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Spider Walker behaves weird [Somewhat solved]

Posted: Sun Jul 10, 2011 2:06 pm
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?

Re: Spider Walker behaves weird

Posted: Sun Jul 10, 2011 3:23 pm
by THEWULFMAN
Try adding this to the weapon ODF.

Code: Select all

AIUseBubbleCircle	= "1"
AIBubbleSizeMultiplier	= "0.2"

Re: Spider Walker behaves weird

Posted: Sun Jul 10, 2011 3:30 pm
by Bob
doesn't work, its not like the AI can't aim, it's more like the turrets can't turn...

Re: Spider Walker behaves weird

Posted: Sun Jul 10, 2011 10:35 pm
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.

Re: Spider Walker behaves weird

Posted: Sun Jul 10, 2011 10:52 pm
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

Re: Spider Walker behaves weird

Posted: Mon Jul 11, 2011 3:12 am
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?

Re: Spider Walker behaves weird

Posted: Mon Jul 11, 2011 4:44 am
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".

Re: Spider Walker behaves weird

Posted: Mon Jul 11, 2011 5:19 am
by Bob
Nope, it dosn't have to do anything with the beam. It's the same problem with every weapon.

Re: Spider Walker behaves weird

Posted: Mon Jul 11, 2011 12:04 pm
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.

Re: Spider Walker behaves weird

Posted: Mon Jul 11, 2011 1:27 pm
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...

Re: Spider Walker behaves weird

Posted: Mon Jul 11, 2011 1:33 pm
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 :)

Re: Spider Walker behaves weird

Posted: Mon Jul 11, 2011 1:43 pm
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...

Re: Spider Walker behaves weird

Posted: Mon Jul 11, 2011 1:44 pm
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?

Re: Spider Walker behaves weird

Posted: Mon Jul 11, 2011 1:46 pm
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)

Re: Spider Walker behaves weird

Posted: Mon Jul 11, 2011 5:07 pm
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

Re: Spider Walker behaves weird

Posted: Fri Jul 29, 2011 6:24 pm
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: