typer 0 Posted November 2, 2005 Hi there, I love the russian choppers and would like to create missions where you pilot them. But there is a heavy bug which doesn't make sense. Have someone already noticed that simple tanks like Abrams, M60, T55 or M113 don't shoot at helicopters? These applies to most unofficial tanks to like the T55 of RHS. or CBT M113. Only Bradley Vulcan and all AAA shoot at me which is really boring. I've made a lot of testing and found out that this tanks would just fire on AH1 and choppers derived from it like the amazing AH1 from VIT (Great chopper! My favotite on west side). No one wants to fire on the east choppers like the Hind, the amazing choppers from DKM, VIT and so on. Which seems for me to be a bug in BIS programming of the base chopper classes. Being a Tank commander I can command my gunner to target any choppers and open the fire, why is the AI not able to do so by its own?(using resistance 1.96) I tried scripting with commadtarget/dotarget helicopters, this works well, but dofire, commmadfire, fire doesn't work at all, these AI-idiots just keep on tracking without doing anything, even if attacked, they don't even try to do sth. Does anyone has a nice solution for this problem? I have read in a forum to use invisble targets which are at same coordinates like my chopper´and to script firing on theses, but I was not able to find these "targets" Please assist! (or dear BIS please check your coding, and enable me to have more years of fun playing OFP) Best regards Share this post Link to post Share on other sites
cleanrock 0 Posted November 2, 2005 this is due to an unknown/hidden feature of accuracy ... if u set accuracy high (e.g. 1000) on a heli all tanks will use there machine guns only the BIS UH60MG are shot at by machine guns since its accuracy is 1000 i dare say BIS themselves dont even know about the effect of accuracy on AI using their weapons, check Sumas posts in this topic Share this post Link to post Share on other sites
typer 0 Posted November 2, 2005 Hi interesting hint, is there a way to get rid of the problem by scripting? I do not want to modify all the units which "misbehave". Me as tank commander, I can command fire to gunner and he obeys me, what to do make the same behaviour in scripts? Best regards Share this post Link to post Share on other sites
sanctuary 19 Posted November 2, 2005 Other than editing the config settings, a possible solution can be to "attach" by script one of the invisible target addons to the choppers. link to the ITMS addon Share this post Link to post Share on other sites
typer 0 Posted November 7, 2005 So I tried invisible targets, but somehow the results are not satisfing. Dofire, commandire on a invisible infantry target attached to my hind doesn't work. Here's my Attach.sqs: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> goto "init" #loop _pos = getpos _unit _faketarget setpos [_pos select 0, _pos select 1, (_pos select 2) +3] _faketarget setdammage 0 ? alive _unit : goto "loop" _faketarget setdamage 0 ;deletevehicle _faketarget exit #init _unit = _this select 0 _faketarget = _this select 1 goto "loop" My Best result was using dowatch the invisible target and fire command in a loop. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> goto "init" #loop1 _tank dowatch _target _dist = _target distance _tank ? _range > _dist AND _dist > 50 : _tank fire "MachineGun12_7" _target setdammage 0 ? alive _target : goto "loop1" exit #init _target = _this select 0 _tank = _this select 1 _range = _this select 2 goto "loop1" Unfortunately this isn't the same as targeting, so he doesn't hit me when I am not moving very slow. Additional an abrams is able to ged rid of his whole Machingun ammo within a short time Maybe I add additional check if my speed is below lets say 80, to save abrams ammo. I tried to use trigonometric functions(sin cos) to place the target in front of me, but the abrams didn't shoot me either. Additional the height is calculated above ground, not sea level, therefore when flying above terrain the target was jumping (relative in front of me) If you have better ideas, please let me know! PS: There are some addons which are not screwed up (regarding this issue) Ash's Real MBT do fire on all enemy choppers... Evgeni's new KA52 is attacked by all enemy tanks by their machinegun... Share this post Link to post Share on other sites
.kju 3244 Posted November 7, 2005 well as cleanrock wrote, you need the set the accuracy value = changing the config / the unit. Share this post Link to post Share on other sites
[aps]gnat 28 Posted November 8, 2005 in the config.cpp the Armor= value effects if AI shoot targets. If the Armour is too high (Im yet to calc the cut-off) then AI won't attack. If the Armour= needs to be high (ie Ships) but you want stuff to shoot at it, lower the Armor= value BUT increase the Armorstructural= value. Share this post Link to post Share on other sites
typer 0 Posted November 11, 2005 That's really sad! making missions i have to modify some addons, distributing the missions i habe to distribute my own addons tooo, really poor! Share this post Link to post Share on other sites
.kju 3244 Posted November 11, 2005 you might wanna try the wargames mod you will have a lot of fun flying a chopper there Share this post Link to post Share on other sites