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How bots "know" how to fire weapons.
Posted: Tue Nov 05, 2013 3:41 am
by Vilespring
In the Area 51 mod, there is a heavy tank that uses laser cannons, and those lasers have a one second delay to charge between order to fire, and actually firing. The bots, however, downright hate this and refuse to fire. Is this because bots don't like fire delays, or they don't like 2 fire arm bundles that fire with the same input/AItemplate?
I would like to know how bots like to think to solve this, because I need to know what I'm punching (besides my computer) to beat it.
Re: How bots "know" how to fire weapons.
Posted: Tue Nov 05, 2013 4:40 am
by freddy
Vilespring wrote: Is this because bots don't like fire delays, or they don't like 2 fire arm bundles that fire with the same input/AItemplate?
try add an mg on that bundle and see if they start shooting, if they do you could make some "invinsible" dummy weapon for the bots with no real damage or sounds etc.
Re: How bots "know" how to fire weapons.
Posted: Tue Nov 05, 2013 8:42 pm
by Vilespring
There are two overlapping bundles. The bundle that makes the charge effect is a dummy; it puts a knife projectile 500 meters in the sky.
Re: How bots "know" how to fire weapons.
Posted: Tue Nov 12, 2013 2:53 am
by POTAmatt
...or they don't like 2 fire arm bundles that fire with the same input/AItemplate?
That's exactly right. Bots won't fire if there are 2 or more bundles with the same input/AItemplate. Simply 'rem' out the ai weapontemplate call to one of them in your weapons.con. In other words, only one of those firearms positions can have an active ai weapontemplate call.
Re: How bots "know" how to fire weapons.
Posted: Tue Nov 12, 2013 3:20 am
by Vilespring
Will they fire if there is a bundle added to a bundle? (It works, believe it or not.)
Re: How bots "know" how to fire weapons.
Posted: Tue Nov 12, 2013 4:29 am
by POTAmatt
Probably because the values in one of those templates are higher than the other, which is the other way around this issue. The problem occurs when there are multiple templates called with the same values where the bot can't make a decision.
Re: How bots "know" how to fire weapons.
Posted: Tue Nov 12, 2013 4:34 am
by Vilespring
I sense a miss understanding. what I mean by..
Vilespring wrote:(It works, believe it or not.)
is the game actually lets firearm bundles be attached to firearm bundles, not the bots shoot it.
I need to think about what I type a bit more

Re: How bots "know" how to fire weapons.
Posted: Tue Nov 12, 2013 5:02 am
by POTAmatt
Haha. Gotcha. But, either way, i hope that clarifies the situation.
Re: How bots "know" how to fire weapons.
Posted: Mon Dec 30, 2013 11:01 pm
by takiwa
Vilespring wrote:In the Area 51 mod, there is a heavy tank that uses laser cannons, and those lasers have a one second delay to charge between order to fire, and actually firing. The bots, however, downright hate this and refuse to fire. Is this because bots don't like fire delays, or they don't like 2 fire arm bundles that fire with the same input/AItemplate?
I would like to know how bots like to think to solve this, because I need to know what I'm punching (besides my computer) to beat it.
A delay in firing due to a charge-up or recharge should be no different than a reload delay in vanilla BF1942. Your problem must lie elsewhere.
Post your AI weapon template, and we may be able to spot the problem

Re: How bots "know" how to fire weapons.
Posted: Tue Dec 31, 2013 1:11 am
by Vilespring
Code: Select all
rem *** Ax_Heavy_TankGunBarrel ***
ObjectTemplate.create FireArms Ax_Heavy_TankGunBarrel
ObjectTemplate.setNetworkableInfo TankFireArmInfo
ObjectTemplate.loadSoundScript /Sounds/T34Cannon.ssc
ObjectTemplate.geometry Ax_Heavy_Tank_Barrel
ObjectTemplate.aiTemplate Ax_Heavy_TankMainGun
ObjectTemplate.projectileTemplate Ax_Heavy_TankProjectile
ObjectTemplate.projectilePosition 0/0/0
ObjectTemplate.addFireArmsPosition -.5/0/3.93 .1/0/0
ObjectTemplate.addFireArmsPosition .5/0/3.93 -.1/0/0
ObjectTemplate.magSize 2
ObjectTemplate.numOfMag 45
ObjectTemplate.velocity 1000
ObjectTemplate.autoReload 1
ObjectTemplate.reloadtime 2
ObjectTemplate.roundOfFire 1
ObjectTemplate.fireingForce 100
ObjectTemplate.recoilSpeed 5
ObjectTemplate.recoilSize 20
ObjectTemplate.setAsynchronyFire 1
ObjectTemplate.fireDelay 1
rem *** Ax_Heavy_TankDummyGunBarrel ***
ObjectTemplate.create FireArms Ax_Heavy_TankDummyGunBarrel
ObjectTemplate.setNetworkableInfo TankFireArmInfo
ObjectTemplate.aiTemplate Ax_Heavy_TankMainGun
ObjectTemplate.visibleBarrelTemplate e_Gun_Buildup
ObjectTemplate.projectileTemplate KnifeProjectile
ObjectTemplate.projectilePosition 0/500/0
ObjectTemplate.addFireArmsPosition 0.5/0/-3 -180/0/0
ObjectTemplate.addFireArmsPosition -0.5/0/-3 180/0/0
ObjectTemplate.magSize 2
ObjectTemplate.numOfMag 45
ObjectTemplate.velocity 1000
ObjectTemplate.autoReload 1
ObjectTemplate.reloadtime 2
ObjectTemplate.roundOfFire 0.5
ObjectTemplate.fireingForce 0
ObjectTemplate.recoilSpeed 0
ObjectTemplate.recoilSize 0
ObjectTemplate.setAsynchronyFire 1