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Old 02-17-14, 08:03 PM   #2170
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
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Quote:
Originally Posted by gap View Post
I see. So for aircraft to "see" their attackers and return fire, we should at least give them a visual range as wide as the train/elevation of their turrets.

One last question (sorry for bothering you with so many questions at once ). Do you think it possible to give an unit more than a visual sensor, and to link some of its sensors to the barrels of its guns? This way aircraft would always look at the direction their guns are currently pointing to (+/- sensor's range in degrees), and if a turret is destroyed, the plane will become blind at some angles

Is it the max range of its/her aircraft? (to the best of my knowledge airbases and carriers don't have any range setting).
The AI_Visual sensor and my AI_Visual sensor in my uboat_sensors file covers a sphere as large as the max range. Think of the max range of a visual sensor as the radius of a sphere. Wherever that sensor is located on the object defines that center of that sphere. This assumes the min and max elevations are set to a maximum value.

You can define certain bearings that the sensor can only 'see'. It's a property of the sensor (SensitivitySectors).

The game iterates over a maximum of 16 sensors for each unit object. Whether you can define more than one type of sensor (visual, radar, etc.) for each unit object I'm not sure. I'd have to watch it in debugger to see if game recognized more than 1 type of certain sensor per unit object. Same goes for attaching sensors to gun barrels and such.

Max range of the aircraft stationed at the airbase/carrier.
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