Jump to content
Sign in to follow this  
[aps]gnat

Threat levels and Cost = Target ?

Recommended Posts

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

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

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

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

Ok, that probably makes more sence.

Anyway, I havent done any more experimenting as yet (been too busy adding CIWS turrets smile_o.gif ), 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

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

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

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×