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soldierman

AI Not Firing At Vehicle

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I have made a trench that is a vehicle with a FFV slot for a player. I am having trouble with AI not firing at the player inside the trench; they seem to spot it fine but wont engage with any weapon (even AT).

 

My thinking is its probably some config value that i am missing. I have a fire geometry LOD with the cargo proxy in it in order for the player to be shot. Here is the config: 

 

class 16aa_Object_Trench_Dugin_Base: Car_F {
        class Sounds{};
        side = 1;
        hasDriver = 0;
        transportSoldier = 1;
        destrType = "DestructNo";
        editorCategory = "16aa_Eden_Category";
        editorSubcategory = "16aa_Eden_Subcategory_Object_Trenches";
        threat[] = {0.7, 1, 0.3};
        cost = 1;
        ace_dragging_canDrag = 0;
        ace_dragging_dragDirection = 0;
        ace_dragging_canCarry = 0;
        class CargoTurret;
        class Turrets: Turrets {
            class CargoTurret_01: CargoTurret {
                gunnerAction = "passenger_flatground_4_vehicle_passenger_stand_1";
                gunnerName = "Trench ";
                memoryPointsGetInGunner = "pos cargo";
                memoryPointsGetInGunnerDir = "pos cargo dir";
                proxyIndex = 1;
                forceHideGunner = 1;
                canHideGunner = 1;
                isPersonTurret = 1;
                LODTurnedIn = -1;
                LODTurnedOut = -1;
                outGunnerMayFire = 1;
                inGunnerMayFire = 1;
                allowLauncherIn = 0;
                allowLauncherOut = 1;
           };
       };
    };
    class 16aa_Object_Trench_Dugin_Large: 16aa_Object_Trench_Dugin_Base {
        scope = 2;
        scopeCurator = 2;
        author = ECSTRING(common,LSR);
        displayName = "Trench Large (FFV)";
        model = QPATHTOF(16aa_trench_dugin_large.p3d);
        armor = 10000;
    };

Thanks for any help in advance 

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i dont think AI attempt to fire at turned in crew (no matter if visible or not). When it's also turned out and no bueno then i have no better answer. Maybe check the baseclasses for the parameter that defines if crew is vulnerable or not. I can't remember the exact parameter name. But iirc car baseclass should have this defined as "yes" already.

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