PickAnotherTarget

PickAnotherTarget

Requests for features in the spring code.

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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

PickAnotherTarget

Post by Argh »

I'd like a COB value that triggers a very specific response. PickAnotherTarget, if TRUE, would cause the Unit to have to pick a new target before calling AimWeapon() again.

Uses:

1. We could use this as a workaround for minimum-range weapons. I.E.:

Code: Select all

bPitch = Pitch
IF(0 - bPitch > <15>)
{
PickAnotherTarget = TRUE;
return (0);
}
Would cause a weapon to have to pick another target if the one it was aiming at now required a Pitch higher than 15 degrees.

2. We could have weapons that randomly cycle through targets every time they fired (handy for anti-aircraft weapons, among other things).

3. We could write custom aiming code that controlled behaviors in certain ways, and "un-jam" them when they finally jammed up due to invalid instructions. TA had something like this, specifically for the Annihilator weapon, but it really didn't work for other weapons.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

Don't think we can get proper ATAT's working in Spring until we get this tag...
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Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

A good suggestion, I have already thought up ways to use it...
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Make it pick the target with the next lower or higher ID so it will really cycle through all nearby targets without needing a "memory" of what it has already targeted.
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MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Post by MadRat »

I thought the noautoaim=1 setting did pretty much this already.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

No, not at all.
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