Scud 0 Posted June 15, 2004 As you can see in pic, when AI attack they come in below tree level which for these fella's is really a major health risk. How do I make them keep it up abit higher? Is it something to do with accuracy? Also nother prob is making them use correct weapons like bombs instead of guns? Which is main reason why I want attack bit higher so they dont blow they're ass off. Share this post Link to post Share on other sites
Footmunch 0 Posted June 15, 2004 Oh Scud, welcome to a _world_ of hurt  All the AI planes will swoop to attack. It's built into the game, and it's hard to convince the AI to do otherwise. If you want to stop them blowing themselves up, the best thing to do is to adjust the sideairfriction on the bomb's in cfgammo. Then, adjust the min/mid/max probabs and ranges so that the bomb is released at around 500 m out. The AI 'knows about' the cost and the explosive power of the weapons it carries. So, it won't put a high powered bomb on a 'jeep' - it will save the bomb for any 'tank' it comes across. Try putting a SCUD launcher in the middle of those trucks - the AI _will_ use bombs then. Looking good, BTW. Share this post Link to post Share on other sites
Scud 0 Posted June 15, 2004 adjust the min/mid/max probabs and ranges oky doky will give that ago Thanx p.s; I have been in the "world of hurt" for a long time now Share this post Link to post Share on other sites
LizardX 0 Posted June 15, 2004 BTW, is it an F-100 in the picture, or what? Share this post Link to post Share on other sites
Scud 0 Posted June 16, 2004 Ok put a scud launcher in and t55 and they still blast 'em with guns so must be something missing in myammo and weapons cfg. The funny thing is the AIM9B is used over guns and that was on the urals. Share this post Link to post Share on other sites
Footmunch 0 Posted June 17, 2004 Scud - Hmm. Is your bomb deriving from LaserGuidedBomb? Try reducing the hit power of the guns, and see if the AI likes the bombs better. Maybe post CfgAmmo and CfgWeapons? And yes, the AI will use AA weapons on ground targets. The only way to stop this that I've found is to set irScanGround to 0 in the plane cfg. That means you have to have separate A2A and A2G versions. Share this post Link to post Share on other sites
Scud 0 Posted June 17, 2004 Quote[/b] ]hit=100;indirectHit=20;indirectHitRange=2; guns are quite low already bombs are from LGB's class and are standard from comcfg just new class name and model. A2A is sep but I haven't got irScanGround = 0; (well I have now) Its funny that the A2A pref the rockets to guns can I derive the bombs from the AA ?? Share this post Link to post Share on other sites
Footmunch 0 Posted June 17, 2004 The bomb launcher (in CfgWeapons) should be derived from HellfireLauncher, in the same way as the AIM-9 launcher is. You could try this - in order for the AI to attack with bombs, it has to recognise the units far enough away that it can set up a good bomb run. Try increasing irScanRangeMax to 5000 or so. PM me the config, if you like, and I'll see if I can spot what's happening. Share this post Link to post Share on other sites
Scud 0 Posted June 17, 2004 My Aim is from AA and bombs are default LGB's I will change and see what happens Quote[/b] ]{ hit=100;indirectHit=20;indirectHitRange=2; minRange=400;minRangeProbab=0.20; midRange=600;midRangeProbab=0.50; maxRange=800;maxRangeProbab=0.05; cost = 10 }; This is guns but they still buzzing abit close. Share this post Link to post Share on other sites
Footmunch 0 Posted June 17, 2004 What's the reload time in CfgWeapons? If the AI can put more 'damage' on the target with the guns rather than the bombs, then it will select the guns: Damage per unit time = 'hit' / 'reloadTime' The AI 'knows' all these numbers, so you have to be a bit careful sometimes. The 100 for the hit is still a little high, IMO. Share this post Link to post Share on other sites
LizardX 0 Posted June 17, 2004 "And yes, the AI will use AA weapons on ground targets. The only way to stop this that I've found is to set irScanGround to 0 in the plane cfg. That means you have to have separate A2A and A2G versions. " Err, Footmunch, what does it really means? What's the effect of "irScanGround=0"? The AI won't attack ground targets? And I can see Scud's F-100 now. Nice. Share this post Link to post Share on other sites
Footmunch 0 Posted June 17, 2004 LizardX - Yep. If irScanGround=0, ground vehicles won't appear on the radar bar for the plane. Since the AI doesn't know about them, it doesn't attack them. Share this post Link to post Share on other sites
LizardX 0 Posted June 17, 2004 Hey thanks, something new for me. Share this post Link to post Share on other sites
Scud 0 Posted June 17, 2004 Ok changed all as above A2A still fires Aim's instead of guns (not a major prob) All bombs reload times are quicker then guns changed to hellfire L. no diff Mav L. no diff then AA now atleast bombs are dropped 3 outa 5 passes. but havent changed guns hit yet. Will do It just standard Bullet30E Share this post Link to post Share on other sites
Trenchfeet 0 Posted June 19, 2004 you could try writing a script that checks when the plane arms a certain weapon (bomb) and then "setflyinheight" to 60? chacks when its fired and resets height to normal or something like that I was going to try this with the p51 im working on but havn't got to it yet Share this post Link to post Share on other sites
Scud 0 Posted June 19, 2004 Its mainly the guns that are the problem, when dropping bombs etc the planes don't swoop so low. The script idea is a good one though, maybe just set a min height ?(getpos _plane select 2) <=25 : (getpos _plane select 2) ==25 or something to that effect edited lol I had ": ("  and it came up as  Share this post Link to post Share on other sites
Scud 0 Posted June 21, 2004 at the mo bombs are dropped 500m pre target. Can't get 'em any closer. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgAmmo { class Default {}; class BulletSingle : Default{}; class Bullet7_6: BulletSingle{}; class Bullet12_7: Bullet7_6 {}; class F10020mm: Bullet12_7 { hit=60;indirectHit=20;indirectHitRange=2; minRange=400;minRangeProbab=0.20; midRange=600;midRangeProbab=0.95; maxRange=1000;maxRangeProbab=0.35; cost = 7 }; class AT3: Default {}; class Hellfire : AT3{}; class CarlGustav : AT3{}; class AA : CarlGustav{}; class LaserGuidedBomb : Default{}; class F100Napalm : LaserGuidedBomb { hit=990;indirectHit=300;indirectHitRange=20; model=\csjf100\F100Napalm; sideAirFriction = 0.3; simulation=shotMissile; thrustTime=0; soundContinuous=0; thrust=0; irLock = true; cost =2000; soundHit[]={Explosions\expl2,db40,1}; minRange=50;minRangeProbab=0.90; midRange=100;midRangeProbab=0.55; maxRange=1000;maxRangeProbab=0.30; maxSpeed=250; simulationStep=0.05; laserLock=false; manualControl=false; maneuvrability=1; maxControlRange=500; // max range for manual control soundFly[]={"\csjf100\bombdrop.wss",db+60,2}; }; class F100cbu24 :LaserGuidedBomb { hit=990;indirectHit=300;indirectHitRange=20; model=\csjf100\F100cbu24; sideAirFriction = 0.4; simulation=shotMissile; thrustTime=0; soundContinuous=0; thrust=0; irLock = true; cost =2000; soundHit[]={Explosions\expl2,db40,1}; minRange=50;minRangeProbab=0.90; midRange=150;midRangeProbab=0.55; maxRange=1000;maxRangeProbab=0.30; maxSpeed=250; simulationStep=0.05; laserLock=false; manualControl=false; maneuvrability=1; maxControlRange=500; // max range for manual control soundFly[]={"\csjf100\bombdrop.wss",db+70,2}; }; class F100Bomb : LaserGuidedBomb { hit=900;indirectHit=200;indirectHitRange=20; model=\csjf100\F100Bomb; sideAirFriction = 0.8; simulation=shotMissile; thrustTime=0; soundContinuous=0; thrust=0; irLock = true; cost =2000; soundHit[]={Explosions\expl2,db40,1}; minRange=50;minRangeProbab=0.90; midRange=200;midRangeProbab=0.55; maxRange=1000;maxRangeProbab=0.30; maxSpeed=250; simulationStep=0.05; laserLock=false; manualControl=false; maneuvrability=1; maxControlRange=500; // max range for manual control soundFly[]={"\csjf100\bombdrop.wss",db+80,2}; }; class F100DropTank : LaserGuidedBomb { hit=1;indirectHit=0;indirectHitRange=0; model=\csjf100\F100DropTank; sideAirFriction = 0.7; irLock = false; cost =300; soundContinuous=0; // soundHit[]={Explosions\expl2,db40,1}; minRange=0;minRangeProbab=0; midRange=0;midRangeProbab=0; maxRange=0;maxRangeProbab=0; maxSpeed=150; simulationStep=0.05; laserLock=false; manualControl=false; maneuvrability=0.0; maxControlRange=500; // max range for manual control }; class F100Aim9B : AA { hit=800;indirectHit=180;indirectHitRange=2.5; minRange=150;minRangeProbab=0.20; midRange=500;midRangeProbab=0.95; maxRange=1000;maxRangeProbab=0.30; model=\csjf100\f100Aim9b; simulation=shotMissile; proxyShape= "\csjf100\F100Aim9B.p3d"; irLock = false; airLock = true; cost=20000; manualControl=false; maxControlRange=1000; maxSpeed=750; thrustTime=3.0; thrust=300; maneuvrability=6.0; soundHit[]={Explosions\explosion_at3,db30,1}; soundFly[]={weapons\rocketflying,db-40,2}; }; }; // ------------------------------------------------------------------------------------------ ----------------- class CfgWeapons { class Default{}; class MGun: Default{}; class MachineGun7_6: MGun{}; class Bullet12_7: MachineGun7_6{}; class F10020mm: Bullet12_7 { //-- displayName = "20mm Guns"; displayNameMagazine = $STR_MN_MG30; shortNameMagazine = $STR_SN_MG30; ammo=Bullet30E; count=800; reloadTime=0.2; initSpeed=1000; sound[]={"\csjf100\f100cannon.wss",db60,1}; flashSize=.5; maxLeadSpeed=450; // max estimated speed km/h optics = true; aiRateOfFireDistance=1000; }; class LAWLauncher: Default {}; class CarlGustavLauncher : LAWLauncher {}; class AT3Launcher: CarlGustavLauncher {}; class HellfireLauncher: AT3Launcher {}; class MaverickLauncher: HellfireLauncher {}; class ZuniLauncher38: AT3Launcher {}; class F100Napalm : HellfireLauncher { scopeWeapon = public; scopeMagazine = public; ammo=F100Napalm; model= "\csjf100\F100Napalm.p3d"; proxyShape= "\csjf100\F100Napalm.p3d"; displayName="Napalm"; displayNameMagazine="F100Napalm"; shortNameMagazine={"F100Napalm"}; magazine= "F100Napalm"; magazines[]= {"F100Napalm"}; count=2; reloadTime=1; aiRateOfFire=5; // delay between shots at given distance aiRateOfFireDistance=1000; // 1000 at shorter distance delay goes lineary to zero sound[]={"\csjf100\f100bombdrop.wss",db+90,1}; reloadSound[]={Weapons\missload,db-70,1}; initSpeed=0; autoFire = false; }; class F100CBU24 : HellfireLauncher { scopeWeapon = public; scopeMagazine = public; ammo=f100cbu24; model= "\csjf100\F100CBU24.p3d"; proxyShape= "\csjf100\F100CBU24.p3d"; displayName="CBU"; displayNameMagazine="F100CBU24"; shortNameMagazine={"F100CBU24"}; magazine= "F100CBU24"; magazines[]= {"F100CBU24"}; count=2; reloadTime=1; aiRateOfFire=5; // delay between shots at given distance aiRateOfFireDistance=1000; // 1000 at shorter distance delay goes lineary to zero sound[]={Weapons\rocket1,db-30,1}; reloadSound[]={Weapons\missload,db-70,1}; initSpeed=0; autoFire = true; }; class F100Bomb :HellfireLauncher { scopeWeapon = public; scopeMagazine = public; ammo=F100Bomb; model= "\csjf100\F100Bomb.p3d"; proxyShape= "\csjf100\F100Bomb.p3d"; displayName="Bombs"; displayNameMagazine="F100Bomb"; shortNameMagazine={"F100Bomb"}; magazine= "F100Bomb"; magazines[]= {"F100Bomb"}; count=8; reloadTime=1; aiRateOfFire=2; // delay between shots at given distance aiRateOfFireDistance=1000; // 1000 at shorter distance delay goes lineary to zero sound[]={"\csjf100\f100bombdrop.wss",db+150,1}; reloadSound[]={Weapons\missload,db-70,1}; initSpeed=0; autoFire = false; }; class F100DropTank : HellfireLauncher { scopeWeapon = public; scopeMagazine = public; ammo=F100DropTank; model= "\csjf100\F100DropTank.p3d"; proxyShape= "\csjf100\F100DropTank.p3d"; displayName="Jettison Fuel Tanks"; displayNameMagazine="F100DropTank"; shortNameMagazine={"F100DropTank"}; magazine= "F100DropTank"; magazines[]= {"F100DropTank"}; count=2; reloadTime=0; aiRateOfFire=0; // delay between shots at given distance aiRateOfFireDistance=0; // 1000 at shorter distance delay goes lineary to zero // sound[]={Weapons\rocket1,db-30,1}; // reloadSound[]={Weapons\missload,db-70,1}; initSpeed=0; autoFire = true; }; class F100Aim9B: MaverickLauncher { ammo=F100Aim9B; displayName="Aim 9b"; displayNameMagazine="F100Aim9B"; shortNameMagazine="f100Aim9b"; count=4; reloadTime=0.5; sound[]={Weapons\Missile,db-60,1}; reloadSound[]={,0,1}; initSpeed=0; }; }; Share this post Link to post Share on other sites
Scud 0 Posted June 22, 2004 Ok now we are getting somewhere. Still not what I want but much closer. Big thanx to Footmunch for throwing a few suggestions at me (none of which sounded like hiss cough) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // Ammo class F100Bomb : Zuni { model=\csjf100\F100Bomb; cost =2000; hit=700;indirectHit=300;indirectHitRange=3; minRange=50;minRangeProbab=0.20; midRange=200;midRangeProbab=0.20; maxRange=1000;maxRangeProbab=0.05; maxSpeed=200; maneuvrability=0.0; maxControlRange=0; // max range for manual control simulation=shotRocket; simulationStep=0.05; soundFly[]={"\csjf100\bombdrop.wss",db+60,2}; soundHit[]={Explosions\expl1,db40,1}; sideAirFriction = 0.1; soundContinuous=false; irLock=false; laserLock=false; initTime=0; thrustTime=.005; thrust=.005; }; //weapons class F100Bomb :HellfireLauncher { scopeWeapon = public; scopeMagazine = public; ammo=F100Bomb; model= "\csjf100\F100Bomb.p3d"; proxyShape= "\csjf100\F100Bomb.p3d"; displayName="Bombs"; displayNameMagazine="F100Bomb"; shortNameMagazine={"F100Bomb"}; magazine= "F100Bomb"; magazines[]= {"F100Bomb"}; count=8; reloadTime=1; aiRateOfFire=2; // delay between shots at given distance aiRateOfFireDistance=550; // 1000 at shorter distance delay goes lineary to zero sound[]={"\csjf100\f100bombdrop.wss",db+150,1}; reloadSound[]={Weapons\missload,db-70,1}; initSpeed=50; autoFire = false; }; Share this post Link to post Share on other sites
Skewballzz 0 Posted June 22, 2004 Remove all the planes ordinance except for what you want him to use in the mission Share this post Link to post Share on other sites
Scud 0 Posted June 24, 2004 No good have gone back orig cpp that 1 was 90% for AI but bloody shocker for player. Share this post Link to post Share on other sites
FW200 0 Posted June 24, 2004 About the accuracy of the bombs.. I had a plane with 500kg bombs (RL) and 500 mass in O2.. AI couldn't hit a thing.. I changed the O2 mass to 50 and the AI could drop the bombs spot on .. maybe fiddle around with that a bit (for anyone still having probs) Share this post Link to post Share on other sites
Scud 0 Posted July 2, 2004 Ok thanks all I think bombs are working as good as I can get them. The problem being a combination of a few things one of hich is I am too fussy. Thanx for help. Share this post Link to post Share on other sites