.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Command 3.0- Save $12.00
War Plan Pacific- Save $7.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPWW2 > Campaigns, Scenarios & Maps
Notices


Reply
 
Thread Tools Display Modes
  #1  
Old September 30th, 2014, 11:30 AM
Mobhack's Avatar

Mobhack Mobhack is online now
National Security Advisor
 
Join Date: Mar 2005
Location: Dundee
Posts: 5,996
Thanks: 490
Thanked 1,928 Times in 1,254 Posts
Mobhack is on a distinguished road
Default Re: scenario design - range for AI to open fire

A) Set the range using the Y key (both free demo and full game)

B) If you have the full game, set up opfire filtering. (That scheme will transfer if the scenario is then played by a free demo user).

C) All the opfire filters 'open up' to include whatever fired at the unit, so that it will return fire on someone shooting specifically at it, and not just sit there dumbly as a range target.

However - as you have found out that will only apply to opportunity fire.

The Ai's own fire decisions for targeting regular firing in its own turn is completely under programme control. That is not modifiable by the end user.

I suppose I could set up an 'ambush' flag so that AI units only will self-target what fits its opfire filtering, for those scenario designers who have the full game. Might be worth investigating if there is enough demand.

Andy
Reply With Quote
  #2  
Old September 30th, 2014, 01:32 PM

hippyjohn hippyjohn is offline
Private
 
Join Date: Sep 2014
Posts: 3
Thanks: 0
Thanked 0 Times in 0 Posts
hippyjohn is on a distinguished road
Default Re: scenario design - range for AI to open fire

thanks Andy,

for clarifying the situation regarding the AI's decision making during their own turn. Your "ambush flag" would make logical sense. I realize its a code change, so no pressure if no-one else wants it.

I'm thinking that with the code as it stands, setting opfire filter for the AI would in most circumstances only tend to handicap them. The AI will give their position away during their own turn regardless of any opfire range set and having done so still be unable to fire at any out of range targets advancing during the opponents turn unless those targets fire on them first. I'm struggling to think of a situation where setting an opfire range for the AI makes sense other than FO or Patrol who want to stay hidden when an enemy unit passes them by.

If I do set range filtering for the AI in future I will use the opfire filter as you suggest.

Thanks for the info,

John.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:02 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.