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Josh Jonson

Enable ai with small arms/ mg turrets to shoot at this vehicle

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This is a pretty simple goal to accomplish (i think so anyway), i'm trying to experiment with a vehicle addon i have by making it vulnerable to small arms fire but makes up by having more hp. However i'm not very clear with the terminology of these variables as i thought armor is both the amount of hp as well as the value affecting how much damage is calculated after being hit, its also the percentage of hp allocated to a specific component like the gun or engine. 

So what values should i be focusing on tweaking if i want it to be shot at by anything from infantry to anti air guns? Since it's classified as a tank does that have an effect on whether infantry/mg turrets will engage upon spotting it? I'd be vert happy to not screw around with its hitpoints or armor properties too much if there's a way for the ai to shoot it, even it does little to no damage for the sake of 'immersion'. 

Here are the stats from the config.cpp file (i already changed some values). 

armor=4000;
        armorLights=0.40000001;
        armorHull=1;
        armorTurret=1;
        armorGun=1;
        armorEngine=1;
        armorTracks=0.80000002;
        armorStructural=4;
        damageResistance=0.0080000001;
        epeImpulseDamageCoef=18;
        crewVulnerable="false";
        crewExplosionProtection=0.99989998;
        crewcrashprotection=0.0099999998;
        ejectDeadGunner="false";
        ejectDeadDriver="false";
        ejectDeadCommander="false";
        ejectDamageLimit=0.94999999;
        waterPPInVehicle=1;
        maxFordingDepth=6;
        waterResistance=2;
        waterDamageEngine=0.5;
        class HitPoints: HitPoints
        {
            class HitHull: HitHull
            {
                armor=1;
                material=50;
                name="HP_Hull";
                visual="HPV_HULL";
                passThrough=0.51;
                minimalHit=0.1;
                explosionShielding=0.5;
                radius=0.18000001;
            };
            class HitEngine: HitEngine
            {
                armor=1;
                material=-1;
                name="HP_Engine";
                visual="HPV_ALL";
                passThrough=0;
                minimalHit=0.15000001;
                explosionShielding=0.2;
                radius=0.18000001;
            };
            class HitLTrack: HitLTrack
            {
                armor=0.80000002;
                material=51;
                name="HP_LTrack";
                visual="HPV_LTRUCKS";
                passThrough=0.4;
                minimalHit=0.2;
                explosionShielding=0.80000001;
                radius=0.18000001;
            };
            class HitRTrack: HitRTrack
            {
                armor=0.80000002;
                material=51;
                name="HP_RTrack";
                visual="HPV_RTRUCKS";
                passThrough=0.4;
                minimalHit=0.15000001;
                explosionShielding=0.80000001;
                radius=0.18000001;
            };
        };

 

 

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