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Improving AI Gunnery

Posted: Tue Feb 23, 2010 11:31 pm
by wishihadaname
I've set up my space battle but it seems that both the droid and the clone guns are retarded. The ships can't hit the broad side of well... a ship.... The only time I see them hit each other is during broadside attacks and even then its not a barage but just a few shots so i'm kind of lost as to what to do... Is there a way to improve how accurate the auto turrets are?

Re: Improving AI Gunnery

Posted: Tue Feb 23, 2010 11:40 pm
by Fiodis
As always, ODF parameters are you friend. The line you're looking for is AIBubble or something like that. I forget the actual thing, butlook aroudn the stock documents, specifically the sniper odfs. The weapon odfs, that is.

Re: Improving AI Gunnery

Posted: Wed Feb 24, 2010 1:20 am
by myers73
AIUseBubbleCircle = "1" -- this is either 1 or 0
AIBubbleSizeMultiplier = "0.5" -- the smaller the number the more accurate so 0.1 they never miss and 2.0 and they almost never hit. (1.0 is normal)

Re: Improving AI Gunnery

Posted: Fri Feb 26, 2010 9:42 pm
by TGB
heres the rep autoturret odf from my realism mod (this autoturret is quite lethal compared wit stock ones):
Hidden/Spoiler:
[WeaponClass]
ClassLabel = "launcher"

[Properties]

IconTexture = "IMP_blasterrifle_icon"
ModeTexture = "HUD_weap_fullauto"
ReticuleTexture = "reticule_rifle"

MuzzleFlash = "med_muzzle_flash"
Discharge = "med_smoke_effect"

RoundsPerClip = "0"

HeatPerShot = "0.015"
HeatRecoverRate = "0.5"
HeatThreshold = "0.02"

MinRange = "200"
OptimalRange = "1600"
MaxRange = "2000"


BarrageMin = "2"
BarrageMax = "4"
BarrageDelay = "0.5"

AIBubbleScaleDistDivider = "100"
AIBubbleScaleClamp = "3.0"
AIBubbleSizeMultiplier = "0.2"


WEAPONSECTION = 1
FireSound = "com_weap_turret_fire_big"
//ReloadSound = "cannonreload"
//ChangeModeSound = "com_weap_inf_launcher_modechange"
//FireEmptySound = "com_weap_inf_weapon_empty"

OrdnanceName = "rep_weap_moncal_roundturret_ord"

RecoilLengthLight = "0.1"
RecoilStrengthLight = "1"

RecoilLengthHeavy = "0.05"
RecoilStrengthHeavy = "1"

ShotDelay = "1.0"

LockOnRange = "0.0"
LockTime = "0.1"
MinSpread = "0.0"
MaxSpread = "0.2"
AutoAimSize = "2.0"


TargetEnemy = "1"
TargetNeutral = "1"
TargetFriendly = "0"

TargetPerson = "0"
TargetAnimal = "0"
TargetDroid = "0"
TargetVehicle = "1"
TargetBuilding = "1"

SalvoCount = "4"
SalvoDelay = "0.25 0.5"

AITargetPerson = "0"
AITargetAnimal = "0"
AITargetDroid = "0"
AITargetVehicle = "1"
AITargetBuilding = "0"

FoleyFXGroup = "metal_foley"
The text in red is for accuracy
The text in blue is for how annoying you want to make it


AIBubbleScaleDistDivider = "100" ; this controls how much accuracy is lost over certain distances(something to do with min/optimal/max range?)