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  #1  
Old 05-11-2011, 12:25 PM
MadTommy MadTommy is offline
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Default 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:
  • Airfield
  • AntiAir
  • Ground
To these you can apply 6 AI actors:
  • airport.cpp
  • baseAntiAir.cpp
  • bus_car.cpp
  • car.cpp
  • emrg_car.cpp
  • powerOn.cpp
Can anyone shed light on these elements?

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!

Last edited by MadTommy; 05-18-2011 at 07:40 AM.
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  #2  
Old 05-11-2011, 12:47 PM
Ataros Ataros is offline
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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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  #3  
Old 05-11-2011, 01:15 PM
MadTommy MadTommy is offline
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Quote:
Originally Posted by Ataros View Post
airport.cpp is used for airfield traffic (ammo carriers, etc.)
So is it possible to rearm & refuel when you land if this is setup right?

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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  #4  
Old 05-11-2011, 01:25 PM
Ataros Ataros is offline
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Quote:
Originally Posted by MadTommy View Post
So is it possible to rearm & refuel when you land if this is setup right?
I think you need to write a specific script to rearm and refuel.

airport.cpp only drives small airport vehicles around for immersion.
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  #5  
Old 05-12-2011, 06:39 AM
MadTommy MadTommy is offline
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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)
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  #6  
Old 05-12-2011, 06:48 AM
Groundhog Groundhog is offline
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Where can I find the campaign missions?

thanks

GH
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  #7  
Old 05-13-2011, 08:49 AM
MadTommy MadTommy is offline
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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:
Originally Posted by Ataros View Post
airport.cpp is used for airfield traffic (ammo carriers, etc.)
Ataros can you explain this.. i've failed to understand what this does or how it works. Thanks.

Last edited by MadTommy; 05-13-2011 at 08:51 AM.
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  #8  
Old 05-13-2011, 04:03 PM
Blackdog_kt Blackdog_kt is offline
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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.
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  #9  
Old 05-14-2011, 08:12 AM
MadTommy MadTommy is offline
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I've attempted to use it like car.ccp to make airfield support vehicles 'patrol' airfields, but have not managed to make it work.

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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  #10  
Old 05-14-2011, 12:18 PM
Ataros Ataros is offline
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Quote:
Originally Posted by Blackdog_kt View Post
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.
My guess is based on some campaign or training mission where I saw a tractor towing 2-3 bomb-carrier trailers with aitport.cpp script iirc.

More guessing:
bus_car.ccp maybe same as car.cpp but with buses stopping at waypoints?
emrg_car.ccp - sends a car to crashlanded plane at an airfield?

Last edited by Ataros; 05-14-2011 at 12:23 PM.
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