PickAnotherTarget
Posted: 29 Dec 2006, 11:05
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.:
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.
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);
}
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.