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wld427

my unit wont engage enemy

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We are working on a bofors gun for project RACS. The issue is the Ai will not engage enemy aircraft ...and if they do they fire a random shot and only one. Below are posted the configs. PLEASE HELP

<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 Bofors40mm

{

units[] = {"Bofors40mm"};

requiredVersion = 1.0;

};

};

#include <cfgmagazine.h>

#include <cfgWeapons.h>

#include <cfgammo.h>

#include <CfgSkeletons.h>

class CfgVehicles {

class Land; // External class reference

class LandVehicle : Land {

class NewTurret; // External class reference

class ViewOptics; // External class reference

};

class StaticWeapon : LandVehicle {

class Turrets {

class MainTurret : NewTurret {

class ViewOptics {

};

};

};

};

class Bofors40mm : StaticWeapon

{

scope = 2;

side = 2;

crew = "SoldierGB";

displayName = "Bofors 40mm AA Gun";

displayNameShort = "Bofors";

model = "\Bofors40mm\Bofors40mm";

Icon = "\Bofors40mm\tex\EDzu.paa";

picture = "\Bofors40mm\tex\ICON.paa";

mapSize = 7;

nameSound = "cannon";

cargoAction[] = {""};

typicalCargo[] = {""};

transportSoldier = 0;

gunnerHasFlares = 1;

memoryPointsGetInGunner = "pos gunner";

memoryPointsGetInGunnerDir = "pos gunner dir";

getInAction = "GetInLow";

getOutAction = "GetOutLow";

ForceHideGunner = 0;

irScanRangeMin=10;

irScanRangeMax=4000;

irScanGround = false; // NO IR on ground targets

gunnerCanSee = CanSeeOptics+CanSeeEar+CanSeeCompass+CanSeeRadar;

class Turrets : Turrets {

class MainTurret : MainTurret {

gunnerAction = "t72_driver";

minElev = -4.5;

maxElev = 85;

minTurn = -360;

maxTurn = 360;

gunnerOpticsModel = "\Bofors40mm\booptic";

body = "otocvez";

gun = "otochlaven";

hasGunner = 1;

Commanding = 1;

gunBeg = "usti hlavne";

gunEnd = "konec hlavne";

weapons[] = {"BoforsCannon_40mm"};

soundServo[] = {"\ca\Weapons\Data\Sound\gun_elevate2", db-70, 1.0};

magazines[] = {"8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_AP","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE", "8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE","8Rnd_40mm_HE"};

};

};

class Library {

libTextDesc = "Originally designed as an anti tank gun in 1923, the bofors automatic cannon serves on today in many different forms.";

};

};

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

{

class CannonCore; // External class reference

class LauncherCore; // External class reference

class Launcher; // External class reference

class MissileLauncher : LauncherCore{};

class BoforsCannon_40mm : CannonCore {

scope = 1;

displayName = "40mm AA";

reloadTime = 0.2;

autoFire = 1;

canLock = 0;

sound[] = {\ca\Weapons\Data\Sound\AGS30_shot1,db20,1};

reloadMagazineSound[] = {"\Bofors40MM\reload", 0.0316228, 1};

soundServo[] = {"", 0.0001, 1.0};

soundContinuous = 0;

magazineReloadTime = .8;

magazines[] = {"8Rnd_40mm_AP","8Rnd_40mm_HE"};

aiDispersionCoefX = .1;

aiDispersionCoefY = .1;

minRange = 1;

minRangeProbab = 1;

midRange = 1000;

midRangeProbab = 1;

maxRange = 2500;

maxRangeProbab = 1;

aiRateOfFire=0.3; // delay between shots at given distance

aiRateOfFireDistance=3000; // at shorter distance delay goes lineary to zero

maxLeadSpeed = 600;

};

};

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where is your cfgAmmo class?

it has to have

airLock = 1;

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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> minRange = 1;

minRangeProbab = 1;

midRange = 1000;

midRangeProbab = 1;

maxRange = 2500;

maxRangeProbab = 1;

maybe try this with values different to 1

or, maybe even more interesting, change you minrange to 400 or something. if 1 is highest possible attack, and if its used for min value, then your config would make you unit shoot at the plane for 100% at 1 m distance, wich is hard to archieve i guess.

like Q said, airlock=1 is good idea aswell, but i think you will need to change canlock value aswell in this case.

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it worked!... thanks guys

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