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Autoturret Placement

Posted: Wed Feb 18, 2015 2:54 pm
by Lagomorphia
Are there any known ways or workarounds to influence (with an aim to increasing) the deployment of autoturrets by the AI? They currently very rarely use them or one side uses them and the other doesn't. Given I have two classes built around deployables, I'd really like to find a way to increase their use by the AI. Ideally I'd like to find a way to bypass the nodes altogether and get units to fire autoturrets as they would weapons, at enemies when they see them. Unfortunately, odf targetting parameters don't seem to cause that behaviour.

Re: Autoturret Placement

Posted: Thu Feb 19, 2015 5:08 am
by Marth8880
Odd. Mine in MEU do it just fine. :o Here's the ODF I use:

Code: Select all

[WeaponClass]
ClassLabel          = "dispenser"

[Properties]
HUDTag	= "rocketdrone"

OrdnanceName			= "gth_bldg_rocketdrone"

RoundsPerClip       = "1"
ReloadTime          = "0.0"

HeatPerShot				= "1.01"
HeatRecoverRate			= "0.065"
HeatThreshold			= "0.01"

RefillFromItem		= 0

TriggerAll          = "1"

//AnimationBank       = "grenade"
OffhandWeapon       = 1

ShotDelay           = "1.5"
MaxItems            = "1.0"
InitialSalvoDelay   = "0.5"

AutoAimSize         = "1.0"
MaxPressedTime      = "0.0"

ZoomMin             = "0.0"
ZoomMax             = "0.0"
ZoomRate            = "0.0"

MinStrength         = "0.3"
MaxStrength         = "0.4"

TargetEnemy         = "0"
TargetNeutral       = "0"
TargetFriendly      = "0"

TargetPerson        = "0"
TargetAnimal        = "0"
TargetDroid         = "0"
TargetVehicle       = "0"
TargetBuilding      = "0"

FireSound           = "com_weap_inf_remotedroid_fire"
FireEmptySound      = "thermal_clip_empty"
ChangeModeSound     = "weapon_change_01"
WeaponChangeSound   = "weapon_change_01"



Re: Autoturret Placement

Posted: Thu Feb 19, 2015 10:26 am
by Lagomorphia
Are the MEU maps saturated with autoturret nodes?

Re: Autoturret Placement

Posted: Thu Feb 19, 2015 5:02 pm
by Marth8880
Nope.

Re: Autoturret Placement

Posted: Fri Feb 20, 2015 12:05 am
by Lagomorphia
Are they only deploying them on nodes or do they dump them wherever sometimes?

Re: Autoturret Placement

Posted: Fri Feb 20, 2015 1:00 am
by Marth8880
Autoturret nodes (sadly) aren't a thing, by the way - and as such, they dump them anywhere, yes. :)

Re: Autoturret Placement

Posted: Fri Feb 20, 2015 7:15 pm
by Lagomorphia
But they always seem to drop them in the same spots.

Re: Autoturret Placement

Posted: Fri Feb 20, 2015 8:10 pm
by CressAlbane
I've observed some AI in one of my test maps, and they seem to place autoturrets when entering a Snipe node (or it may be the nearby Mine node). Sorry I don't have more info, but I'm not at my computer with the source files.

Off the top of my head, it might be based on the distance; try making a unit with only the auto-turret and seeing if instances of that class ever place the turret. That should narrow it down to low probability or more of an inability-until-prompted.

Re: Autoturret Placement

Posted: Fri Feb 20, 2015 10:51 pm
by Lagomorphia
The unit I armed with only autoturrets and a fusion cutter placed none.

Re: Autoturret Placement

Posted: Sun Feb 22, 2015 11:19 pm
by ZoomV
Lagomorphia wrote:The unit I armed with only autoturrets and a fusion cutter placed none.
Give them a offensive primary weapon of some kind. AI will only want to target neutral and friendly tanks and buildings if they have a fusion cutter out which is probably why they are not dropping the autoturrets, since autoturrets are not supposed to be used against friendlies and neutrals.