-IT-Q- 0 Posted July 2, 2005 1. which config values determines whether an ai unit does switch to pistol or sticks to its main riffle (i think the value must be related to the distance between the ai and its opponent) ? 2. which config values determines whether an ai does use their grenade ammo (like m16grenadelauncher) ? what is it based on - distance, the value/threat of the opponent ? 3. which config values determines whether a ai manned shilka or vulcan fires on air units depending of a unit type or not ? 4. which config values determines which weapon a ai manned tank does use - like a m2a2 (ai) doesnt use tow weapon much, but preferes his at-mg gun ? 5. "shooting one of the new buildings makes the building flip 90 degrees!" - whats the reason for that ? http://intrain.compositiv.com/download/wgl/5.0/june11/02/10.jpg http://intrain.compositiv.com/download/wgl/5.0/june11/02/11.jpg 6. possibily a really hard one at the end  "remove score list (default "p")" Quote[/b] ]what do i mean: plz make the score list removeable via a global var or sth (dontremove it completely, but do make an option for it). hopefully its technically possible. http://intrain.compositiv.com/download/wgl/5.0/june11/02/19.jpg thanks for any suggestion guys ! this will help us a lot  Share this post Link to post Share on other sites
DBR_ONIX 0 Posted July 3, 2005 @ July 02 2005' date='22:24)']1. which config values determines whether an ai unit does switch to pistol or sticks to its main riffle (i think the value must be related to the distance between the ai and its opponent) ?2. which config values determines whether an ai does use their grenade ammo (like m16grenadelauncher) ? what is it based on - distance, the value/threat of the opponent ? 3. which config values determines whether a ai manned shilka or vulcan fires on air units depending of a unit type or not ? 4. which config values determines which weapon a ai manned tank does use - like a m2a2 (ai) doesnt use tow weapon much, but preferes his at-mg gun ? 5. "shooting one of the new buildings makes the building flip 90 degrees!" - whats the reason for that ? http://intrain.compositiv.com/download/wgl/5.0/june11/02/10.jpg http://intrain.compositiv.com/download/wgl/5.0/june11/02/11.jpg 6. possibily a really hard one at the end "remove score list (default "p")" Quote[/b] ]what do i mean: plz make the score list removeable via a global var or sth (dontremove it completely, but do make an option for it). hopefully its technically possible. http://intrain.compositiv.com/download/wgl/5.0/june11/02/19.jpg thanks for any suggestion guys ! this will help us a lot 1, the min/max range for the rifle I think 2 Not sure, maybe if theres a group of enemys? (The AI seem to throw nades if you line up a group of enemys) 3, something like threat={0,1,0.5} (Can't remeber exactly, but basicly that will ignore ground soldiers, prioritze air, and if theres no air units, attack armoured. May not be in that order, check other addon configs, or the commented configs) 4, How strong the enemy is I guess. That explains why it doesn't use the main-gun against a single soldier. And doesn't use the MG againt at enemy main-tank 5, is because the armour on the building is too low, when you desroy a wall, it falls to ground (90*) you can put destrType=man to stop it crumpling or falling over (Check spelling on destrType) 6, you mean removing the I button that when you press it, shows your number of kills etc? I suppose it's defined in the config.bin or something, and you could remove it completely, but I dont think you can use a global varible to allow the showing/hiding of it Not totaly sure how accurate some of that is, but most of it should be right - Ben Share this post Link to post Share on other sites
-IT-Q- 0 Posted July 11, 2005 damn i missed your response until today thanks a lot DBR_ONIX ! Share this post Link to post Share on other sites
cain2001 0 Posted July 11, 2005 Hey Q, Script so that evertime a players presses I it will come up a Black screen., Ofcouse they would change the Show score key but it shoudl work for the newbies Share this post Link to post Share on other sites
.kju 3244 Posted September 25, 2005 to add some info for the search: 3. its about accuracy mainly - other things should be involved too, yet accuracy is the way to go - search for other topics about this. 4.minRange="x"; midRange="x"; maxRange="x"; + damage to (reload + frequency of shooting) percentage (damage per time) maybe also cost values involved. Share this post Link to post Share on other sites