Getting AI to use Guided Missiles
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- Sky_216
- Droid Pilot Assassin

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Getting AI to use Guided Missiles
Well, I once again have a problem.
I'm trying to get Ai units to use guided missiles (self piloted won't work, need to be troops using them). However, they refuse to use them. Do they have to fire them from a turret? (The AIs do use the co-pilot missiles on AT-STs). Any help on how to get them working would be greatly appreciated.
I'm trying to get Ai units to use guided missiles (self piloted won't work, need to be troops using them). However, they refuse to use them. Do they have to fire them from a turret? (The AIs do use the co-pilot missiles on AT-STs). Any help on how to get them working would be greatly appreciated.
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YaNkFaN
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Re: Getting AI to use Guided Missiles
i think the problem is the game engine doesn't give the AI the bonuses or the AI aren't smart enough or good enough to earn them by themselves. the only way to do this was to give the AI the weapon in a way that it was the default weapon and that they don't have to earn the right number of points to get it. I believe this is true with all award weapons (rifle, pistol, shotgun, sniperrifle, and guided missiles).
- Fluffy_the_ic
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Re: Getting AI to use Guided Missiles
Well, there's also already guided missiles in the LA-AT and the AT-ST.YaNkFaN wrote:i think the problem is the game engine doesn't give the AI the bonuses or the AI aren't smart enough or good enough to earn them by themselves. the only way to do this was to give the AI the weapon in a way that it was the default weapon and that they don't have to earn the right number of points to get it. I believe this is true with all award weapons (rifle, pistol, shotgun, sniperrifle, and guided missiles).
- Frisbeetarian
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Re: Getting AI to use Guided Missiles
If you say what you want to do with them, it would be easier to help.
That said, it probably has something to do with the AI inclination toward using certain weapons. In the AT-ST and LAAT, for each of those slots, the guided missile is the only weapon for the AI to use. Otherwise, if you give them the weapon with others, it's probably unlikely to be used for the same reason that AI tend to use lightning so often.
That said, it probably has something to do with the AI inclination toward using certain weapons. In the AT-ST and LAAT, for each of those slots, the guided missile is the only weapon for the AI to use. Otherwise, if you give them the weapon with others, it's probably unlikely to be used for the same reason that AI tend to use lightning so often.
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YaNkFaN
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Re: Getting AI to use Guided Missiles
that's true but as a unit, which i think is what he's asking the AI don't have the opportunity to use the guided missiles because they don't even have that weapon as a choice. In the AT-ST and LAAT, for each of those slots, the guided missile is the only weapon for the AI to use.
- Frisbeetarian
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Re: Getting AI to use Guided Missiles
There were these things released a while ago called the mod tools. They allow us to give a unit what ever weapon we want them to have.
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YaNkFaN
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Re: Getting AI to use Guided Missiles
i understand that you can give a unit whatever weapon you want to I'm just saying that that's why in the shipped maps the AI don't use the guided rocket. I assumed that since he is an experience modder he knows how to give units different weapons and that if he didn't he would ask for it
- Sky_216
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Re: Getting AI to use Guided Missiles
K, I'll be more specific:
Main goal is for the AI to use the guided missiles as cruise missiles/nukes (for ground/space respectively, most likely for campaigns). Reason behind this is you can't shoot down a normal missile, you can shoot down guided ones.
I've made a custom side that gives a test unit only guided missiles, and they almost never use them (do shoot them at units about a metre away on occassion). I've changed their AI type to 'support' (which use recon droids a lot). I've added (and removed the line 'LODPriorityMode = 10" from the recon droid. NOne of it seems to make a difference.
Main goal is for the AI to use the guided missiles as cruise missiles/nukes (for ground/space respectively, most likely for campaigns). Reason behind this is you can't shoot down a normal missile, you can shoot down guided ones.
I've made a custom side that gives a test unit only guided missiles, and they almost never use them (do shoot them at units about a metre away on occassion). I've changed their AI type to 'support' (which use recon droids a lot). I've added (and removed the line 'LODPriorityMode = 10" from the recon droid. NOne of it seems to make a difference.
- Maveritchell
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Re: Getting AI to use Guided Missiles
First of all, a side note (pardon the pun) - stop thinking of weapons as what they look like and start thinking about them as what they are. This is going to help tremendously when you're putting together sides (whether it's related to this subject or not). "Guided missiles" are dispensable flyers, not missiles. They're essentially the same thing as remote droids.
In line with that, when an AI dispenses a flyer, they're not going to try and do what's logical (which is "ram it into an object"), because it's not a missile - it's a flyer. Even if AI are using guided missiles in AT-STs or whatnot, they won't be trying to selectively run their flyers into targets of opportunity. They'll be trying to fly them around, the same as if they were in a snowspeeder (and they will fail eventually, because they are AI, but that doesn't mean they'll hit anything).
If you're ok with the above situation, then I would suggest adding the following lines to your base .odf:
Obviously tweak as you would like.
In line with that, when an AI dispenses a flyer, they're not going to try and do what's logical (which is "ram it into an object"), because it's not a missile - it's a flyer. Even if AI are using guided missiles in AT-STs or whatnot, they won't be trying to selectively run their flyers into targets of opportunity. They'll be trying to fly them around, the same as if they were in a snowspeeder (and they will fail eventually, because they are AI, but that doesn't mean they'll hit anything).
If you're ok with the above situation, then I would suggest adding the following lines to your base .odf:
Code: Select all
AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "1"
AITargetBuilding = "1"- Sky_216
- Droid Pilot Assassin

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Re: Getting AI to use Guided Missiles
Hmmm...while I agree with your advice, and am aware they are flyers...I'm not sure they don't try to not ram stuff. They have the line 'GuidedMissile = 1' and when the AI use them on endor (through AT-STs) they do tend to hit you quite accurately....Maveritchell wrote:First of all, a side note (pardon the pun) - stop thinking of weapons as what they look like and start thinking about them as what they are. This is going to help tremendously when you're putting together sides (whether it's related to this subject or not). "Guided missiles" are dispensable flyers, not missiles. They're essentially the same thing as remote droids.
In line with that, when an AI dispenses a flyer, they're not going to try and do what's logical (which is "ram it into an object"), because it's not a missile - it's a flyer. Even if AI are using guided missiles in AT-STs or whatnot, they won't be trying to selectively run their flyers into targets of opportunity. They'll be trying to fly them around, the same as if they were in a snowspeeder (and they will fail eventually, because they are AI, but that doesn't mean they'll hit anything).
If you're ok with the above situation, then I would suggest adding the following lines to your base .odf:Obviously tweak as you would like.Code: Select all
AITargetPerson = "1" AITargetAnimal = "1" AITargetDroid = "1" AITargetVehicle = "1" AITargetBuilding = "1"
But anyway, thanks for the suggestion on odf lines. I'll see if it does it.
- Maveritchell
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Re: Getting AI to use Guided Missiles
Didn't know that; carry on, then.Skyhammer_216 wrote:I'm not sure they don't try to not ram stuff. They have the line 'GuidedMissile = 1'
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Syth
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Re: Getting AI to use Guided Missiles
I dont think the AI have the programming to correctly fly missiles. The only way i can think to incorporate that is if you could LUA code the specific AI unit that fires the remote missile, to have the AI goal to follow enemy units.
