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Problem with Siege Chopper and like units with the AI
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Sion Reaver
Vehicle Driver


Joined: 26 Nov 2012

PostPosted: Fri Apr 05, 2013 2:18 am    Post subject:  Problem with Siege Chopper and like units with the AI Reply with quote  Mark this post and the followings unread

I added the Siegechopper and the Hind(modified) as part of attack scripts. Problem? Once the team is completed, instead of attacking they just..float there. Literally doing nothing. The strangest thing, I thought maybe its because of scripts, task forces and what not. But in my experiment, this is so even if the only thing you do is, say add Siege Choppers as one of the units when Kirovs attack or something. They'll still just stand there.

Is there a reason for it? And more importantly, a fix?

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Fri Apr 05, 2013 5:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Siege chopper issue has been since release of YR, Westwood's sloppy job, AI can not deploy it as air distance calculation routine or whatever tells it, it has arrived in destination does not work.

It starts working if flying height is under 200 or so, if you want AI to deploy it, but such height looks a bit silly perhaps being so close to ground.

Else there is no fix, can't say what is with Hind unless it similar role.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Apr 05, 2013 1:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Units using SimpleDeploy are still considered landable, thus the AI pathfinding expects it to land between scripts, you obviously need to deploy it to land tho so it gets stuck in a loop unable to move to the next script.

As Apollo mentioned aircraft with a flightlevel of 200 or less fixes this because they are considered "on the ground" at that height, so they are able to carryout their scripts.

I haven't tested it but If you make the Siege Chopper use BalloonHover & deploy into a 1x1 building instead of using the SimpleDeploy logic then AI will be able to use it.

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Sion Reaver
Vehicle Driver


Joined: 26 Nov 2012

PostPosted: Fri Apr 05, 2013 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Fair enough, thanks for the answers. The other floating vechile already in game, the Disk has no problems attacking, moving. So its probably something unique to the Hind/Chopper. I'm going to experiment a bit and see how it goes.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Fri Apr 05, 2013 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

What sort of issues would a BallonHover vehicle have, though? I imagine WW dicked with the idea of making it BallonHover, but they must've cut that for a reason...

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Apr 05, 2013 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

The disk is just a kirov with a spinny turret

As for your hind (assuming you just want the helicopter blades to constantly spin when idle) make it a balloon unit like the kirov but add IdleRate=1

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