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#26
Posted 06 December 2007 - 21:51
WeaponTemplate = Simply the used weapon
#27
Posted 08 December 2007 - 15:32
#28
Posted 08 December 2007 - 15:59
#30
Posted 08 December 2007 - 18:41

#32
Posted 11 December 2007 - 09:35

#33
Posted 26 December 2007 - 20:58
#34
Posted 29 December 2007 - 02:39
CodeCat, on 24 Sep 2007, 3:41, said:
I have noticed this problem as well, i even try loading the Ox thinking it was a problem with my coding but it does the same thing. Maybe it is something we should tell EA about and see if they know how to fix it.
#36
Posted 29 December 2007 - 10:09
#37
Posted 29 December 2007 - 10:25
#38
Posted 29 December 2007 - 10:29
Edited by Golan, 29 December 2007 - 10:30.
#39
Posted 29 December 2007 - 10:39
#42
Posted 31 December 2007 - 14:50
i got an APC turning toward the target when it is about to shoot at the target. RotateToTargetWhenAiming="false" doesn't work. Does anyone know how to prevent units from rotating to targets? BTW, units don't rotate to targets if targets are buildings.
What do these parameters mean:
AIUpdate block:
- CanPickDynamicTargets
- SympathyRange
TurretAITargetChooserData block:
- CanAcquireDynamicIfAssignedOutOfRange
#43
Posted 31 December 2007 - 15:15
CanPickDynamicTargets means the unit will pick its own targets when idle.
SympathyRange means in what range an friendly unit must b in order for the unit to defend it. Like say u got a tank under attck and there sime infantry with SR close enuff they should help the tank automatically.
CanAcquireDynamicIfAssignedOutOfRange is like CanPickDynamicTargets but 4 the turret. In TW, turrets can act independentently from the unit they beling to, so u should never have both activated, or they willz act like madz, cause then the unit might pick a dynamictarget while the turret decides for another 1 and its then all screwed up.
#44
Posted 31 December 2007 - 18:36
#45
Posted 31 December 2007 - 18:45
CanPickDynamicTargets -> The unit can dynamicaly chose ("pick") its targets.
CanAcquireDynamicIfAssignedOutOfRange -> If the Target assiged to the turrt by the unit is out of range, the turret can acqire targets dynamiically.
#46
Posted 06 January 2008 - 20:38
My idea on INTERLEAVE_FIRST_AVAILABLE:
imagine we got a tank with 2 weapons (say, a tankgun and an MG). When it fires the tank gun, it starts using the MG. Once the gun is reloaded, it is fired again.
My idea on INTERLEAVE_RANDOM:
we got a tank with 2 weapons. When it fires the gun, it starts using the MG. Once the gun is reloaded, it is not fired again. When the MG stops firing (out of ammo), the gun is fired.
#47
Posted 07 January 2008 - 07:34
#48
Posted 29 January 2008 - 19:43
#49
Posted 10 February 2008 - 04:41
"Ort" said:
i got an APC turning toward the target when it is about to shoot at the target. RotateToTargetWhenAiming="false" doesn't work. Does anyone know how to prevent units from rotating to targets? BTW, units don't rotate to targets if targets are buildings.
Also you have to change
Quote
#50
Posted 10 February 2008 - 10:03
Also, "AcceptableAimDelta" doesn't define how much it can rotate, it defines how much the turret movement can be ignored.
MaxDeflectionAntiClockwise="XXd"
MaxDeflectionClockwise="XXd"
Defines how much a turret can go in both directions (delete it for no limit)
Edited by Master_Chief, 10 February 2008 - 10:48.
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