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AI Fire time

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AI Fire time

Post by LoneWolf on Mon Mar 30, 2015 8:44 pm

Question,how do you keep the fire time set at 1 second? I went in and set the fire time to 1 second on all AI in the locked med saved mis. played map and everything was fine,so I opened mis. in unlocked med checked fire time and it was back at 10 second fire time. So my question is how do you keep it at what you set it at,because it's a pita changing them every time.


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Re: AI Fire time

Post by Baldo_the_Don on Tue Mar 31, 2015 10:41 am

It's like the spawn count, the consumer MED can display the values, but it can't change them. You can change both with the unlocked MED.
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Re: AI Fire time

Post by LoneWolf on Tue Mar 31, 2015 7:45 pm

I use the unlocked Med to edit map,but have to open it with the consumer Med in order to get the skins to work and when you do that it set's them(AI) back to default which is 10 seconds.Are they anyway to get around that,cause it would be nice if ya could do it all in the unlocked Med.There's 2 trn's at isn't in the original  unlocked Med so you have to put it in the mod folder in order to get them to show up,need unlocked Med that will work with trn's and skin's in one.


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Re: AI Fire time

Post by Blaze on Tue Mar 31, 2015 8:06 pm

Didn't know that 2 trn don't show up in the locked consumer med, which ones are?  Anyway I don't know if it's possible to do, but try to open the .mis file with NotePad, maybe you can find those lines you need to edit, then re-open with whatever med and immediately re-save it.  It's like when you need to choose environments (day3, night5 for instance) that can't be chosen with the consumer med, while at the same time you want to keep the camo style you can choose only in the locked consumer med
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Re: AI Fire time

Post by tedsmelly on Sat Apr 04, 2015 7:01 pm

When Blaze puts everything in a PFF you won't have the Terrain issue. The unlocked editor will allow you to change the fire timer, re-spawn and allow you to have two different figures for the weapon accuracy (Weapon 1, weapon 2).

I have noticed some of the AI will not allow you to have different figures for the weapon accuracy and everytime you save your map the editor will change the accuracy to even figures.

Make sure your Game shortcut has the "Space\d" added to the end of your target line.


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Re: AI Fire time

Post by LoneWolf on Sat Apr 04, 2015 7:54 pm

Mine does Ted both /s /d, thank's for the info bud.


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Re: AI Fire time

Post by Blaze on Sun Apr 05, 2015 9:31 am

Yep Ted is right, I forgot that it is an issue of not having terrains in a packed .pff unless you use the "/d" attribute in the shorcut properties.

I'm sorry my mod doesn't have that user friendly installation for now, but it will in the future.
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Re: AI Fire time

Post by Baldo_the_Don on Sun Apr 05, 2015 6:30 pm

tedsmelly wrote:I have noticed some of the AI will not allow you to have different figures for the weapon accuracy and everytime you save your map the editor will change the accuracy to even figures.

My experience:

Accuracy 1 is how accurate the the AI is for 1 second after attacking. Accuracy 2 is how accurate the the AI is after that first second, and for the rest of the mission. This basically allows the player to get "warning shots," allowing the player a chance to find cover. Accuracy 2 cannot be less than accuracy 1, though, and the MED will change 2 to equal 1, if 1 is higher.

In the later missions of the original DFBHD campaign, almost all the AIs with rifles have accuracy 1 at 45, and accuracy 2 at 90.

I hate it when RPGs are too accurate, and I despise guided RPGs. GRPGs should only be used for cinematics and set pieces, never against the player.
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Re: AI Fire time

Post by Blaze on Mon Apr 06, 2015 3:51 pm

Thanks for the info Baldo, didn't know this. I hate guided RPGs too, but in stock dfbhd/ts they are used only in cinematics to down the black hawks in all the three campaigns.
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Re: AI Fire time

Post by LoneWolf on Mon Apr 06, 2015 10:10 pm

I always thought the accuracy 1 was the first shot like if you set it at 50 then you stood at 50% chance of getting hit, accuracy 2 was set at 100 then the second shot was dead on target.That's how I thought it worked dunno.


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