Page 1 of 2

Any way to get ATAT AI driver to fire from long range?

Posted: Fri Feb 06, 2009 1:28 pm
by wookieejedi
I have increased the ATAT range to huge amounts, and gave it more shots per heat so it resembles the massive amount of destruction the ones in Empire Strikes Back.

My question: How do I get the AI bots to fire from really far? I have increased the lock on range but still they just fire like in the original game. Any help would be greatly appreciated.

This new update to the ATAT would go in my next version of the BF1 Red mod

Re: Any way to get ATAT AI driver to fire from long range?

Posted: Fri Feb 06, 2009 2:06 pm
by Laserblast
The AI can not see enemy soldiers past a range of 64 or so. However, it can see buildings and vehicles at much larger ranges.

Re: Any way to get ATAT AI driver to fire from long range?

Posted: Fri Feb 06, 2009 2:10 pm
by giftheck
wookiejedi, you're the author of the Redemption Mod? Or a new one?

If so, check my thread and download the swbf1 mission.lvl_PC Editor somebody posted for me. There you can fix the problem with Hoth:

This text has to be removed:

Code: Select all

--  Local Stats
    SetTeamName(3, "Local")
    AddUnitClass(4, "imp_droid_probe", 1);
    SetUnitCount(4, 1)
    SetTeamAsEnemy(3,DEF)
    SetTeamAsFriend(3,ATT)
Munge and test, it should all work now.

Re: Any way to get ATAT AI driver to fire from long range?

Posted: Fri Feb 06, 2009 2:19 pm
by Teancum
Speaking of that code, you should know SWBF1 only supports 3 teams total, whereas SWBF2 supports up to 8 (each game only supports two playable teams, the rest are local teams). Even if that weren't the issue cleaning up that stuff'd be really smart.

Re: Any way to get ATAT AI driver to fire from long range?

Posted: Fri Feb 06, 2009 2:25 pm
by giftheck
Why anybody would need more than three teams is beyond me, and is the Redemption Mod not meant to get people to play BF1 again? I did play it once, but got rid of it when I began my mod.

The reason that code must go is because it tries to load a non-existent file, thus crashes the map.

Edit: I hope I didn't force your hand into making this considering that there is already a "Final" release :eek:

Re: Any way to get ATAT AI driver to fire from long range?

Posted: Fri Feb 06, 2009 2:45 pm
by Teancum
ggctuk wrote:Why anybody would need more than three teams is beyond me.
Depends on the situation. Say you're playing a Genosis arena level with stock sides. You'd need more than 3 teams:

REP = team 1
CIS = team 2
JEDI = team 3 --- friendly only to team 1
GEONOSIANS = team 4 --- friendly only to team 2
ACKLAY = team 5 ---friendly to noone

... and so forth. You get the idea. It doesn't have tons of applications, but there are some.

Re: Any way to get ATAT AI driver to fire from long range?

Posted: Fri Feb 06, 2009 3:01 pm
by giftheck
I suppose... There was an unused native side for Geonosis in BF1, but I never bothered to put it in and find out if it worked.

Re: Any way to get ATAT AI driver to fire from long range?

Posted: Fri Feb 06, 2009 3:08 pm
by wookieejedi
Yes I did the other mods and I was always thinking of making another :)

So the code is to fix Hoth not working bug?

Do you think that tool could be used to change number of renforcements or vehicles in maps?

Anyway so if the ATAT can only see people at 64, is there a way to increse that?

Re: Any way to get ATAT AI driver to fire from long range?

Posted: Fri Feb 06, 2009 3:19 pm
by giftheck
Yeah, remove that code and it should work. And yes, reinforcements can be changed, as well as what sides are used where... so you can have more than one type of unit on the maps... look at my Main Play Mod, I have both Episode II and Episode III troopers, different heroes... Most of it is from BF2's models, with BF1 odfs modified.

Re: Any way to get ATAT AI driver to fire from long range?

Posted: Fri Feb 06, 2009 3:59 pm
by wookieejedi
Using the tool

Is it possible to turn the 2 ATAT into 4 on Hoth? Or make them so the sight is over 64 so they will ctually shoot at people?

Re: Any way to get ATAT AI driver to fire from long range?

Posted: Fri Feb 06, 2009 4:40 pm
by giftheck
No, the AI doesn't change, and the ATATs need to be added in ZeroEditor, and the map re-munged.

Re: Any way to get ATAT AI driver to fire from long range?

Posted: Fri Feb 06, 2009 4:45 pm
by wookieejedi
oh well I still would like the ATAT to being able to fire across a quarter mile like in the movie....

btw good job with your mod :)

Re: Any way to get ATAT AI driver to fire from long range?

Posted: Fri Feb 06, 2009 5:30 pm
by Laserblast
You could set up turrets where you want the AT-AT to fire and give it poor accuracy. Of course, the game might have it where the first shot is always accurate. I would have to check that one. If it isn't, the AT-AT would miss a few times and rain fire upon the people around it. Additionally, it would give the speeders a chance...

Re: Any way to get ATAT AI driver to fire from long range?

Posted: Fri Feb 06, 2009 7:07 pm
by wookieejedi
Well I wanted it to do it in all maps, that's why I was trying to do it with the ODF's.

I put the range for the secodnary at 100000 and it goes a bit futher but the main guns are still the same, and plus even the increase in range only makes it shoot about 1/3 furhter....I still want something like in the movie, where the range is like .5 miles...

Re: Any way to get ATAT AI driver to fire from long range?

Posted: Sun Feb 08, 2009 4:58 pm
by giftheck
I would not try remunging the Platforms map if you wish to alter it - it did not work for me.

Re: Any way to get ATAT AI driver to fire from long range?

Posted: Sun Feb 08, 2009 8:32 pm
by wookieejedi
I just mean to change the ATAT so that it works in addon maps too, such as the Big Hoth Map

Any ideas anyone?

Re: Any way to get ATAT AI driver to fire from long range?

Posted: Mon Feb 09, 2009 2:07 am
by Laserblast
Just off the top of my head, you could munge the IMP assets with the modified AT-AT replacing the old. Then, go to gamedata/data/_lvl_pc/side in your battlefront install and make a backup of the original IMP side. Then you can replace IMP.lvl with your modified side.

Re: Any way to get ATAT AI driver to fire from long range?

Posted: Mon Feb 09, 2009 1:28 pm
by wookieejedi
Do you mean a side mod, as I have already done that, I have put "lock on range" and "maximum range" at like 100000 but it doesn't change it, I also have increased scanning and transmitting range, and decreased lock on time, but nothing seems to change...

If you didn't mean a side mod then I would greatly appreciated more expalnation.

Anyone else have any ideas?, as those too would be greatly appreciated.

Re: Any way to get ATAT AI driver to fire from long range?

Posted: Mon Feb 09, 2009 4:07 pm
by Laserblast
Forgive me if this is a dumb question, but did you actually increase the range of the shots, or just the targetting range?

As far as transmission range and scanning range go, they are simply radar entries. Anything within a unit's scanning range will show up on the radar. I haven't really tested it, but transmission range probably is the radius within which the unit gives out this information to any friendlies.

Re: Any way to get ATAT AI driver to fire from long range?

Posted: Mon Feb 09, 2009 4:17 pm
by wookieejedi
Both actually. I increased the zoom too, the shots go as far as i want them to go, but the AI still doesn't fire at more then a rang eof 64.

I have searched all the odf lines, is there anywhere else I could change something?