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AI won't use shield weapon [Solved]
Posted: Tue Apr 13, 2010 2:43 pm
by vampire_lord
Well, I found the T1-B very useful for my upcoming map, but I have one little big problem, the AI never uses its Shield (secondary weapon), I checked the Droideka shield and the Droideka unit to see if there was some kind of parameter to make them activate shields but nothing, anyone here with an answer? you know, it would not be cool to have only human players activate shielding on these kind of situation.
EDIT: Errata, I mean, the AI never uses the shield...
Re: Another question regarding shield (the weapon)
Posted: Tue Apr 13, 2010 3:10 pm
by CressAlbane
Hmm... Perplexing.
I've never heard of anything like this.
Re: Another question regarding shield (the weapon)
Posted: Tue Apr 13, 2010 6:57 pm
by skelltor
i have the same problem with a unit i gave the droideka shield.
Re: Another question regarding shield (the weapon)
Posted: Tue Apr 13, 2010 8:48 pm
by StarkillerMarek
Did you know you could use the MaxShield function in the units odf?
Re: Another question regarding shield (the weapon)
Posted: Tue Apr 13, 2010 9:29 pm
by AQT
The thing with that is a unit would not be able to turn the shield on or off. This is where setting it up as a weapon, or ODF, serves that purpose.
Re: Another question regarding shield (the weapon)
Posted: Tue Apr 13, 2010 11:10 pm
by vampire_lord
Exactly, what makes a droideka (virtually a vehicle) turn on and off shields upon attacking its enemies?
Re: Another question regarding shield (the weapon)
Posted: Wed Apr 14, 2010 4:12 am
by CodaRez
vampire_lord wrote:Exactly, what makes a droideka (virtually a vehicle) turn on and off shields upon attacking its enemies?
Notice that once turned on it never turns them off. The only time a *deka* stops the shield is when it returns to ball mode, or when there are no more hostiles around, which is then swiftly followed by switching to ball mode again anyway.
The other time is when everyone around it depletes its shield. The *deka* only knows how to "on" the shield, characterized by how after a certain time after depletion shields go back up.
You have better luck rigging the vehicle to have auto-shield. (of course make sure it doesn't constantly recharge after full depletion)
Re: AI won't use shield weapon
Posted: Wed Apr 14, 2010 7:20 am
by lucasfart
Maybe try this line:
AITargetVehicle = 1
there are a whole stack of things it can target, try adding that to the weapons odf. Or do those lines only work for vehicles and units?
Re: AI won't use shield weapon
Posted: Thu Apr 15, 2010 11:06 pm
by vampire_lord
OK, I tried the AITargetStuff but nothing, the AI still refuses to use the shield no matter what kind of unit it faces...
Re: AI won't use shield weapon
Posted: Fri Apr 16, 2010 7:24 am
by RED51
You time with this is a waste sadly. That model may have been ripped from another mod without permission, so I suggest you remove it from your map.
Re: AI won't use shield weapon
Posted: Fri Apr 16, 2010 2:26 pm
by vampire_lord
Already done, but the topic is still something to think about, just in case someone makes any similar vehicle or something (i would prefer a T2-B), now my problem is making some AAC-1 missiles to lock on, and nope, lock on stuff doesn't work...
Re: AI won't use shield weapon
Posted: Thu Mar 31, 2011 5:57 am
by AQT
Here is a recently discovered solution to this problem: In the unit's ODF, set:
And the AI will use the shield weapon. I found this out by accident; THEWULFMAN suggested perhaps because the HealthType of the unit that activated the weapon was
droid, and that seems to be very reasonable.
EDIT
It seems the ability for a unit to use a shield weapon is hardcoded to the CIS team, as with shooting dead bodies is hardcoded to the ALL team.