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Baphomet

Needing help with custom tank variables

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Alright. I've always been really sick of this and now I'm doing something about it. I'm customizing my config.cpp and I want to somehow reduce the visual and aural acuity of armored vehicles.

I'm tired of being effortlessly spotted by a tank as a soldier nearly 600m away and being "sniped" with it's main or coaxial gun. Can anyone give me any tips as to what I need to modify so that tanks arent superhuman in their visual abilities?

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Looking throught the game config, I note the following attributes in class All:

sensitivity=1;

sensitivityEar=0.0075;

Maybe they have something to do with it.

Experiment with them.

Planck

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Alright. I've always been really sick of this and now I'm doing something about it. I'm customizing my config.cpp and I want to somehow reduce the visual and aural acuity of armored vehicles.

I'm tired of being effortlessly spotted by a tank as a soldier nearly 600m away and being "sniped" with it's main or coaxial gun. Can anyone give me any tips as to what I need to modify so that tanks arent superhuman in their visual abilities?

start to think that those tanks are super because they got some special sightning system..

unless you doing a WWII tank you should know that tanks can spot people pretty good, even att 600 meters.. thermal sight is the super..

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Alright. I've always been really sick of this and now I'm doing something about it. I'm customizing my config.cpp and I want to somehow reduce the visual and aural acuity of armored vehicles.

I'm tired of being effortlessly spotted by a tank as a soldier nearly 600m away and being "sniped" with it's main or coaxial gun. Can anyone give me any tips as to what I need to modify so that tanks arent superhuman in their visual abilities?

Hi,

you can use the commented config as a base and look at every "cost value" given there. By introducing a new ranking system for the "cost value", tanks will firefight for example only other tanks and anti-tank crews but no normal soldiers.

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