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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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![]() Join Date: Dec 2005
Location: Las Vegas
Posts: 24
Downloads: 0
Uploads: 0
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im having a little trouble with the ai script/trigger system
i am trying to create mp missions where the diffrent available platforms will still function properly (for the ai anyway) and still be kinda random in there spawn point / approach vector / tactic what i have so far, ive found that just using random start box's in cordination with random search boxes does move the unit (this case sub) around a given area and create enough randomness for mp and sp play the problem i have is getting the ai to attack. if i set on page one to attack and choose the main target (this case lead of 4 ship convoy) then the ai does close and will initiate but only on that one ship and at extreamly close range. the ai also tends to ignore any escorts (other player controled) only somtimes engaging but again only torpedo and only close range ive been trying to write a script but cant seem to get it to work basicly what i want is this: if {Red sub} detects {any object blue) with (any) then (attack) with (best weapon) in this case i want (best wepon) to be missles at long range than closing to torpedo, question. when i choose "then" in the script editor it ends the script ? shouldnt there be a continuation to the line ? anyone any luck with this or does it need to be attached to a waypoint? |
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