Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » Turret and GT not shooting
Re: Turret and GT not shooting [message #469267 is a reply to message #469244] Thu, 14 June 2012 01:06 Go to previous messageGo to previous message
danpaul88 is currently offline  danpaul88
Messages: 5795
Registered: June 2004
Location: England
Karma:
General (5 Stars)
I have found the best way to handle 'stop shooting at stuff you can no longer see' is to record the last time you 'saw' the enemy (via the Enemy_Seen) event and have a timer that fires regularly to check that against the current time. If you have not 'seen' the enemy you are trying to shoot at for more than 2 or 3 seconds you should probably stop shooting at them.

Alternatively if you change;

params.AttackCheckBlocked = false;

to
params.AttackCheckBlocked = true;


I believe you will get an ActionComplete and it will stop firing if it can no longer shoot at the target, but I am not 100% sure what AttackCheckBlocked does so you will have to experiment (this is the sort of thing I would like to document so let me know your results if you do try this)



reborn wrote on Wed, 13 June 2012 22:57


Very nice documentation, DP. As a community, we tend to lack proper documentation, good job!



I am actually working on documenting all of the TT stuff in that fashion but there's an awful lot of it so it's slow going. Jonwil has done a bit too.

Another example;


http://steamsignature.com/card/1/76561197975867233.png

[Updated on: Thu, 14 June 2012 01:14]

Report message to a moderator

 
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Read Message
Previous Topic: New 3rd Party to host legacy DCOM Renegade content.
Next Topic: Tiberium Crystal War: Radio Commands ;)
Goto Forum:
  


Current Time: Mon Jul 15 15:35:27 MST 2024

Total time taken to generate the page: 0.00647 seconds