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Posts: 20613
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Country: nl
Location: The Netherlands
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Age: 43
In-game name: Foxhound

 
#1 Posted at 2007-01-04 15:57        
     
Atm I am working on a new artillery script which let the AI use artillery.

The mission makers places some, it doesnt matter how many, artillery units on the map. Triggering the AI to use the artillery can be done in anyway, just as the mission maker wants. But for my test here I just use a trigger with west detected.

Things who can be changed easily by the mission maker are:

- Max distance the artillery will fire at. So adding a mx of 5000 will mean the artillery will only fire at a target within 5000 meters of its position. It has a default value so if the mission maker doesnt set any value it will use default one.

- Minimum distance the artillery can fire at. Actually the same as above only now minimum distance, any closer than that and the artillery can not fire on target.

- Number of rounds. The mission maker can call the script telling the artillery to fire 1 round, or 5 or 10 etc etc in one artillery call.

- The AI might call in artillery (offcourse the chance they will do can be adjusted by the mission maker) when they think its a good time to do so. I am still testing out what exact values I have to use here.

- The artillery will not shoot if friendly troops are to close, again this value can be adjusted by the mission maker.

- The artillery might adjust fire if the target is moving, again the mission maker can set it like that if he wants.

- The dispersion of the artillery hits can be set as well to increase or decrease chances of survival for the target.

- The artillery script automatically adjusts time of impact at target by the distance the target is away from the artillery unit.

- Artillery can run out of ammo, yes or no. The mission maker decides.

- The targetted units will actually hear the artillery shell come in.....adds to the feeling of being scared :)


Things I want to add to it in an update:

- The possibility to prevent AI calling artillery when the target is in an urban area.

- Smoke artillery to cover enemy withdrawal.


I hope I didnt forget to mention anything.
If anyone has some ideas of what he thinks should be added to the script as well just post your ideas here. I would like to hear what ideas other people have.

Dont make it to hard for me, I can find my way with making scripts but definatly arent a programmer or such so I can only make scripts by reading page after page after page about scripts :)

Anyway, looking forward to some of your ideas.


BTW this script is part of this new mission I am making and so it will be tested soon. When tested succesfully I will post a public beta here.

Visit my family webshop desteigerhoutshop.nl.

Author Message


Posts: 20613
Rank:


Level: Super Admin

Country: nl
Location: The Netherlands
Occupation:
Age: 43
In-game name: Foxhound

 
#2 Posted at 2007-01-08 19:04        
     
Here is a quick update.

- I added a gunheight to it.......so the elavation of the gun will differ with the distance of the targetted unit. So this way the guns will not always point to heaven :)

- I am adding the possibility of a full reload to the artillery units.........but I havent had any luck with it yet. If I cant get it to work soon I will release the script as it is and update it in the future.

- The other two things I want to add to it as well are NOT in it yet, only writen down :)

- Release BETA (private for now) is wednesday evening!!!! :), so you should get an update soon!

- I will add a small test mission to the script where the player is captured and watching the artillery shoot at AI Blufor units.

Visit my family webshop desteigerhoutshop.nl.

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Author Message


Posts: 20613
Rank:


Level: Super Admin

Country: nl
Location: The Netherlands
Occupation:
Age: 43
In-game name: Foxhound

 
#3 Posted at 2007-01-10 22:51        
     
Just another update :)

The reload feature for the artillery doesnt work, so I disabled it in the script and will try to get it to work in a complete other way.
It will be added in an update.


- I added an extra part making sure the artillery works correctly if the player or whoever shoots the artillery gunners (and so the artillery cant fire anymore).



I hope those who will test it will like what it does.

Visit my family webshop desteigerhoutshop.nl.