General > Discussion
AI is exploiting reaction fire buggyness
pete conway:
Would Left hand weapon v right hand weapon have anything to do with it? many years ago on another game entirely we used to exploit a corner in a similar fashion!
I understand that All Characters are Right handed but might that have been wedged into the equation? just a thought!
DarkRain:
Depends on the weapon each has a "shot origin" that shifts the shot's starting point but always to the same side regardless of which hand the weapon is held with (currently all hand-held weapons shift to the right IIRC but it might be possible to script a weapon with a "left handed" shot origin)
Anyway, I've greatly increased the chances of RF when partial cover is an issue, it still requires at least one of the mock shots to hit an enemy — otherwise we'd have characters trying to RF through transparent walls (alien base), bullet-proof windows (bunker) and so on.
Now let's see how many complains we'll get about this...
anonymissimus:
If the code doesn't distinguish between friendly units and obstacles I'm sure someone will complain about RF hitting friendlies. Soldiers and civilians can be treated in the same way in the case of Phalanx, aliens only should care about other aliens.
So, if at least one sample shot hits an enemy, shoot, but if at least one sample shot hits a friendly unit, don't. The second condition takes priority.
DarkRain:
The code already uses the same sample to count the number of friendly (and civilian if needed) hits, but the limit on friendly fire is less strict, and increases as the morale of the shooter worsens — to the point an insane unit will not care if the whole sample is all friendly hits.
Well, I guess that might indeed make friendly fire more likely, now that those friendlies blocking the line of fire has much less weight in the calculation
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