View unanswered posts | View active topics It is currently Sun Dec 01, 2024 12:51 am



Reply to topic  [ 2 posts ] 
 Affecting AimDistance of other actors? 
Author Message
User avatar

Joined: Thu Oct 04, 2012 9:21 pm
Posts: 105
Location: Chile
Reply with quote
Post Affecting AimDistance of other actors?
I'm trying to add a leadership ability for a unit, which will increase certain stats of units inside a field but I have no idea how. I have the field ready and I tested it with health damage instead so for now it slowly kills allies within the field instead:

Code:
function Create(self)
   self.LeadDist = 250;
end

function Update(self)
   local rand = math.random();
   if rand <= .02 then
      for actor in MovableMan.Actors do
         local curdist;
         curdist = math.sqrt(math.pow(self.Pos.X - actor.Pos.X,2) + math.pow(self.Pos.Y - actor.Pos.Y,2))
         if curdist <= self.LeadDist and actor.Team == self.Team and actor:IsInGroup("Overseer") == false then
            if actor.ClassName == "AHuman" then
               actor.Health = actor.Health - 1
            else
               actor.Health = actor.Health - 0
            end
         end
      end
   end
end


I've made a number of mods already but I just can't completely get lua scripting. D;


Sun May 07, 2017 4:52 pm
Profile
User avatar

Joined: Wed Jul 06, 2011 5:11 pm
Posts: 226
Reply with quote
Post Re: Affecting AimDistance of other actors?
So what you want to do is have the actors in the field receive less damage? This is taken from the NoGibDeath lua function, modified to use your actor checking.

Code:
   for actor in MovableMan.Actors do
      local curdist;
      curdist = math.sqrt(math.pow(self.Pos.X - actor.Pos.X,2) + math.pow(self.Pos.Y - actor.Pos.Y,2))
      if curdist <= self.LeadDist and actor.Team == self.Team and actor:IsInGroup("Overseer") == false then
         if IsAHuman(actor) then
            actor.DamageMultiplier = 0
            actor.Health = 100 --Incase some lua prevents regen            
            local human = ToAHuman(actor)
            if human then
               if human.Head then
                  human.Head.DamageMultiplier = 0
               end
               if human.FGArm then
                  human.FGArm.DamageMultiplier = 0
               end
               if human.BGArm then
                  human.BGArm.DamageMultiplier = 0
               end
               if human.FGLeg then
                  human.FGLeg.DamageMultiplier = 0
               end
               if human.BGLeg then
                  human.BGLeg.DamageMultiplier = 0
               end
            end
         end
      end
   end


Something like that might work (although I haven't tested it for your application). I know this code generally works for reducing damage.

There are some definable properties when creating an actor's .ini code called AimDistance and Perceptiveness that can make an actor more effective in combat, but short of copying and pasting code for every defined actor and increasing these values, then replacing actors in the scene with these enhanced actors when they're in the field, they can't really help you out here.

One interesting thing you could try is altering actor AI. In the HumanBehaviors.lua script there's this piece of code:
Code:
function HumanBehaviors.GetTeamShootingSkill(team)
   local skill = 50
   local Activ = ActivityMan:GetActivity()
   if Activ then
      skill = Activ:GetTeamAISkill(team)
   end
   
   local aimSpeed, aimSkill
   if skill < Activity.AVERAGESKILL then   -- the AI shoot later and tracks the target slower
      aimSpeed = -0.025 * skill + 3.3 -- affects the delay before the shooting starts [3.30 .. 1.55]
      aimSkill = -0.011 * skill + 2.2 -- affects the precision of the shots [2.20 .. 1.43]
   elseif skill >= Activity.UNFAIRSKILL then
      aimSpeed = 0.05
      aimSkill = 0.05
   else
      -- the AI shoot sooner and with slightly better precision
      aimSpeed = 1/(0.55/(2.9-math.exp(skill*0.01))) -- [1.42 .. 0.38]
      aimSkill = 1/(0.65/(3.0-math.exp(skill*0.01))) -- [1.36 .. 0.48]
   end
   
   return aimSpeed, aimSkill
end


So you could try changing an actors aimSpeed and aimSkill if they're within the field.

One thing I read in another forum post here was that if an actor is or has an object in the group "Brains" or "Snipers" they will aim like they are a sniper. This means you can change that property of an actor while they're in the field to have better weapon proficiency that way. Remember, setting an actor to group "Brains" means that all enemy actors with AIMODE_BRAINHUNT will hunt that actor down.


Mon May 15, 2017 5:00 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 2 posts ] 

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.038s | 13 Queries | GZIP : Off ]