Hi, anyone know how to reduce the effectiveness of AI AA i the CDK? I have recuced the accuracy right down but they are still easily shooting me down in user missions.
Regards,
Sapper
Hi, anyone know how to reduce the effectiveness of AI AA i the CDK? I have recuced the accuracy right down but they are still easily shooting me down in user missions.
Regards,
Sapper
It should work. Try to use UnitSetProperties action and set it in there.
It should work not only for AA, but for regular vehicle (like tanks) as well.
I would not be surprised if it is broken now.
I have a “us_xm_975_Roland” in ine of my maps and have it set at 0.25 accuracy and effective shooting rate at 0.3
Lot of misses with that setting but occasionally air that is pretty close often takes a hit. Hope this helps.
I’m trying to make a User Mission in which there is a squad of units of different types and they have to be sorted by type.
I tried using unitCheckTag and useForTriggerFiltered in a unitMoveTo function to get them to move to specified areas, but this isn’t working.
How would I achieve this?
Someone please look a this also. I wanna learn how BehTrees work and how we can use them to achieve things which are normally not possible. like making the AI Helis fly.
I looked through the files and these are the available nodes and trees:
|taxi_and_takeoff||air|
|testFighterVsFighter||air|
|testFighterVsFighterDM||air|
|missionBomber||air|
|doPanic||air|
|doFrontalPanic||air|
|missionAssault||air|
|diveBomber||air|
|missionTransport||air|
|missionKamikaze||air|
|missionFlight||air|
|missionRacer||air|
|missionHitThePoint||air|
|missionAssault_torpedo_all||air|
|missionAssaultT||air|
|missionFlightWithoutEvaidance||air|
|missionAssaultTutorial||air|
|railFlight||air|
|tankBotPve||ground|
|tankBotDriveByRoute||ground|
|defaultCTABot||air|
|assaultBot||air|
|captureBot||air|
|assistCaptureBot||air|
|defenderBot||air|
|seekerBot||air|
|idleBot||air|
|rearmingBot||air|
|tankBot||ground, best|
|shipMissionUnit||ship|
|HLBCapture||air|
|missionFighter||air|
|cutsceneFighterVsFighter||air|
|cutsceneFighterVsBomber||air|
|cutsceneDiveBombTarget||air|
|missionTargetEliminator||air|
|collisionAvoidance||air|
|coopBot||air|
|coopBotAttempt||air|
|coopBomberAttempt||air|
|coopBomber||air|
|leftTurn||air|
|rightTurn||air|
|instructorBeh||air|
|unitAttackTarget||air|
|commonBomber||air|
|commonFighter||air|
|testAI||air|
|catapulted||air|
|recon_micro||air|
|quadcopter||air|
|carrierFighter||air|
|carrierBomber||air|
|carrierDiveBomber||air|
|eventMissionSimpleEnergyAttack||air|
|wild_bot||infantry|
|runner||infantry|
|main_seq||infantry|
|runner_wait||infantry|
|front_runner||infantry|
|back_runner||infantry|
|back_runner||infantry|
|defender||infantry|
|wanderer||infantry|
|walker||infantry|
|crawler||infantry|
|croucher||infantry|
And a list from the files which you can read the functions to see how they work and what they do:
ailist.blk (98.4 KB)
ThankYou So Much!!!
Hello everyone, I don’t know if I’m blind or not, but is there a way to replace the spawn point with another without the initial spawn point icon resting on the map ? If yes, how ?
I need help. I do not undestand, why S-75 sites refuse to lock the target and launch missiles.
I set up them the same way I did before, but now something is wrong and I do not uderstand, what is wrong.
The mission is supposed to be mission by URL.
TGPII.blk (53.3 KB)
Looks like I found the problem.
If you want to add S-75 sites to your old mission, you will have this problem with it.
The mission should be recreated from scratch.
You mean you deleted the action (in trigger) for old spawn point, but it is still present on the map?
Hello, is there any way to fix target selection not working with ships? Right now it instantly deselects the target whenever I try to select something while in a ship.
Anyone aware of CDK created missions sometimes does not load player custom liveries even if they had them activated? Are there methods of fix for said issue?
I deactivated the respawn point with missionMarkAsRespawnPoint and checked disableAfter 0 to restrict players to spawn on it, it works, but there is a white icon on the map and I want to make it disappear
Hi, you could try deactivating the trigger that contains the respawn point instead, when a condition is reached?
Regards,
Sapper
Nope, didn’t work, but thanks for trying
I’m having a strange issue where AI units teleport to the map origin on clientside. I have LAV ADs at a base in my custom mission and whenever a player moves far enough away (presumably when they are unloaded clientside?) and returns, all the AI appear to have been teleported to the very ‘center’ (0, 0, 0) of the map. In reality, they are still there and can be damaged and interacted with as normal, but they are invisible and visual effects and sounds come from where they appear to be.
Could there be something in my mission causing this, or is there something I could otherwise do about it? Or is it just a bug I can’t do anything about?
Hey there kathryn, I need to know if you know that you have to create custom units and then apply skins??
Hello you lot! I have a question, how does one get the AI aircraft (D3A1 with the full payload) )to actually Kamikaze? I know theres the checkbox and you can assign a target in the UnitSetProperties but that doesn’t seem to do anything. I can’t force the AI to basically suicide bomb either (they just go up and down forever without doing much else). I am trying to make a USS laffey type mission so AI aircraft attack a player controlled naval vessel.
I recently built a mission in which i somehow made them work. They seem to be kinda slow and dont always shoot at me
unitsSetSite{
missileChannelsMax:i=2
detector:t="detector_01"
tracker:t="tracker_01"
fireUnit:t="s_75_01"
auxUnit:t="kamaz_01"
auxUnit:t="kamaz_02"
object_type:t="any"
}
unitAttackTarget{
playerAttracted:b=yes
object:t="tracker_01"
object:t="detector_01"
object:t="kamaz_01"
object:t="kamaz_02"
object:t="s_75_01"
attack_type:t="fire_at_will"
weaponType:t="all"
forceTarget:b=yes
}
and the units
tankModels{
name:t="s_75_01"
tm:m=[[-3.72529e-08, 0, 1] [0, 1, 0] [-1, 0, -3.72529e-08] [-550, 6, 709.542]]
unit_class:t="ussr_ai_sam_launcher_s_75"
objLayer:i=1
closed_waypoints:b=no
isShipSpline:b=no
shipTurnRadius:r=100
weapons:t="ussr_ai_sam_launcher_s_75_default"
bullets0:t="120mm_9m37m_aam"
bullets1:t=""
bullets2:t=""
bullets3:t=""
bulletsCount0:i=0
bulletsCount1:i=0
bulletsCount2:i=0
bulletsCount3:i=0
modification:t="manual_extinguisher"
modification:t="tank_tool_kit"
crewSkillK:r=0
applyAllMods:b=no
props{
army:i=2
count:i=1
formation_type:t="cols"
formation_div:i=3
formation_step:p2=11, 12.5
formation_noise:p2=0, 0
attack_type:t="fire_at_will"
use_search_radar:b=yes
calmDetection:b=yes
targetAir:b=yes
targetGnd:b=no
accuracy:r=1
effShootingRate:r=1
}
way{}
}
wheeled_vehicles{
name:t="kamaz_01"
tm:m=[[-4.37114e-08, 0, 1] [0, 1, 0] [-1, 0, -4.37114e-08] [-700.46, 5.14048, 547.863]]
unit_class:t="ussr_kamaz_4310_awning"
objLayer:i=1
closed_waypoints:b=no
isShipSpline:b=no
shipTurnRadius:r=100
weapons:t=""
bullets0:t=""
bullets1:t=""
bullets2:t=""
bullets3:t=""
bulletsCount0:i=0
bulletsCount1:i=0
bulletsCount2:i=0
bulletsCount3:i=0
crewSkillK:r=0
applyAllMods:b=no
props{
army:i=2
count:i=1
formation_type:t="rows"
formation_div:i=3
formation_step:p2=2.5, 2
formation_noise:p2=0.1, 0.1
}
way{}
}
wheeled_vehicles{
name:t="kamaz_02"
tm:m=[[1, 0, 0] [0, 1, 0] [0, 0, 1] [-747, 5.5, 616]]
unit_class:t="ussr_kamaz_4310_fuel_carrier"
objLayer:i=1
closed_waypoints:b=no
isShipSpline:b=no
shipTurnRadius:r=100
weapons:t=""
bullets0:t=""
bullets1:t=""
bullets2:t=""
bullets3:t=""
bulletsCount0:i=0
bulletsCount1:i=0
bulletsCount2:i=0
bulletsCount3:i=0
crewSkillK:r=0
applyAllMods:b=no
props{
army:i=2
count:i=1
formation_type:t="rows"
formation_div:i=3
formation_step:p2=2.5, 2
formation_noise:p2=0.1, 0.1
}
way{}
}
tankModels{
name:t="tracker_01"
tm:m=[[0, 0, 1] [0, 1, 0] [-1, 0, 0] [-688.95, 5.5, 701.536]]
unit_class:t="ussr_ai_sam_radar_snr_75"
objLayer:i=1
closed_waypoints:b=no
isShipSpline:b=no
shipTurnRadius:r=100
weapons:t=""
bullets0:t=""
bullets1:t=""
bullets2:t=""
bullets3:t=""
bulletsCount0:i=0
bulletsCount1:i=0
bulletsCount2:i=0
bulletsCount3:i=0
crewSkillK:r=0
applyAllMods:b=no
props{
army:i=2
count:i=1
formation_type:t="rows"
formation_div:i=3
formation_step:p2=2.5, 2
formation_noise:p2=0.1, 0.1
use_search_radar:b=yes
}
way{}
}
tankModels{
name:t="detector_01"
tm:m=[[-2.98023e-08, 0, 1] [0, 1, 0] [-1, 0, -2.98023e-08] [-673.744, 5.5, 700]]
unit_class:t="ussr_ai_sam_radar_p_12"
objLayer:i=1
closed_waypoints:b=no
isShipSpline:b=no
shipTurnRadius:r=100
weapons:t=""
bullets0:t=""
bullets1:t=""
bullets2:t=""
bullets3:t=""
bulletsCount0:i=0
bulletsCount1:i=0
bulletsCount2:i=0
bulletsCount3:i=0
crewSkillK:r=0
applyAllMods:b=no
props{
army:i=2
count:i=1
formation_type:t="rows"
formation_div:i=3
formation_step:p2=2.5, 2
formation_noise:p2=0.1, 0.1
use_search_radar:b=yes
}
way{}
}
its not very good but it works for me
Is there any way to get the value of an axis?