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AI use turrets

Posted: Mon Jun 02, 2014 1:47 pm
by nobody3
How to make AI use sniper's auto turrets? Maybe throw them at enemies like grenades would work too but I don't know how to do this.

Also, engineer AI use health&ammo packs when they're near friendly units who need ammo/health. Is there any ODF line that I could make engineer AI throw the health pack when they themselves need them? Thanks for any idea

Re: AI use turrets

Posted: Mon Jun 02, 2014 2:06 pm
by Marth8880
nobody3 wrote:How to make AI use sniper's auto turrets? Maybe throw them at enemies like grenades would work too but I don't know how to do this.
The AI in my mod practically abuse their auto-turrets. (And I love them for it. :lol: ) Try using these parameters for the dispenser:

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"

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"
Obviously you'll want to change the various sound, HUDTag and OrdnanceName parameters.

If that doesn't help, try making the dispenser the unit's first secondary weapon.

You might also try putting this in the dispenser ODF as well:

Code: Select all

AITargetEnemy        = "1"

AITargetPerson        = "1"
AITargetDroid         = "1"
AITargetAnimal		  = "1"
AITargetVehicle       = "1"
AITargetBuilding      = "1"

MinRange            = "0"
OptimalRange        = "24"
MaxRange            = "72"
nobody3 wrote:Is there any ODF line that I could make engineer AI throw the health pack when they themselves need them? Thanks for any idea
They already do this.