ai view range in the odf? [Solved]

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TGB
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ai view range in the odf? [Solved]

Post by TGB »

im in the process of making ultra large maps and would like to know if there is an alternate way to the lua commands to increase / decrease the view range of ai units, specifically in their respective odf files because certain units should be able to see over longer distances.
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Re: ai view range in the odf?

Post by CT-26-6958_Hevy »

Maybe these two lines?

Code: Select all

ScanningRange           = 100.0
TransmitRange           = 300.0
But I'm not sure
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Re: ai view range in the odf?

Post by DarthD.U.C.K. »

try these lines

Code: Select all

MinRange            = "8"
OptimalRange        = "64"
MaxRange            = "128""
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Re: ai view range in the odf?

Post by Eggman »

To expand a bit on what was posted:
DarthD.U.C.K. wrote:try these lines

Code: Select all

MinRange            = "8"
OptimalRange        = "64"
MaxRange            = "128""
These are what you want. The value that you're probably most concerned with is OptimalRange - this value controls how close a unit must be before an AI unit tries to attack it. Once the AI unit has "seen" the unit it is attacking, MinRange and MaxRange come into effect. MinRange controls how close a unit can get before the AI will stop attacking it with its current weapon and switch to a different weapon (for example, a sniper will switch to its pistol when the MinRange of the sniper rifle is reached). MaxRange controls how far away a unit can get before the AI stops attacking it with its current weapon (either switching to a different weapon, say from a pistol to a sniper rifle, or disengaging entirely).
CT-26-6958_Hevy wrote:Maybe these two lines?

Code: Select all

ScanningRange           = 100.0
TransmitRange           = 300.0
But I'm not sure
These show up in the .odfs for certain units (check out the .odfs for officer units, specifically), and they are related to the appearance of enemies on the radar screen (the values being the radius from the unit in question). These values don't have anything to do with how far the AI can "see" in terms of attacking, so they can be ignored unless you want to play around with the appearance of units on the radar.
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Re: ai view range in the odf?

Post by THEWULFMAN »

Eggman wrote:
Hidden/Spoiler:
To expand a bit on what was posted:

[quote="DarthD.U.C.K."]try these lines
[code]
MinRange = "8"
OptimalRange = "64"
MaxRange = "128""
[/code]
These are what you want. The value that you're probably most concerned with is OptimalRange - this value controls how close a unit must be before an AI unit tries to attack it. Once the AI unit has "seen" the unit it is attacking, MinRange and MaxRange come into effect. MinRange controls how close a unit can get before the AI will stop attacking it with its current weapon and switch to a different weapon (for example, a sniper will switch to its pistol when the MinRange of the sniper rifle is reached). MaxRange controls how far away a unit can get before the AI stops attacking it with its current weapon (either switching to a different weapon, say from a pistol to a sniper rifle, or disengaging entirely).
CT-26-6958_Hevy wrote:Maybe these two lines?

Code: Select all

ScanningRange           = 100.0
TransmitRange           = 300.0
But I'm not sure
These show up in the .odfs for certain units (check out the .odfs for officer units, specifically), and they are related to the appearance of enemies on the radar screen (the values being the radius from the unit in question). These values don't have anything to do with how far the AI can "see" in terms of attacking, so they can be ignored unless you want to play around with the appearance of units on the radar.[/hide][/quote]

Thanks eggman, i wondered what the transmit/scan thing was, good to know
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Re: ai view range in the odf?

Post by TGB »

thanks i always wondered what optimalrange did :D
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