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AIs and high traj/low traj weapons
Posted: 08 Jul 2006, 18:33
by unpossible
when they've placed guardians (AA) on hilltops they always lose their usefullness - is there a way to make the AI's default the gun's firing mode to high traj, as in a lot of cases it's far more effective (firing from the back of a base, over hills, down from hilltops etc etc). same with the fidos (again AA) with their dual firing modes - surely the ballistic one is more useful for AIs & should always be used.
Posted: 08 Jul 2006, 18:35
by AF
I could add a tag to mod.tdf allowing that......
Posted: 09 Jul 2006, 00:30
by rattle
Could you check when a turret fired it's last shot or had the last LOS contact with an enemy unit? e.g. turn high trajactory on when available after 5 minutes
Posted: 09 Jul 2006, 03:53
by AF
At the moemnt NTai automatically uses high traj for static targets if its available,a dn lwo traj for untis/moving targets
Posted: 09 Jul 2006, 11:31
by unpossible
AF wrote:At the moemnt NTai automatically uses high traj for static targets if its available,a dn lwo traj for untis/moving targets
hmm, still makes guardians useless in hilly environments - in most cases they'll hit something firing on high traj, and they'll do a lot more damage to it/them. any way to check the surrounding slopes/gradients and choose the best firing arc?
Posted: 09 Jul 2006, 17:21
by AF
The problem there is that you want guardians to go high traj when behind hills, but how do you tell an AI that it's behind a hill?
For that you'd need some sort of terrain analysis, of which none of the AI's have. KAI has choke points and other things but there's nothing that can identify hills at the moment.
Posted: 09 Jul 2006, 17:40
by Egarwaen
Actually, in AA, you generally want Guardians to be high-trajectory when firing at radar dots or buildings, and low-trajectory when firing at moving targets.
Posted: 09 Jul 2006, 19:43
by unpossible
better to default them to high traj then...at least they'll always be able to fire at targets no matter how inept the placement
Posted: 09 Jul 2006, 20:19
by AF
This appears to be an AA issue.
The necessary fix would be an addition to the gulp AA buildtree. But because AA NTai suffers from autoconfigia nonexistia, you have a problem.
Posted: 10 Jul 2006, 07:05
by Egarwaen
AF wrote:The necessary fix would be an addition to the gulp AA buildtree. But because AA NTai suffers from autoconfigia nonexistia, you have a problem.
Once I've got the stuff I've written tested and am sure it works (or at least does
something), we can talk about this.