1 |
Thanks, thats an very helpful response. Complete with references to source code.
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1 |
Thanks, thats an very helpful response. Complete with references to source code.
|
2 |
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2 |
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3 |
Currently reading around a bit more. I am curious to see how the comm will choose what to shoot at when it has two distinct weapons. One case I have observed that the comm will often/sometimes prioritize a longer-range weapon so that the second weapon is idled, despite target options where both could be employed.
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3 |
Currently reading around a bit more. I am curious to see how the comm will choose what to shoot at when it has two distinct weapons. One case I have observed that the comm will often/sometimes prioritize a longer-range weapon so that the second weapon is idled, despite target options where both could be employed.
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4 |
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4 |
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5 |
Kind
of
odd
perhaps
to
ask
code/dev
questions
on
this
forum,
but
hey:
I
see
there
is
a
proximityPriority
set
on
various
weapons
and
never
apparently
used
in
the
ZK
code,
whereas
there
is
also
a
proximity_priority
set
on
customParams
which
is
used
in
ZK
code,
but
only
for
one
unit.
I
guess
any
targeting
decisions
that
give
special
consideration
to
the
heatray
would
be
in
the
Spring
engine.
I
haven't
dug
all
that
deep.
EDIT:
OK
yes
I
see
where
that
is
handled
in
the
auto-target
code
in
Spring.
Now
to
understand
how
ZK
might
use
that.
EDIT3:
I
guess
it
is
choosing
a
suitable
target
for
the
first
weapon
and
only
asking
the
second
if
the
first
is
not
able
to
find
anything
that
works,
so
when
building
your
comm,
choose
the
short-ranged
weapon
first.
(
CMobileCAI::GenerateAttackCmd(
)
:
[url=https://github.
com/spring/spring/blob/a8cf33ad1d2ac775e6008cd04baa7e859d1f23ec/rts/Sim/Units/CommandAI/MobileCAI.
cpp#L1113]https://github.
com/spring/spring/rts/Sim/Units/CommandAI/MobileCAI.
cpp#L1113[/url])
|
5 |
Kind
of
odd
perhaps
to
ask
code/dev
questions
on
this
forum,
but
hey:
I
see
there
is
a
proximityPriority
set
on
various
weapons
and
never
apparently
used
in
the
ZK
code,
whereas
there
is
also
a
proximity_priority
set
on
customParams
which
is
used
in
ZK
code,
but
only
for
one
unit.
I
guess
any
targeting
decisions
that
give
special
consideration
to
the
heatray
would
be
in
the
Spring
engine.
I
haven't
dug
all
that
deep.
EDIT:
OK
yes
I
see
where
that
is
handled
in
the
auto-target
code
in
Spring.
Now
to
understand
how
ZK
might
use
that.
EDIT3:
I
guess
it
is
choosing
a
suitable
target
for
the
first
weapon
and
only
asking
the
second
if
the
first
is
not
able
to
find
anything
that
works,
so
when
building
your
comm,
choose
the
short-ranged
weapon
first.
(
CMobileCAI::GenerateAttackCmd(
)
:
https://github.
com/spring/spring/blob/a8cf33ad1d2ac775e6008cd04baa7e859d1f23ec/rts/Sim/Units/CommandAI/MobileCAI.
cpp#L1113
)
|
6 |
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|
6 |
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|
7 |
Would be handy if the two comm cannons were not co-axial. ;)
|
7 |
Would be handy if the two comm cannons were not co-axial. ;)
|
8 |
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|
8 |
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|
9 |
Commanders running around in the chaos are the best part of the game.
|
9 |
Commanders running around in the chaos are the best part of the game.
|