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Gunner AI in tanks?
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Perturabo
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PostPosted: Wed Sep 07, 2011 9:09 pm    Post subject: Gunner AI in tanks? Reply with quote

Is it possible to make tanks fire at enemies by themselves?
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ArgonV
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PostPosted: Wed Sep 07, 2011 10:10 pm    Post subject: Reply with quote

Some times you can by jumping into that gunner position, targeting an enemy, then give control back to the AI.
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7mks
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PostPosted: Thu Sep 08, 2011 4:24 am    Post subject: Reply with quote

Yes.
What would you like the AI to engage? Of course the enemy, but what type of unit?
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Perturabo
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PostPosted: Thu Sep 08, 2011 11:43 am    Post subject: Reply with quote

The one that is firing at my tank.
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7mks
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PostPosted: Thu Sep 08, 2011 2:59 pm    Post subject: Reply with quote

The AI is not dumb, though you are left to wonder why the AI isn't defending itself. There's several factors that come into play, SIZE being one of them. I'll skip all that (unless you [as in anybody] are interested) and show you what I am doing to insure the AI engages large enemy targets:


Click image for larger view.

I added an additional obClass (bombtarget) to the sm file, represented by the black square. The " 'bombtarget " class seems to work with other already defined obClass in the sm file.

Here it is in action with the test ship:

http://www.moddb.com/games/fighter-squadron-screamin-demons-over-europe/videos/floatingmoving-ship#imagebox

Now, its time to unbig those sm files and get a hold of OPS. Its openplanesim ..............
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ArgonV
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PostPosted: Thu Sep 08, 2011 5:15 pm    Post subject: Reply with quote

But this won't work for other smaller ground targets, correct?
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7mks
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PostPosted: Fri Sep 09, 2011 4:36 am    Post subject: Reply with quote

I think it will work. In fact, I'll test it after work today. (Summer/garden time is coming to an end, and I feel SDOE pulling on my arm sleeve again. Took a major break - was totally burnt out).
Remember this 'bombtarget needs to be added to the Capset in the Classes. The AI gunners only engage CAPSET classes (?Patch?). I've never seen anything else. The gun paramters play a big role too. Saw this with the rocket/missle development. " 'obSide " is also needed.
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7mks
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PostPosted: Sat Sep 10, 2011 4:52 pm    Post subject: Reply with quote

Actually, "I'll test it tomorrow". Long/physically demanding work shift yesterday and today.
Was a little tired.
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ArgonV
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PostPosted: Sat Sep 10, 2011 5:08 pm    Post subject: Reply with quote

No worries, thanks!!
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7mks
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PostPosted: Sun Sep 11, 2011 12:13 pm    Post subject: Reply with quote

Works fine. I see no problems.
My test was a King Tiger vs. British Soldier.

The smaller the object, of course, the harder it is for the AI to
"find" it. Move your objects closer together, and you'll see
the AI (tank) will target and engage it immediately. In my case,
I had the tank facing in the opposite direction. Also, I modified the
the dof for pitch so the tank could lower the gun angle.

The 'bombtarget lod was empty (no model).
In my Classes.ppf, 'bombtarget is also in the Cap_set listed.

As a side note, be sure your vehicles are even operational. For example,
on the King Tiger even the basics were missing (dofID 'pitch/'yaw).


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LesterBoffo
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PostPosted: Tue Sep 13, 2011 2:50 pm    Post subject: Reply with quote

So this is for AI controlled static placement gun elements? I'm not sure I understand the term CAPSET classes, is this a property you add to the new Lod?

BTW I'm unbigging a lot of the DATAXX.PAR files, but it's hard to figure out which ones are aircraft and ground vehicles. I'm using the big SDOE free Australian website .ISO conversion patch and there are dozens of PAR files.
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ArgonV
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PostPosted: Tue Sep 13, 2011 4:16 pm    Post subject: Reply with quote

I really have never messed with the Classes much. They were never all properly defined in the OpenPlane Doc... Sad But 7mks has really experimented a lot with Classes! Please do explain further.
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LesterBoffo
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PostPosted: Tue Sep 13, 2011 4:29 pm    Post subject: Reply with quote

Well what's been done already with the floating moving ships and te submarines with the flooding floatation is steps ahead of a lot of other sims.

I'm flying the CFS3 ETO Short Sunderland patch where you go out on a North Sea sub hunt and the damn target subs just sit there and burn when hit.
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PV
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PostPosted: Wed Sep 14, 2011 4:02 am    Post subject: Reply with quote

LesterBoffo wrote:
So this is for AI controlled static placement gun elements? I'm not sure I understand the term CAPSET classes, is this a property you add to the new Lod?

BTW I'm unbigging a lot of the DATAXX.PAR files, but it's hard to figure out which ones are aircraft and ground vehicles. I'm using the big SDOE free Australian website .ISO conversion patch and there are dozens of PAR files.


I don't know how you can manage to navigate SDOE without reference to this:
http://www.openplanesim.com/forums/viewtopic.php?t=200&start=0
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LesterBoffo
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PostPosted: Thu Sep 15, 2011 6:42 pm    Post subject: Reply with quote

I've read it but the revisions since 2003 do make it a bit of a crap shoot for some of the files. Has the original post #1 been updated?
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