attack script ai [message #466482] |
Sun, 22 April 2012 15:39 |
robbyke
Messages: 348 Registered: September 2010 Location: Belgium
Karma: 0
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i suppose this piece of code would get my defence to keep firing forward but it wont even execute the first attack
void KB_AI_Rep_Turret::Created(GameObject *obj)
{
float Facing = Commands->Get_Facing(obj);
Vector3 PosTar = Commands->Get_Position(obj);
PosTar.Z += 2.0f;
PosTar.X += static_cast<float>(10*cos(Facing*(PI/180)));
PosTar.Y += static_cast<float>(10*sin(Facing*(PI/180)));
Target = Commands->Create_Object("Invisible_Object",PosTar);
ActionParamsStruct params;
Vector3 pos;
params.Set_Basic(this,100,1);
params.Set_Face_Location(Commands->Get_Position(Target),Commands->Get_Facing(Target),1.0f);
Commands->Action_Face_Location(Target,params);
}
void KB_AI_Rep_Turret::Action_Complete(GameObject *obj,int action_id,ActionCompleteReason complete_reason)
{
if (action_id == 1)
{
ActionParamsStruct params;
Vector3 pos;
params.Set_Basic(this,100,2);
params.Set_Attack(Target,40,0,true);
params.AttackCheckBlocked = false;
Commands->Action_Attack(Target,params);
}
}
ive checked at JFW_Engineer_Repair but it seems to be the same what do i miss?
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Re: attack script ai [message #466500 is a reply to message #466482] |
Sun, 22 April 2012 22:07 |
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E!
Messages: 70 Registered: February 2004
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have u checked if your Action_Face_Location is ever completed?
if so i would recommend you to try to do an Action_Reset before calling the new Action.
+ i think you need at least those in your Created case to make vehicles work with that script:
Commands->Enable_Enemy_Seen(obj,true);//Just in case you want to work with Enemy_Seen case
Commands->Innate_Enable(obj);
Commands->Enable_Vehicle_Transitions(obj,false);
<<SCUD-Storm Origin Creator>>
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Re: attack script ai [message #466507 is a reply to message #466482] |
Mon, 23 April 2012 01:03 |
robbyke
Messages: 348 Registered: September 2010 Location: Belgium
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the facing never starts
i dont want to use enemy seen so i didnt activate it i just wanted to make a turret that keeps firing (a rep gun) in the same direction
and these 2 lines didnt change anything after ive put them in
Commands->Innate_Enable(obj);
Commands->Enable_Vehicle_Transitions(obj,false);
Found my mistake action should be performed by my obj not my target how fckn dumb:(
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[Updated on: Mon, 23 April 2012 02:55] Report message to a moderator
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