AIs and high traj/low traj weapons

AIs and high traj/low traj weapons

Here is where ideas can be collected for the skirmish AI in development

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unpossible
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AIs and high traj/low traj weapons

Post 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.
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AF
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Post by AF »

I could add a tag to mod.tdf allowing that......
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rattle
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Post 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
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AF
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Post by AF »

At the moemnt NTai automatically uses high traj for static targets if its available,a dn lwo traj for untis/moving targets
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unpossible
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Post 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?
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AF
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Post 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.
Egarwaen
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Post 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.
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unpossible
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Post 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
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AF
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Post 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.
Egarwaen
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Post 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.
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