Vendigo Posted January 23 Posted January 23 I was thinking to create a mission of Tatsinskaya airfield being run over by the T-34's but there seems to be no way of making AI-controlled tanks attack the taxiing aircraft.. Low priority wayponits, Command: Attack area (with either "attack air targets" or "attack ground targets" ticked) - not working. Maybe there is some other way? Any help appreciated!
JG4_Deciman Posted January 23 Posted January 23 are your ai planes set as 'engageble'? If not they are completely ignored by and ai... Deci
kraut1 Posted January 23 Posted January 23 (edited) 6 hours ago, Vendigo said: I was thinking to create a mission of Tatsinskaya airfield being run over by the T-34's but there seems to be no way of making AI-controlled tanks attack the taxiing aircraft.. Low priority wayponits, Command: Attack area (with either "attack air targets" or "attack ground targets" ticked) - not working. Maybe there is some other way? Any help appreciated! 3 hours ago, JG4_Deciman said: are your ai planes set as 'engageble'? If not they are completely ignored by and ai... Deci I suppose a small mod of the the bot and the mainturret (or the machinegunturret) has to be created to attack planes too: turret: has this bot (used for all ai maingunturrets I suppose): this bot refers to this further bot: And here some thing to be changed: Example of an AAA bot Edited January 23 by kraut1
Vendigo Posted January 23 Author Posted January 23 (edited) 3 hours ago, JG4_Deciman said: are your ai planes set as 'engageble'? If not they are completely ignored by and ai... Deci Yes, the AI planes are engageable and actually the armored vehicles BA-64 do attack the taxiing planes; I think that's because BA-64's are armed with a machine gun, not a cannon while the T-34's are ignoring the planes (not firing with cannons, machine guns)... @kraut1 thank you for the advice; can you tell me whether this mod will affect the behavior of all AI-controlled tanks in all missions? Or it can be applied to only select missions in a single player campaign? Edited January 23 by Vendigo
kraut1 Posted January 23 Posted January 23 13 minutes ago, Vendigo said: Yes, the AI planes are engageable and actually the armored vehicles BA-64 do attack the taxiing planes; I think that's because BA-64's are armed with a machine gun, not a cannon while the T-34's are ignoring the planes (not firing with cannons, machine guns)... @kraut1 thank you for the advice; can you tell me whether this mod will affect the behavior of all AI-controlled tanks in all missions? Or it can be applied to only select missions in a single player campaign? I suppose that all main battle tanks are using by default the same bots and this means the behaviour of all tanks is influenced as long the mod is installed. But maybe because the aa range is defined for the individual turrets too you can deativate AAA for other tanks too There are in general different possibilities: -simple mod that changes the behaviour of all tanks and you advice the players to install it only for few defined missions. -installation with JSGME will be very quick -you try to optimize the bots in a way that additional aa has lower priority and a low range. Maybe this mod could be installed permanently (by the way: the russian destroyer 7 uses the tankgun bot too, but no problem the if dest.7 tries to engage plane too) as you see there are different possibilities... By the way I can remember in ca.2002 very early in my IL-2 career I lost one career BF109-E7 pilot during an anti tank low level attack: A russian gunner head aimed very well with his main gun...
Vendigo Posted January 23 Author Posted January 23 @kraut1 I appreciate your detailed explanation! My objective is to create a single player campaign and post it for everyone to use, so I don't think that permanently changing the behavior of AI tanks for the sake of one mission is a good thing to do.. I am thinking, maybe it could by possible in the same way as customized terrain in certain missions is possible... for example, move the modified "properties file" into the Campaign's folder and link the respective ***.mission file to the modified "properties file" within the Campaign's folder, then it's workable only for this respective mission... Or else, I would have to play with Command: Attack area MCU's ("attack ground"), placing them where the AI aircraft are taxiing, then the T-34 bots will be firing in the correct direction at least...
kraut1 Posted January 23 Posted January 23 1 hour ago, Vendigo said: Yes, the AI planes are engageable and actually the armored vehicles BA-64 do attack the taxiing planes; I think that's because BA-64's are armed with a machine gun, not a cannon while the T-34's are ignoring the planes (not firing with cannons, machine guns)... @kraut1 thank you for the advice; can you tell me whether this mod will affect the behavior of all AI-controlled tanks in all missions? Or it can be applied to only select missions in a single player campaign? 23 minutes ago, Vendigo said: @kraut1 I appreciate your detailed explanation! My objective is to create a single player campaign and post it for everyone to use, so I don't think that permanently changing the behavior of AI tanks for the sake of one mission is a good thing to do.. I am thinking, maybe it could by possible in the same way as customized terrain in certain missions is possible... for example, move the modified "properties file" into the Campaign's folder and link the respective ***.mission file to the modified "properties file" within the Campaign's folder, then it's workable only for this respective mission... Or else, I would have to play with Command: Attack area MCU's ("attack ground"), placing them where the AI aircraft are taxiing, then the T-34 bots will be firing in the correct direction at least... Here an example. Higher priority for ground targets seems to work. Attached an example, you can check and optimize. The bot is for all tanks, and the required individual turrets to be changed too. An for the turret I have increased the range for airtargets too Tank_with_limited_AAA_capabilities.zip AAA-AI-Tank1.Mission.zip
Vendigo Posted January 23 Author Posted January 23 (edited) @kraut1 thank you very much, if I ever finish this campaign, you deserve a credit! Btw I am using the bots of simple T-34's because the mission takes place in 1942. Edited January 23 by Vendigo 1
AEthelraedUnraed Posted January 27 Posted January 27 On 1/23/2025 at 3:47 PM, Vendigo said: Or else, I would have to play with Command: Attack area MCU's ("attack ground"), placing them where the AI aircraft are taxiing, then the T-34 bots will be firing in the correct direction at least... If you don't want to use mods, I think this is the way to go. Using CheckZone MCUs you could detect when a taxiing aircraft enters a certain position, then activate a nearby attack ground MCU that's placed in such a way as to have shells exploding close by the aircraft. If you have multiple tanks each target different predefined areas of the taxiway, I think the result should look realistic. On 1/23/2025 at 3:47 PM, Vendigo said: I am thinking, maybe it could by possible in the same way as customized terrain in certain missions is possible... for example, move the modified "properties file" into the Campaign's folder and link the respective ***.mission file to the modified "properties file" within the Campaign's folder, then it's workable only for this respective mission... I think it should be possible to create essentially a "duplicate" of the tank, only using modified turret files. It's a bit of a hassle to get working, but if you do, then it should be possible to distribute it along with the campaign. As you only need to mod text files, download size shouldn't be an issue. If you want to go this route, I suggest to start top-down by copying the main script file (e.g. LuaScripts\WorldObjects\vehicles\t34-76stz.txt) and see if that works; then progressively change the things you need to change. On 1/23/2025 at 4:23 PM, Vendigo said: Btw I am using the bots of simple T-34's because the mission takes place in 1942. If I'm not mistaken, the turret of the 1943 T-34 from Prokhorovka was made from summer 1942 onwards and the in-game 1943 model is otherwise also very close... so I think it's plausible that in mid-December 1942 at least some of the participating tanks featured the new turrets. It's hard to see, but I think the tank in this picture has the new turret. For the older turrets, remember that there's also the free playable 1942 T-34 STZ (_t34-76stz instead of t34-76stz in the Mission Editor). It provides a bit of a middle ground between the high-detail Prokhorovka tanks and the AI tanks. This one is definitely period-correct and at the very least it has better AI and more visual detail than the AI-only tanks. 1
Vendigo Posted January 27 Author Posted January 27 @AEthelraedUnraed thank you for the helpful advice!
Vendigo Posted January 27 Author Posted January 27 (edited) 4 hours ago, AEthelraedUnraed said: For the older turrets, remember that there's also the free playable 1942 T-34 STZ (_t34-76stz instead of t34-76stz in the Mission Editor). It provides a bit of a middle ground between the high-detail Prokhorovka tanks and the AI tanks. This one is definitely period-correct and at the very least it has better AI and more visual detail than the AI-only tanks. Actually I have assembled the Tatsinskaya mission (75% finished), using "attack ground" MCU's and fake vehicles as targets, I think it looks good from the air.. At first I used the simple T-34's and now I have replaced them with the more advanced _t34-76stz bots, as per your suggestion.. I was surprised to see that the advanced bots are less accurate when attacking the AAA guns around the airfield. Simple bots destroy the first AAA gun with one or two shots, very quickly, while _t34-76stz seem to be aiming way too low and hit the ground multiple times (in the mid distance between the tank and the target) before they destroy the AAA... This attack is triggered by the tanks "low priority" waypoint btw. I am not sure yet which tank models I will use finally... Edited January 27 by Vendigo
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