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FMB - AI type & AI actors (cpp)
Having messed around in the mission builder i have some question regarding the AI section.
You can place 3 types of AI:
I have got the searchlights working via the "Select Object 'anti-aircraft', set a radius to it to hit the spotlight this radius and the script powerOn.cpp," method. But i'd love to get better understand of what these scripts / AI stuff does beyond turning on searchlights. Thanks for any help! :) |
Antiair AI is needed for searchlights to operate.
car.cpp forces a car (maybe convoy) to travel from end to end of a spline road indefinitely. airport.cpp is used for airfield traffic (ammo carriers, etc.) They all are used in campaign missions I think. If you open campaign missions with FMB you will see how they are used. |
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Do you know how this is done? (i'll look through he campaign missions to see what i can figure out) |
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airport.cpp only drives small airport vehicles around for immersion. |
Such a script would be excellent!
I'm struggling to gleam this info from the campaign missions.. still quite a few to look at though. Anyone else got any insight into the use of these ccp scripts / actors. (if there indeed scripts) |
Where can I find the campaign missions?
thanks GH |
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steamapps\il-2 sturmovik cliffs of dover\parts\bob\mission\campaign |
Ok.. i've been testing these without much success.
Ive worked out "car.ccp".. it makes vehicles & convoys follow spine roads in a continuous loop PowerOn turns on generators which makes searchlights work. Apart from these i've had no joy. I've been trying to make flak more effective with sound locators & predictors neither seem to have any affect, with & without AntiAir AI and baseAntiAir.ccp. ( i made a large AAA group of mixed types.. with all sorts of aids and had a 109 circle them.. totally ineffective) I have no idea what baseAntiAir.ccp, bus_car.ccp, emrg_car.ccp do.. anyhelp would be much appreciated. Quote:
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I think it just moves vehicles around the base for immersion and creating an environment that feels more "alive", kind of the way it happens in the stock campaign missions.
I'm not entirely sure (haven't tested the FMB much yet), but that's what i understood from the previous post by Ataros. |
I've attempted to use it like car.ccp to make airfield support vehicles 'patrol' airfields, but have not managed to make it work. :confused:
I'd love a CloD Dev to give us some brief guide to these elements. There must be some documentation on these somewhere that can be shared here. Just a brief post could shed much clarity. |
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