[aps]gnat 28 Posted September 18, 2005 I've noticed that sometimes an aircraft addon will not be attacked by Shirkas, but will be attached by missile launchers, tracked or man carried. The planes (B52) THREAT is 1,1,1 so it should be "dangerous" (if I understand Threat correctly). What determines if an Addon will be attached by another addon? Is it the targets addon COST ? And to what level does THREAT{} effect the "will I or wont I" attack ? And if its COST, is it simply If my cost greater than its cost, I will attack ? Cant be that simple I guess otherwise tanks wouldnt attack infantry. Share this post Link to post Share on other sites
.kju 3245 Posted September 18, 2005 Well i dont know exactly too. I think cost values are also in the game, yet its mostly about the accuracy value ! check this thread http://www.flashpoint1985.com/cgi-bin....cy;st=0 Share this post Link to post Share on other sites
sander 14 Posted October 7, 2005 Hi, The cost of the ammunition type is one of the factors determining whether the AI will fire or not, expensive (higher cost) munition is not expended as eagerly as low cost ammunition. In addition, there is a relation between the effectiveness (damage done by hit and indirect hit) of the ammunition type and the armour values of the target. If the ammunition does not do enough damage on a target, the AI will not use it to engage a target. Regards, Sander Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 7, 2005 Arhhhhhhhh ....... thanks sander. Yeh .... I'm having trouble getting (modern) ships to engage each other, mainly because they are so expensive but the ship guns can't (shouldnt) be "super-cannons" ! Share this post Link to post Share on other sites
sander 14 Posted October 7, 2005 Hi, About the influence of the cost of a unit (soldier, vehicle, object etc), I am not sure whether this is a significant factor in AI behaviour when it comes to decide to fire at a target or not. It appears that the cost determines the AI targeting priority, the sequence in which they will engage different enemy targets. Higher cost infantry units at least draw more AI fire than lower cost units, BIS officers and machinegunners for instance are prioritised by AI over riflemen. The decision to fire or not appears to be more closely related primarily to the hit/indirect hit values of the ammunition and the armour value of the target. Increasing the damage done by a projectile or decreasing the armour value of a target can result in an AI unit opening fire. Accuracy appears just to be related to AI ability to distinguish a target with precision (distinguishing it first as the generic vehicle, than more specific as a tank and finally as an Abrams for instance). Could you perhaps post the config cpp entries for the armour of the target vessel and the hit/indirect hit damage values of the weapon used to target the vessel? Regards, Sander BTW Your B52 addon is a lot of fun, good job! Share this post Link to post Share on other sites
[aps]gnat 28 Posted October 7, 2005 Ok, that probably makes more sence. Anyway, I havent done any more experimenting as yet (been too busy adding CIWS turrets ), but heres my current; AMMO Quote[/b] ]class CfgAmmo{ class Default {}; class BulletSingle : Default {}; class ExplosiveBullet: BulletSingle {}; class 127mmHE: ExplosiveBullet { hit=150; indirectHit=85; indirectHitRange=25; airLock=true; minRange=90; minRangeProbab=0.900000; midRange=550; midRangeProbab=0.950000; maxRange=1600; maxRangeProbab=0.400000; model="granat"; soundHit[]={"\GNT_Frigates\wav\Explosion.wav",31.622778,1}; // soundHit[]={Explosions\expl1,db40,1}; cost=150; //250 tracerColor[]={0.8,0.2,0.1,1}; }; WEAPON Quote[/b] ]class CfgWeapons{ class Default {}; class Shell73: Default{}; class Shell105: Shell73{}; class 127mmHE : Shell105 { scopeWeapon = private; scopeMagazine = public; primary = false; shotFromTurret = true; sound[]={"\GNT_Frigates\wav\fcan.wav",3.162278,1}; soundContinuous=0; displayName ="127mm HE"; displayNameMagazine ="127mm HE"; shortNameMagazine ="127mm HE"; airLock=true; nameSound="shell"; ammo=127mmHE; count=152; burst=0; multiplier=1; reloadTime=0.65; autoFire = true; initSpeed=750; aiRateOfFire=0.3; aiRateOfFireDistance=3000; aiDispersionCoefX=5; dispersion=0.005; ffMagnitude=0.500000; ffFrequency=11; ffCount=0; flashSize=1.2; maxLeadSpeed=900; optics = 1; }; And typical ship; Quote[/b] ] class GNTFrig2: FrigW { vehicleClass="Armored"; scope=public; crew="SoldierWPilot"; side=TWest; displayName="Frigate 1"; model="\GNT_Frigates\GNTFrig1.p3d"; accuracy=0.50; type=VArmor; armorHull=1; armorTurret=0.800000; armorGun=0.600000; armorEngine=0.800000; armorLights=0.400000; armorTracks=0.600000; simulation=ship; weapons[]={127mmHE}; magazines[]={127mmHE,127mmHE}; hasDriver=1; hasGunner=1; driverisCommander=1; gunnerAction="ManActHRLGunner"; // gunnerOpticsModel="optika_zsu_gunner"; gunnerCanSee="1+16 +4+8"; maxSpeed=50; fuelCapacity=10000; transportSoldier = 3; class TransportMagazines {}; transportAmmo = 10000; transportVehiclesCount = 0; cost=2000000; armor=4000; threat[]={0.98,0.98,0.98}; Problem is I dont want to lower the Armor value because a very large ship is too easy to kill .... Share this post Link to post Share on other sites
sander 14 Posted October 8, 2005 Hi, Thanks for posting the config, I'll try to change values to make AI fire at the ship, no guarantee of any success though. Regards, Sander Share this post Link to post Share on other sites
cleanrock 0 Posted October 21, 2005 In my opinion the cost system is flawed regarding AI ammo usage: The irLock=true on LAW/RPG/CG/AT4 is just a work around for the flawed cost system, these weapons should not require a "hot" target, they should be used by AI on all enemy ground targets of high enough value, e.g. a "cold" enemy structure. I have been trying to get AI to use modified (irLock = false) LAW/RPG/CG/AT4. AI use em as well as before on tanks .. the problem is that it is impossible to make AI NOT use em on infantry since the low armor of the target (infantry) make the cost of the target uninteresting in the current cost system. If the cost of the target would affect the use of ammo by AI in a more proper way much better AI behaviour could be accomplished. Here is how i would like to see how AI ammo usage should depend on cost, damage and armor: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (costTarget/costAmmo > armorTarget/damageAmmo) then { ammo worth using on target } This would make it possible to make AI avoid wasting strong/expensive ammo on weak/cheap targets, e.g. sabots/RPG on infantry. I hope BIS will fix this flaw for ArmA. Share this post Link to post Share on other sites