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Add Unpack Static Weapon module
When merged this pull request will:
- Add module to make AI static weapons teams unpack their weapons and set it up facing the target position
- unpack function can be used in waypoints etc
- https://www.youtube.com/watch?v=DvvJPq0wsCI
I think there should be some settings added here, maybe one for max range between the two units. It would also be interesting to see if we could get the assistant to go to the gunner if they are outside that range.
@ampersand38 Use a text editor that supports the .editorconfig file. It seems that your editor is using tabs not spaces which is disallowed.
I think there should be some settings added here, maybe one for max range between the two units. It would also be interesting to see if we could get the assistant to go to the gunner if they are outside that range.
Ah! I'm just learning about editorconfig now. Will try again to get it to work. Thanks.
Much appreciated for the review @CreepPork. I'll aim to adhere to the standards.
I think there should be some settings added here, maybe one for max range between the two units. It would also be interesting to see if we could get the assistant to go to the gunner if they are outside that range.
I haven't had a lot of success getting the weapon carriers to move together while under fire, even when pulling apart something like https://github.com/acemod/ACE3/blob/master/addons/ai/functions/fnc_garrisonMove.sqf
It may be a case of "don't use this when players can clearly observe that the ai can't do this".
Currently looks weird not having the gunner and assistant apart from each other. Should definitely try to get them to move towards each other.
I seem to have this working!
Maybe have the gunner perform an action to get in the turret instead of immediately moving them in.
When I use orderGetIn
the AI just run a little circle and then teleport in anyway. It seems there's no getIn animation for these turrets.
https://youtu.be/6h9xUblJzlI
Works a little bit better in combat but, still fails in some situations. Maybe try using
setBehaviour
andsetCombatMode
on the group.Also, currently you do some handling for the weapon assembly in the module's function (movement, behaviour) and some in
unpackStaticWeapon
. All of it should be handled inunpackStaticWeapon
, the module should just call theai
component's function.
I didn't want to stop the rest of the group from firing, so I'm having the assistant join his own group and managing behaviour from there.
I've also moved the pfh to the AI addon.
Pushing to 1.10 since I think there is some cleanup left to do as well as consider:
- groups with players.
- single backpack static weapons.
- selecting the closest assistant if multiple are possible.