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Hitcher

ai doesn 't fire on my ufo

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i have made a ufo and AI doesn't want to fire on him, i'm not sure of it but my vehicle is a big same as a LST and if you know LST have the same problem, it ' s not attacked by AI.

is it cause of scale of ship or something?

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i rescaled my vehicle and nothing has changed , i need help.

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Try to add (or if it already exist, modify) this string to your cpp:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">cost=1000

this value determines how much of a threat you are to the AI over other units around you, ie setting cost to 1 will make you the least targeted, setting it to 999999 will make you the most targeted unit around.

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Quote[/b] ] cost=10000000

That s my original value. sad_o.gif

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Guest RKSL-Rock

Post your config file and i'll take a look

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The LST likely doesnt get attacked because of its high Armour value.

Same may apply to your UFO, lower the value and retest.

If you want it to be well armoured then increase the ARMORSTRUCTURE value from say 1 to 3 and then divide your ARMOR value by 3. You get the same result, but more things will now fire at you.

(sorry, can't remember how BIS spelt Armour, I'll away from home)

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ok that 's my config but i think if my model is more large than a value AI doesn't fire anymore,i tested a lot of time with different size.

I tried with armor very weak too.

here s my config:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

class CfgPatches

{

class vais3

{

units[] = {vais3};

weapons[] = {oxw2};

requiredVersion = 1.90;

};

};

class CfgModels

{

       class Default {};

       class Air: Default {};

       class vais3:Air

{

sectionsInherit="Vehicle";

sections[]={"zasleh"};

};

      class Weapon: default {};

};

class CfgAmmo

{

class default {};

class BulletSingle: default {};

class ExplosiveBullet: BulletSingle {};

class AT3: Default {};

class Hellfire: AT3 {};

class Zuni: Hellfire {};

class CarlGustav: AT3 {};

class AA : CarlGustav {};

class Bullet30: ExplosiveBullet {};

class Bullet30W: Bullet30 {};

class oxb2:Bullet30W

{

cost=10;

hit=220;indirectHit=80;indirectHitRange=8;

minRange=20;minRangeProbab=0.20;

midRange=500;midRangeProbab=0.5;

maxRange=2000;maxRangeProbab=0.05;

};

};

class CfgWeapons

{

class Default {};

class MGun: Default {};

class Riffle: MGun {};

class LAWLauncher: Default {};

class CarlGustavLauncher: LAWLauncher {};

class AT3Launcher: CarlGustavLauncher {};

class HellfireLauncher: AT3Launcher {};

class ZuniLauncher38 : AT3Launcher {};

class MachineGun7_6: MGun {};

class MachineGun30: MachineGun7_6 {};

class oxw2: MachineGun30

{

displayName="anihilator";

displayNameMagazine="oxw2";

shortNameMagazine="oxw2";

ammo="oxb2";

count=10000;

reloadTime=0.07;

initSpeed=980;

soundContinuous=0;

flashSize=1.000000;

maxLeadSpeed=450;

optics=1;

autoFire=1;

aiRateOfFire=0.500000;

aiRateOfFireDistance=1000;

sound[]={"\vais3\sons\gunner.wav",db30,1};

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Air: AllVehicles {};

class Land:AllVehicles{};

class Helicopter: Air {};

class vais3: Helicopter

{

scope=public;

side=2;

    vehicleclass="Space vehicles";

    crew =et;

    displayName="KY77";

maneuvrability=60.0;

    maxSpeed = 700;

    accuracy=0.5;

    armor=100;

   

transportSoldier=5;

hasoptics=1;

driverOpticsModel = "optika_empty";

icon="\vais\mag.paa";

    picture="\vais3\vai.paa";

    cost=10000000

    model="\vais3\vais3.p3d";

    hasGunner=1;

driverAction = ManActuh60Pilot;

gunnerAction = ManActuh60gunner;

     

soundEngine[]={"\vais3\sons\xlbn25.wav",db+30,1};

soundEnviron[]={"\vais3\sons\xlbn25.wav",db+30,1};

    weapons[]={oxw2};

    magazines[]={oxw2};

       

fov=0.5;

type=2

threat[]={0.8,0.9,1};

extCameraPosition[]={0.01,5,-60};

class Turret

{

gunAxis="osa hlavne";

turretAxis="osa veze";

body="OtocVez";

gun="OtocHlaven";

soundServo[]={"",0.05,1};

gunBeg="usti hlavne";

gunEnd="konec hlavne";

minElev=-25;

maxElev=30;

minTurn=-100;

maxTurn=100;

};

};

};

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How big is it Hitcher?

I have ships at 200 meters long that AI still attack it.

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is it an helicopter class? i think if LST is not attacked by AI it 's cause of size and not armor. armor LST is only 1000.

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