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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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Played SH3 again tonight! Here I am sinking a Revenge Battleship from 3.5km away in the midst of a convoy. One of four torpedoes prematurely exploded, but apparently no one noticed. Once the first of the last three hit though searchlights popped up everywhere!!
We definitely need more searchlights and starshells in SH5. ![]() |
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#2 |
Convicted Ship Killer
![]() Join Date: Mar 2009
Location: Just out of sight... plotting your course and speed
Posts: 846
Downloads: 371
Uploads: 1
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I second that emotion...
__________________
Akula4745 ![]() "If you sit by the river long enough... the body of your enemy will float by -- SunTzu" |
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#3 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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The ship weapons.aix file contains info on them.
Wonder if its called? Code:
# Ship weapons: # strategy ShipFire(Ship) { precond { Ship:ContactDetected() } strategies { DC, ShipFireStarShells, Cannons } } strategy DC(Ship) { precond { Ship:GetRole() != ROLE_SPIRAL } strategies { DCRacks, HHogs, DCThrower } } strategy Cannons(Ship) { precond { Ship:CanFireCannons() } action { Ship:FireCannons(); } } strategy DCRacks(Ship) { precond { Ship:CanFireDCRacks() } action { Ship:FireDCRacks(); } } strategy HHogs(Ship) { precond { Ship:CanFireHHogs() } action { Ship:FireHHogs(); } } strategy DCThrower(Ship) { precond { Ship:CanFireDCThrowers() } action { Ship:FireDCThrowers(); } } strategy ShipFireStarShells(Ship) { precond { Ship:CanFireStarShells() } action { Ship:FireStarShells(); } } Code:
strategy Role_Pineapple1(Ship) { precond { Ship:GetRole() == ROLE_PINEAPPLE1 } action { Ship:SetGotoDestRelToContact(-500); Ship:GotoAction(0, false, 100); Ship:SetGotoForwardDist(1000); Ship:EnableStarshells(true); Ship:GotoAction(0, false, 100); Ship:EnableStarshells(false); newHeading = Ship:GetCurrentHeading() - 180.0; Ship:TurnToHeading(newHeading, 1.0); Ship:SetGotoForwardDist(300); Ship:GotoAction(0, false, 100); } } Just found this in the ship commander.aix file Code:
strategy Commander(Ship) { precond { Ship:IsCommander() } strategies { #OperationPlasterComm, OperationSpiralSearchComm, OperationFollow, #OperationSinglePlasterComm, #PineappleComm, #RaspberryComm, TerminateOperationComm } } Can someone test if we change #PineappleComm to PineappleComm will it enable the AI to use the strategy Role_Pineapple1(Ship) Still in development stage of my UI Mod so can't test this out at the moment. Last edited by reaper7; 04-27-10 at 05:30 AM. |
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