Force AI to use grenades extensively

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Dymon
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Force AI to use grenades extensively

Post by Dymon »

Hi there.
I was working on some little snow ball fight mod using modified ewok rocks as snow balls. As i got trouble with the animations having only grenades and no real weapons i added a nearly useless arccaster without any damage. and this is what the AI units are using. Is there a way to make them throw their grenades the most of the time instead of firing their primary weapons?
Thanks in advance.
THEWULFMAN
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Re: Force AI to use grenades extensively

Post by THEWULFMAN »

Code: Select all

BarrageMin = "90"
BarrageMax = "100"
BarrageDelay = "1"
try adding this to your weapons odf
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DarthD.U.C.K.
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Re: Force AI to use grenades extensively

Post by DarthD.U.C.K. »

you should probably additionally give the arccaster an extremly small barrage
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Fiodis
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Re: Force AI to use grenades extensively

Post by Fiodis »

Why not just make the grenade the primary weapon?
Dymon
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Re: Force AI to use grenades extensively

Post by Dymon »

because this is causing a ctd
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\DisplaySoldier.cpp(349)
DisplaySoldier 'imp_inf_rifleman' failed to find animmap human_
And adding the barrage-things to the odf's didnt seem to change a lot. instead of continueing firing balls for a while after starting, but most time they just walk around and fire some single arccaster shots
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Fiodis
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Re: Force AI to use grenades extensively

Post by Fiodis »

Odd, I added a grenade as a primary weapon before and it worked just fine. I suggest you look into that rather than making some "dummy" weapon.
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Re: Force AI to use grenades extensively

Post by Bob »

try this:
add
Hidden/Spoiler:
AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "1"
AITargetBuilding = "1"
to the snowball weapon odf and
Hidden/Spoiler:
AITargetPerson = "0"
AITargetAnimal = "0"
AITargetDroid = "0"
AITargetVehicle = "0"
AITargetBuilding = "0"
to your arccaster weapon odf
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