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granQ

Cost doesn't make sense ?

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In order to configure our mod the best way when it comes to weapons and similar i thought i needed to study the cost part.

basicly, if you got an expensive shell you don't wish to waste it on an unarmed truck but on a say a tank. This is done (to my knowledge) to put a cost number in both the vehicle aswell the ammo defintion.

If the ammo is cheaper then the vehicle, it will use that ammo.

Now, i looked into some of bis defintions..

cost_chart.png

Have i missed something?!

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As far as I know, Cost only defines the favorable targets for the AI. Targets with higher Cost are priority targets and engaged first.

Which targets are engaged with which weapons is probably related to the damage the weapon makes. That would be the Hit value in CfgAmmo part of the config. But don't take my word on it.

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Yes the hit value of couse matters... but i think if its say in a tank and an enemy soft car shows up, he can fire both the sabot or the HE round, but choose the cheapest option.

While the javelin soldier have the killing power to destroy the enemy car, he just won't "waste" a such expensive (high cost) on such a "low cost target".

What you say about choosing targets make sense, but the ai sometimes doesn't so not sure it works like that. Shouldn't be that hard to find out tho, just make two exact same soldiers but when with sky high costs and see how the ai behaves. Will probably try some stuff when I get home.

I would like to say increase the cost of the at weapons so its higher then for people to prevent them from firing say the AT4 on people and crap cars.. but then again you don't want the ai to end up in situation when they ai got the firepower but doesn't use it.

Also somehow its balanced with the fire range, the thing that makes the ai switch to pistol in close combat..

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