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ship and sub AI react to a contact
Hello all,
Perhaps someone can help me as i din't found answer in the thread (i read the last 50 pages of the thread, but didn't found my answer) I did a single mission with a convoy (with 2 destroyers) for the allies and a scoot airplane, and 2 sub AI wolfpack and a surface combat force for the axis. I have waypoints for all the group units. my problem is : The scoot airplane from axis detect the convoy. But nor the wolfpack and nor the surface combat force go to the convoys. The convoy is out of radar of the axis taskforces (both wolfpack and surface ship) but this forces are not too far away from the convoy. I thought that any ships would react to ennemy forces even if detected by another unit (in my case a scoot airplane). Pehaps the fact that the wolfpack and surface ships have waypoints ? But in my mission, i need they have waypoints... If someone can help ! Thanks a lot ! |
Welcome aboard GaetVa:Kaleun_Salute:stay in this thread ; a more technically proficient savant will assist. Have you modded for more proficient AI yet!
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Are coastal batteries really working?
As the title says:
recently I have set a custom mission where a couple of 'small coastal guns' (which I had purposedly put in the British roster) are facing a number of Stuka bombers, result: guns and planes are ignoring each other, even though my crew keeps reporting the presence of "coastal defences", and guns' location is shown on the TAI map. I digged into coastal gun's files, and everything looks okay. The sim file got _unit, cmdr_, wpn_Cannon and ob_Sensor controllers, and controller settings seem correct. I then had a look into the AI scripts folder, and I was surprised not to find any reference to land units. :hmmm: Out of curiosity: has anyone ever seen coastal guns doing their job? |
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I do remember that coastal defenses was reported by crew in SH4, and the AI guns were firing at me and even damaged sub; never in SH5 can I recall it happening correctly. |
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If the tanker is stalking you, change: data\Scripts\AI\Ship-Waypoint
strategy WaypointsCNFW(Ship) precond { !Ship:CanFollowWaypoint() } action { Ship:Goto(0.7,false); ----> Ship:Goto(0.7,true); Ship:SetThrottle(0.7); } } and everything will be fine!:up: |
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I am using IRAI_0_0_39 and I enabled SubFlags_0_0_8_byTheDarkWraith. It wants to overwrite these files:
NSS_Uboat7a_AI.eqp NSS_Uboat7a_U30.eqp NSS_Uboat7b_AI.eqp NSS_Uboat7b_U99.eqp NSS_Uboat7c_AI.eqp NSS_Uboat7c_U552.eqp NSS_Uboat7c4_AI.eqp What do these files do and would there be problems if the get overwritten? I have IRAI_0_0_31 and I can run the SubFlag mod without it wanting to overwrite anything. |
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(in case TDW gets time to look into this issue too during his short staying at home :D) Seeing one day some land-to-sea, land-to-air and air-to-air action in SH5 would be so nice... Quote:
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Air-to-air: the exe forbids any air to air combat. It won't let air units track another air unit. This can be changed though :yep: |
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:up: I thought this was the hardest part, due to the dumbed-down aircaft AI On a side note: is there any hope that we can make stationary air units not to crash on soil (they do, no matter their mass(max speed settings in sim and cfg files). That would allow blimp esorts for convoys and collisionable barrage balloons |
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