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AI pathing and Self flying recon drones (need help)

Posted: Fri Jan 21, 2011 11:15 pm
by wishihadaname
I've been exploring various ways of trying to make my AI use tactics. Its quite a challange concidering the AI is sometimes too dumb to know there is an enemy shooting at it.... I am concidering two options, neither is really working for me right now. I know there is some way to make the AI take preferance for some paths over others. Currently, I have a flanking route that is only supposed to be used by a few AI while most of the other duke it out with the vehicles in the main passage. Since the flank root is shorter, that all the AI ever use and the vehicles are left on their own. I was wondering what would be more effective, should I set path weights (could someone tell me how to do so cas its not working for me) or should I set attack and defend values for the command posts along the route?

*edit*

Didn't want to spam the forum with the various issues i've encountered. This one is totally unrelated but i'm also having trouble with it. I am trying to make an AI controlled recon drone so that the player dispenses it like an autoturret and then it goes along its way. I set the remotedroid.odf to be a dispenser rather then a remote and the recondroid_ord.odf (the actual flying bugger) to be a hover with
ClassLabel = "hover"
and
PilotType = "self"
The game crashes without any sort of error message as soon as I deploy a droid. Any ideas on what i'm doing wrong here, is this even possible?
Here are the complete ODF's for referance

remotedroid.odf
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "dispenser"

[Properties]
IconTexture = "HUD_com_probedroid_health_icon"

MuzzleFlash = "small_muzzle_flash"
Discharge = "small_smoke_effect"

RoundsPerClip = "1"
ReloadTime = "0.0"
LockOnRange = "80.0"
LockTime = "0.4"

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

//AnimationBank = "grenade"
OffhandWeapon = 1

ShotDelay = "1.4"
MinSpread = "0.0"
MaxSpread = "0.0"
AutoAimSize = "1.0"

SalvoCount = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.3"

FireSound = "com_weap_inf_remotedroid_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
and remotedroid_ord.odf
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "hover"

[Properties]
ImpactEffectWater = "com_sfx_watersplash_ord"

FLYERSECTION = "BODY"
VehicleType = "light"

PilotType = "self"

MapTexture = "troop_icon"
HealthTexture = "HUD_com_probedroid_health_icon"
MapScale = 1.0

MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100

CollisionScale = 10.0

MaxHealth = 100.0
MaxShield = 150.0
AddShield = 10.0


SetAltitude = 2.0
GravityScale = 1.0//2
LiftSpring = 10.0 //10Lighter the veh the high the number
LiftDamp = 3.0

ScanningRange = 30.0
TransmitRange = 300.0

Acceleration = 25.0
Deceleration = 3.0
Traction = 22.0
ForwardSpeed = 3.5
ReverseSpeed = 3.5
StrafeSpeed = 0.25

SpinRate = 1.5
TurnRate = 1.5
TurnFilter = 5.0
PitchRate = 2.0
PitchFilter = 5.0
BankAngle = 0.0
BankFilter = 0

MoveTension = "30.0"//how much swim the craft has from the center of the screen


LevelSpring = 5.0
LevelDamp = 3.0

EyePointOffset = "0.0 0.5 0.0"
TrackOffset = "0.0 -0.25 1.8"
TiltValue = "5.0"

DestructTrackOffset = "0.0 0.0 18.0"
DestructTiltValue = "10.0"
DestructChargeEffect = "com_sfx_weap_remotedroidcharge2"

PitchLimits = "-50.0 50.0"
YawLimits = "-0.0 0.0"
AimerPitchLimits = "-90 90"
AimerYawLimits = "-90 90"

WEAPONSECTION = 1
WeaponAmmo = 0
WeaponChannel = 0

WEAPONSECTION = 2
WeaponAmmo = 1
WeaponChannel = 1

AISizeType = "SOLDIER"

AmbientSound = "remotedroid_engine_lp"
Ambient2Sound = "remotedroid_radio"
HurtSound = ""
DeathSound = ""

\\\\\\\\\\\\ Collision \\\\\\\\\\\\\\

BuildingCollision = "p_buildingsphere"
VehicleCollision = "p_buildingsphere"
OrdnanceCollision = "p_sphere"
SoldierCollision = "p_sphere"
ideas?