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Force AI to use grenades extensively

Posted: Thu Nov 11, 2010 2:18 pm
by Dymon
Hi there.
I was working on some little snow ball fight mod using modified ewok rocks as snow balls. As i got trouble with the animations having only grenades and no real weapons i added a nearly useless arccaster without any damage. and this is what the AI units are using. Is there a way to make them throw their grenades the most of the time instead of firing their primary weapons?
Thanks in advance.

Re: Force AI to use grenades extensively

Posted: Thu Nov 11, 2010 2:29 pm
by THEWULFMAN

Code: Select all

BarrageMin = "90"
BarrageMax = "100"
BarrageDelay = "1"
try adding this to your weapons odf

Re: Force AI to use grenades extensively

Posted: Thu Nov 11, 2010 2:33 pm
by DarthD.U.C.K.
you should probably additionally give the arccaster an extremly small barrage

Re: Force AI to use grenades extensively

Posted: Thu Nov 11, 2010 6:21 pm
by Fiodis
Why not just make the grenade the primary weapon?

Re: Force AI to use grenades extensively

Posted: Fri Nov 12, 2010 11:10 am
by Dymon
because this is causing a ctd
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\DisplaySoldier.cpp(349)
DisplaySoldier 'imp_inf_rifleman' failed to find animmap human_
And adding the barrage-things to the odf's didnt seem to change a lot. instead of continueing firing balls for a while after starting, but most time they just walk around and fire some single arccaster shots

Re: Force AI to use grenades extensively

Posted: Fri Nov 12, 2010 8:45 pm
by Fiodis
Odd, I added a grenade as a primary weapon before and it worked just fine. I suggest you look into that rather than making some "dummy" weapon.

Re: Force AI to use grenades extensively

Posted: Tue Nov 16, 2010 11:16 am
by Bob
try this:
add
Hidden/Spoiler:
AITargetPerson = "1"
AITargetAnimal = "1"
AITargetDroid = "1"
AITargetVehicle = "1"
AITargetBuilding = "1"
to the snowball weapon odf and
Hidden/Spoiler:
AITargetPerson = "0"
AITargetAnimal = "0"
AITargetDroid = "0"
AITargetVehicle = "0"
AITargetBuilding = "0"
to your arccaster weapon odf