Here's the deal. In my map, when I place an autoturret upside - down, the AI doesn't lock onto enemy vehicles below a certain angle (you know, toward the ground), completely defeating the purpose of having them upside - down on the Capital ship. However, I know that the movement restrictions are NOT to blame, because I made a new turret that has the same exact properties save one - it's remote - controlled. I tested it, and the movement was completely free. It could aim wherever it bloody well pleased. So my question is, why is the AI not registering enemies below it? Is it because it still doesn't think it's upside - down? If so, does it have something to do with these lines?:
AIBubbleScaleDistDivider = "100"
AIBubbleScaleClamp = "3.0"
AIBubbleSizeMultiplier = "0.6"
If someone could tell me what they mean before I started to mess around with them, that would be nice. It is also possible that there is no way to fix this, and that the roof autoturret functions properly meerly because it was modeled so that it was upside - down to start with. Any insight into why these autoturrets can't shoot downward but the roof autoturret inside capital ships can would be nice. Just please don't forget - it's NOT the aimer limits, because I can just see that coming.
AI and Autoturrets
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- jangoisbaddest
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Big_rich
RE: AI and Autoturrets
what are the major differances between your turrets odf and the ships hanger odf?
- jangoisbaddest
- Lieutenant General

- Posts: 661
- Joined: Mon Feb 27, 2006 12:10 am
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- xbox live or psn: No gamertag set
- Location: All Along The Watchtower
RE: AI and Autoturrets
Nothing that I can see that has anything to do with this problem.
