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AI won't fire Wookiee Bowcaster

Posted: Mon Jun 25, 2012 10:22 am
by razac920
Hi, I'm working on a map set on stock Tantive IV and I've noticed that the AI will not fire their bowcasters. I see them charge them up and follow me, but never fire at me (or at each other). I'm not sure why this is.

the weapon odf
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_bowcaster"
GeometryName = "all_weap_inf_bowcaster.msh"

[Properties]
GeometryName = "all_weap_inf_bowcaster"
HighResGeometry = "all_1st_weap_inf_bowcaster"

//******************************************************
//*************** CHARGE STATES ****************
//******************************************************

ShotsPerSalvo = 7
ShotPatternCount = 7
ShotPatternPitchYaw = "0.0 0.0"
ShotPatternPitchYaw = "0.0 -0.7"
ShotPatternPitchYaw = "0.0 0.7"
ShotPatternPitchYaw = "0.0 -1.4"
ShotPatternPitchYaw = "0.0 1.4"
ShotPatternPitchYaw = "0.0 -2.1"
ShotPatternPitchYaw = "0.0 2.1"

OrdnanceName = "all_weap_inf_bowcaster_ord"

FireSound = "all_weap_inf_bowcaster_fire"
ChargeSound = "all_weap_inf_bowcaster_charge"
ChargeSoundPitch = "0.05"

NextCharge = 0.95
ShotsPerSalvo = 1
ShotPatternCount = 1
OrdnanceName = "all_weap_inf_bowcaster_ord_high"

FireSound = "all_weap_inf_bowcaster_fire"
ChargeSound = "all_weap_inf_bowcaster_charge"
ChargeSoundPitch = "0.05"

//******************************************************
//*************** SOUND ****************
//******************************************************

FireSound = "all_weap_inf_bowcaster_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "com_weap_inf_reload_med"
ChargeSound = "all_weap_inf_bowcaster_charge"
ChargeSoundPitch = "0.05"
ChangeModeSound = "com_weap_inf_equip_med"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
I have not edited the Common class parent in any way.

Re: AI won't fire Wookiee Bowcaster

Posted: Mon Jun 25, 2012 11:12 am
by lucasfart
Well you do you ShotPatternCount and ShotsPerSalvo in their twice. That could be causing your problem. :P

Re: AI won't fire Wookiee Bowcaster

Posted: Mon Jun 25, 2012 1:33 pm
by razac920
First set of lines are for the uncharged shot, second set is for the charged shots. I haven't changed the ODF in any way from the default Alliance all_weap_inf_bowcaster, and in fact I tried replacing mine with the original, no change. Then I opened up a different map and gave a class the default all_weap_inf_bowcaster, and they used it properly...

Re: AI won't fire Wookiee Bowcaster

Posted: Mon Jun 25, 2012 4:42 pm
by Bob
Have you copied both ordenance ODFs? Have you changed their damage value?

Re: AI won't fire Wookiee Bowcaster

Posted: Mon Jun 25, 2012 4:51 pm
by razac920
Well, no, I haven't, but that's because I'm loading all_inf_wookiee in the LUA before my custom units. I myself can fire the bowcaster, and it works fine, but the bots chooses not to shoot it, instead to charge it up and keep it charged indefinitely.

EDIT: Here's a picture of the problem
Hidden/Spoiler:
Image
EDIT2: Okay, I solved the problem. In my LUA, I had greatly increased AI difficulty: SetAIDifficulty(150,150,"hard") Commenting out this line lead the AI to actually fire their weapon. Odd that this line hadn't negatively affected any other weapon though (they were firing quickly and accurately in other instances). I will try to see how high I can raise AI without this problem occurring.

EDIT3: It seems that some AI begin exhibiting this behavior 12 levels higher than Elite, and by 18 levels higher nearly all do. Topic solved.