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Feature request: Modified invisible targets #1011
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Aren't they supposed to be invisible?
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Doesn't that make them non-targetable by AI? |
Yes in game of course, I meant hidden as in you can only spawn them with commands, not by placing them down in the editor.
That would hide them completely, as if they weren't there, so AI won't target them either. I tested it and it does hide their FIRE GEO LOD, but also everything that makes ai spot them. |
Oh, you mean "protected" scope. Hidden sounds like it refers to |
Yeah, I'm talking about the scope. |
It appears that AI still shoot at hidden crewed objects, but only after they fired once. They probably cannot be revealed since they have a hidden VIEW GEO LOD, but still be shot at. |
Well in my config I've given them the grasscutter model and the AI fires at it, with the bullets just passing through. That would be my suggested solution. |
Pretty sure AI always aims at the center of the object, but never bother to check for myself. |
I'll run a small test(small vs large cluttercutter) and see if I can find some conclusive results. |
The problem I have with using the grasscutter model is, that the invisible target would waltz down the grass below it. |
You're right, hadn't noticed. Making a model from scratch should be fairly simple, but I'm not entirely sure about LOD specifics. As far as I know it should have no fire geo and a view geo, not sure about anything other than that. |
What's the purpose of this anyway? Wouldn't AI just waste all their ammo once they encounter such an object? |
It'd be a way to let ai shoot at things without having to manually script it. It uses the normal ai routines to make them engage it, instead of having to hijack them with a script. It allows you to for example make agents that you attach the target to, so the ai will shoot them. Then you just need to script the deletion to avoid them wasting their ammo. |
If so then we should implement the delete-target-once-host-object-is-killed part as well by some init script or something. |
Wouldn't that better be left up to the creator? You could use it for other situations where you might not want to attach it to something specific. |
Yeah. |
Also my own use case for this has been in trying to script dogs. Due to them not inheriting from "CAManBase", AI will not target them. |
What would you suggest should be different? I will try to experiment with a model from scratch. I tested the large version of the grass cutter, it made no difference. I assume their LODs don't differ much, but I have no way of knowing. |
1x1x1 VIEW GEO for spotting, tiny or empty (not none, because it would default to another LOD) FIRE GEO. |
The name that shows up is directly tied to the displayName, so it's not possible I don't think. I looked at a setting that would avoid that stuff showing up in the first place, but no luck. The icon is directly tied to the icon property, so changing that would also make the icon not show up in 3den. Here's the model attached, as simple as I could make it. Is there any further work to be done? |
Does the model work for this? |
I've tested it, they do fire. It does let bullets pass through. |
True. Good enough then. As long as the game doesn't complain about it in the RPT of course. |
The only .rpt complains are about hitpoints
Which I assume is the base class doing something weird, I don't touch the hitpoint definitions. Edit: Vanilla classes don't do it, will investigate.
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This should fix that: class CfgVehicles {
class B_TargetSoldier;
class B_TargetSoldier_tin: B_TargetSoldier {
class Turrets {};
model = "\A3\Structures_F\System\ClutterCutter_small_F.p3d";
scope = 2;
};
};
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As I am not sure whether this is really within the scope of CBA nor can I really find a proper way to figure out who or how to contact, I'm opening this feature request.
Description:
They have problems namely with being hidden and phyiscally blocking bullets. My suggestion would be to add modified classes which changes their models and doesn't hide them, so they're more versatile for mission and mod makers. I have made my own example, however classnames should be different and requiredAddons might also need to be different.
I'm not sure what the stance would be add to add new classes. If this is appropriate for CBA I would be happy to try and rewrite it to conform to CBA standards.
And just for completeness sake, I have my whole rant that inspired me to discuss this.
https://forums.bohemia.net/forums/topic/219853-the-invisible-targets-you-never-knew-existed-and-how-they-could-be-so-much-better/
Edited: Changed the requiredAddons to actually point to the addon containing the original definitions.
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