Spider Walker behaves weird [Somewhat solved]

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
Bob
Brigadier General
Brigadier General
Posts: 633
Joined: Thu May 27, 2010 4:28 am
Location: at home

Spider Walker behaves weird [Somewhat solved]

Post by Bob »

I just noticed that, if AI controlled, the turrets of the spider walker get epileptic seizures when ever they lock on a target. Also, they just fire before their own feet instead of aiming. Is there any way to teach them how to use their weapons right?
Last edited by Bob on Fri Aug 12, 2011 5:11 pm, edited 1 time in total.
THEWULFMAN
Space Ranger
Posts: 5557
Joined: Tue Aug 17, 2010 3:30 pm
Projects :: Evolved 2
Location: Columbus, Ohio
Contact:

Re: Spider Walker behaves weird

Post by THEWULFMAN »

Try adding this to the weapon ODF.

Code: Select all

AIUseBubbleCircle	= "1"
AIBubbleSizeMultiplier	= "0.2"
Bob
Brigadier General
Brigadier General
Posts: 633
Joined: Thu May 27, 2010 4:28 am
Location: at home

Re: Spider Walker behaves weird

Post by Bob »

doesn't work, its not like the AI can't aim, it's more like the turrets can't turn...
User avatar
Tears2Roses
Chief Warrant Officer
Chief Warrant Officer
Posts: 336
Joined: Thu Jul 07, 2011 9:20 am
Projects :: Oh some random stuff who knows
Games I'm Playing :: SWBF2
xbox live or psn: PC beats xbox.

Re: Spider Walker behaves weird

Post by Tears2Roses »

The turrets can't turn? Sounds weird. Try looking over the turret file located in data_ABC\sides\tur and make sure everything is there, and you didnt modify it. If im not helping just say so I know little about this so yeah.
User avatar
acryptozoo
Master Bounty Hunter
Master Bounty Hunter
Posts: 1642
Joined: Wed Jun 03, 2009 3:14 pm
Projects :: Yavin Mappack
Games I'm Playing :: Homeworld 2
xbox live or psn: acryptozoo
Location: in the jungles of Yavin IV
Contact:

Re: Spider Walker behaves weird

Post by acryptozoo »

can the turrets turn when your are using them
and if you didn't edit the .odf in the CIS side
it might just be a AI glitch
Bob
Brigadier General
Brigadier General
Posts: 633
Joined: Thu May 27, 2010 4:28 am
Location: at home

Re: Spider Walker behaves weird

Post by Bob »

It happens also with the stock walker on geonosis. I start to believe that the problem could be that the walker can be steered by aiming. Is it possible to change that or is this hardcoded for walkers?
Marth8880
Resistance Leader
Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
Projects :: DI2 + Psychosis
Games I'm Playing :: Silent Hill 2
xbox live or psn: Marth8880
Location: Edinburgh, UK
Contact:

Re: Spider Walker behaves weird

Post by Marth8880 »

Bob wrote:It happens also with the stock walker on geonosis. I start to believe that the problem could be that the walker can be steered by aiming. Is it possible to change that or is this hardcoded for walkers?
I think it is due to the beam cannon; A.I. never seem to like using them very efficiently. You could try decreasing the AIBubbleSizeMultiplier parameter by .025 until you start seeing a difference with the A.I.'s aiming "abilities".
Bob
Brigadier General
Brigadier General
Posts: 633
Joined: Thu May 27, 2010 4:28 am
Location: at home

Re: Spider Walker behaves weird

Post by Bob »

Nope, it dosn't have to do anything with the beam. It's the same problem with every weapon.
User avatar
Dakota
Field Commander
Field Commander
Posts: 991
Joined: Mon Dec 06, 2010 8:21 pm
Projects :: making random weapon assets
Games I'm Playing :: SWBF2 and more
xbox live or psn: PS3 beats xbox
Location: at a computer desk floating around in space

Re: Spider Walker behaves weird

Post by Dakota »

i have noticed this on geonosis when its stock, the ai shoot the beam in almost an arc shape in random angles. i think it is due to the spider walker having that way of moving almost indenpendantly from the weapon and its aim but also the beam does have something to do with it. they fire correctly with the small blasters, and the atte will snipe me with that main gun from anywhere i stand. maybe you should try setting the weapon to something different for the spiderwalker beam cannon and then see how it aims then. if it aims right then we know the problem, if it aims like it always does then we got nothing.
Bob
Brigadier General
Brigadier General
Posts: 633
Joined: Thu May 27, 2010 4:28 am
Location: at home

Re: Spider Walker behaves weird

Post by Bob »

I just removed my own side mod (wich I exchanged with the stock side) and now the spider shoots in different directions. But I didn't changed anything on the spider in my mod, so there has to be something wrong with the cis_walk_spider.odf in the assets folder...
User avatar
Tears2Roses
Chief Warrant Officer
Chief Warrant Officer
Posts: 336
Joined: Thu Jul 07, 2011 9:20 am
Projects :: Oh some random stuff who knows
Games I'm Playing :: SWBF2
xbox live or psn: PC beats xbox.

Re: Spider Walker behaves weird

Post by Tears2Roses »

ODF's are text documents, maybe posting your spider walker odf would be a good idea. Then if that is corruppt/not right we will be able to know :)
Bob
Brigadier General
Brigadier General
Posts: 633
Joined: Thu May 27, 2010 4:28 am
Location: at home

Re: Spider Walker behaves weird

Post by Bob »

Tears2Roses wrote:ODF's are text documents, maybe posting your spider walker odf would be a good idea. Then if that is corruppt/not right we will be able to know :)
Bob wrote:But I didn't changed anything on the spider in my mod, so there has to be something wrong with the cis_walk_spider.odf in the assets folder...
Executer94
Major
Major
Posts: 504
Joined: Fri May 01, 2009 7:45 am
Location: Chalmuns Cantina

Re: Spider Walker behaves weird

Post by Executer94 »

THEWULFMAN wrote:Try adding this to the weapon ODF.

Code: Select all

AIUseBubbleCircle	= "1"
AIBubbleSizeMultiplier	= "0.2"
Just being curious, what do these lines do?
Bob
Brigadier General
Brigadier General
Posts: 633
Joined: Thu May 27, 2010 4:28 am
Location: at home

Re: Spider Walker behaves weird

Post by Bob »

Executer94 wrote:Just being curious, what do these lines do?
they make the AI aim better (or worse if the multiplier is over 1)
nmycon
Private Recruit
Posts: 20
Joined: Mon Apr 13, 2009 2:57 pm
Projects :: Star Wars Movie Mods
Games I'm Playing :: LA Noire MLB 11 BF2
Location: Toronto, ON

Re: Spider Walker behaves weird

Post by nmycon »

Bob wrote:
Tears2Roses wrote:ODF's are text documents, maybe posting your spider walker odf would be a good idea. Then if that is corruppt/not right we will be able to know :)
Bob wrote:But I didn't changed anything on the spider in my mod, so there has to be something wrong with the cis_walk_spider.odf in the assets folder...
There's still a chance there could be something wrong with the ODF in the assets folder, I've run into the odd ODF that has changes or textures that aren't given the right name. Most likely these assets were set aside for the mod tools release before the game was completed, as there are MSH files with textures that have "test" in the name
Bob
Brigadier General
Brigadier General
Posts: 633
Joined: Thu May 27, 2010 4:28 am
Location: at home

Re: Spider Walker behaves weird

Post by Bob »

The turrets don't move if an AI controls the spider, but if the weapons are used on turrets
Hidden/Spoiler:
WALKERSECTION = "TURRET1"
they work fine. The turrets of land vehicles can be autocontrolled
Hidden/Spoiler:
Pilottype = "self"
but not the vehicle itself.

Mistake not found, but problem solved :thumbs:
Post Reply