Hm, i noticed all fbi files of anti-air units in BA have tags like these:
Code:
sightDistance=475; airSightDistance=900;
So, air sight distance of all anti-air units is 1.5x-2.x higher than usual sight distance. Can be used as additional trigger but also may give false positives.
I just profiled (ud->airLosRadius / ud->losRadius) expression for all registered anti-air units and always get values < 1.0. Very strange. Looks like they are expressed in different items.
Based on my tests (SQUARE_SIZE * (1 << modInfo.losMipLevel) / modInfo.losMul) = 32. I don't understand where modInfo.losMul & modInfo.losMipLevel are set by game developer? Or are they constants really?
If you have have any persistence in your AI data you could train that stat by counting total air kills for each unitdef. Then pick a reasonable minimum threshold that avoids those occasional cases where a plane got caught on the ground.
In my ancient AI code I was detecting AA weapons using weaponDef->onlyTargetCategory. It was before AI interface rewrite so no idea how the exact code would look like now.
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