Posted: Sun Jul 07, 2024 11:50 pm Post subject:
Mobile Helipad with poor AI use
Hi, I have a mobile helipad unit which cannot be made to attack on its own and was wondering how to get it working, moreso for the AI. V3 launchers have no problem passively attacking nearby units or going into hunt mode. I even have dreadnoughts and aircraft carriers successfully operating with OpportunityFire, which makes them especially deadly in the AI's hands, since they will auto-fire at any enemy within range.
I imagine a Mobile Helipad would logically be a mix of the V3 and the aircraft carrier, but regardless of what I copy from their codes, they simply won't fire on their own. Manual targeting is perfectly fine for use in a player's hands (they are effective at taking out buildings at range in groups), but for the AI, they can only operate when following a specific script, usually hunting vehicles or buildings.
Unfortunately, they have no means of retaliation. They do not passively attack when in a base, which would make an effective defense. When sent into hunt mode (say via EMP or being freed from mind control), they just sit and do nothing. If an AI firesales, they just sit in the base and do nothing. They will never retaliate even if attacked.
My goal here is that they will fire on their own without following a script, just like any regular unit. It works for aircraft carriers and dreadnoughts just by adding OpportunityFire=yes, so I'm trying to understand what the difference is in logic. Here is the coding I have:
Code:
[OLFT]
UIName=NOSTR:Mobile Helipad
Name=Mobile Helipad
Category=LRFS
Prerequisite=GAWEAP,GATECH
Primary=OrcaLauncher
Trainable=no
CanPassiveAquire=yes
Spawns=ORCAL
SpawnsNumber=1
SpawnRegenRate=200
SpawnReloadRate=75
NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (V3WO)
Strength=700
Armor=medium
TechLevel=4
Turret=no
CrateGoodie=no
Sight=7
Speed=4
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=Alliance
Cost=1300
Soylent=650
Points=30
ROT=2
AllowedToStartInMultiplayer=no
Crusher=yes
Crewed=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllWaterSelect
VoiceMove=GenAllWaterMove
VoiceAttack=GenAllWaterAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=ACCMoveStart
CrushSound=TankCrush
MaxDebris=8
MinDebris=4
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=25 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
GuardRange=25
TooBigToFitUnderBridge=true
Bunkerable=no; Units default to yes, others default to no
Bounty=yes
Bounty.Value=325
OpportunityFire=yes
Yes, thank you! A simple oversight on my part. It's the same code as the Destroyer's Osprey, and since they always target underwater units no problem, I assumed it would work the same. Of course, naval targeting is treated differently. _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 QUICK_EDIT
AG is a tag that doesn't work as intended. Some time in development it was meant that the unit couldn't fire to surface, but it was then replaced for being unable to attack clear ground instead of units.
AG=no
projectiles can still be used normally against units.
Yet, the AI code might not have been properly updated. _________________
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