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Posted: 30 Oct 2006, 21:31
by AF
I know, youc an use what you did with KAI and parse weapondefs.tdf directly. However thats not exactly a good solution because there are mods that dont follow that convention, e.g. AA 2.23
Posted: 30 Oct 2006, 22:38
by krogothe
KAI doesnt parse weapon files...
Posted: 30 Oct 2006, 22:55
by MadRat
It would be sweet if you could define a batch of categories to ignore, rather than a single one if they did use BadTargetCategories. Sure could possibly simplify the way an AI would search for suitable targets. You could do some amazing things, especially if you could define at least one BestTargetCategory.
Posted: 31 Oct 2006, 15:16
by krogothe
You can simply use a ballistic approximation that automatically calculates the damage over time of any given unit vs another, thus giving you ranked targetting priorities instead of a simple, often misleading tag. Needless to say it would also detect all the units that cant hit others effectively.
Posted: 31 Oct 2006, 18:25
by AF
Where abouts in the KAI code do you do that?
Last i heard the values in the callback where useless because they relied on internal spring data that was dynamically generated and not available via the callback...
Posted: 01 Nov 2006, 17:18
by krogothe
The values are available in the callback, its just theyre coded within an int bitmask. Its done in DamageControl.cpp...