Hitcher 0 Posted July 29, 2006 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? Share this post Link to post Share on other sites
Hitcher 0 Posted July 29, 2006 i rescaled my vehicle and nothing has changed , i need help. Share this post Link to post Share on other sites
Linker Split 0 Posted July 29, 2006 In what class is your UFO configured? Share this post Link to post Share on other sites
Hitcher 0 Posted July 29, 2006 it's a class helicopter Share this post Link to post Share on other sites
Linker Split 0 Posted July 29, 2006 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. Share this post Link to post Share on other sites
Hitcher 0 Posted July 29, 2006 Quote[/b] ] cost=10000000 That s my original value. Share this post Link to post Share on other sites
Guest RKSL-Rock Posted July 31, 2006 Post your config file and i'll take a look Share this post Link to post Share on other sites
[aps]gnat 28 Posted July 31, 2006 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) Share this post Link to post Share on other sites
Hitcher 0 Posted July 31, 2006 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 { Â Â Â Â class Default {}; Â Â Â Â class Air: Default {}; Â Â Â Â class vais3:Air { sectionsInherit="Vehicle"; sections[]={"zasleh"}; }; Â Â Â 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; Â Â vehicleclass="Space vehicles"; Â Â crew =et; Â Â displayName="KY77"; maneuvrability=60.0; Â Â maxSpeed = 700; Â Â accuracy=0.5; Â Â armor=100; Â Â transportSoldier=5; hasoptics=1; driverOpticsModel = "optika_empty"; icon="\vais\mag.paa"; Â Â picture="\vais3\vai.paa"; Â Â cost=10000000 Â Â model="\vais3\vais3.p3d"; Â Â hasGunner=1; driverAction = ManActuh60Pilot; gunnerAction = ManActuh60gunner; Â Â Â soundEngine[]={"\vais3\sons\xlbn25.wav",db+30,1}; soundEnviron[]={"\vais3\sons\xlbn25.wav",db+30,1}; Â Â weapons[]={oxw2}; Â Â magazines[]={oxw2}; Â Â Â Â 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; }; }; }; Share this post Link to post Share on other sites
[aps]gnat 28 Posted August 1, 2006 How big is it Hitcher? I have ships at 200 meters long that AI still attack it. Share this post Link to post Share on other sites
Hitcher 0 Posted August 1, 2006 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. Share this post Link to post Share on other sites