with the weightings, but here is where you start OK? Look at aibehaviors.con:

rem *** Plane Behaviour setup *** rem aiSettings.setVehicleBehaviour Plane Avoid BBAvoid BBPAvoidCollision3d 1 0 UCUnion AvoidInhibit aiSettings.setVehicleBehaviour Plane MoveTo BBMoveTo BBPGotoWaypoint3d 4 0 UCUnion UnitWeights aiSettings.setVehicleBehaviour Plane Idle BBIdle BBPIdle3d 5 0 UCUnion UnitWeights aiSettings.setVehicleBehaviour Plane Fire BBFire3d BBPFire3d 4 0 UCFire UnitWeights rem aiSettings.setVehicleBehaviour Plane Special BBRoam BBPRoam3d 6 0 UCUnion UnitWeights aiSettings.setVehicleBehaviour Plane Change BBChange BBPChange 6 0 UCUnion ChangeInhibit aiSettings.setVehicleDefaultBehaviour Plane Idle rem aiSettings.setVehicleBehaviour Plane TakeCover BBTakeCover3d BBPTakeCover3d 4 0 UCUnion UnitWeights

Note that several of the ai instructions have been bypassed, including the collision detection for the planes. As you can see, you can prioritise what the Ai urgency is. DO NOT enable the Take Cover command! It causes the bot to immediately fly the plane into the ground when attacked by another plane. The scouting command works fine - like the collision avoidance, it's not clear to me why it is disabled in the game. You will have to play with the inhibitor weightings to accomplish what you want to do. Those values are listed as a table series of weights at the beginning of the file. I have a set of weightings that work pretty well for me, but I'm still tweaking. Basically, I give a boosted priority to avoiding collisions, then when the routine switches to inhibit, I tell them to stop shooting and avoid a collision. The reason I'm not posting my weightings yet is the planes sometimes still press their attacks a little to closely for my taste, even though I instruct them not to shoot at close range - almost like there are individual bot aggressiveness ratings or another overide that I haven't found yet. You got anything to add to this?

BTW its kinda hard to give you specifics when you didn't answer my question - what are you trying to do? What mods have you done or worked on?




[21Pzr]GeistMann

Born in the Germeny. BF-109 K4

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28th December 2002

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#20 18 years ago

hay ilike were u put the stuka bombs could i ahve those bomb pasitions