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This is a version of this that is still getting updates !
there's an "r" missing in "ai stiketarget"
you need: "ai striketarget"
;-)
I have noticed that the auto target selection will prioritise targets that are in the firing arc vs those that are not (as it should be).
But there is a problem with the function findNearestPlayer(guid) when only a small part of the real target is in the firing arc. In some cases it can happen that the wrong target is selected.
(see example here: http://i.imgur.com/OkzRcIw.png)
[yellow Y-Wing should easily be the target but blue is selected insted]
I have noticed that the reason for this is that the 'diff' for the yellow Y-Wing is > than pi/4 and that is why it is discarded as a potential target.
So either the 'angle' calculation in the function findNearestPlayer(guid) is not quite right or the 'diff<math.pi/4' requirement is just a little too narrow.
Hope my description above is helpful. If you have any issues replicating the problem, please let me know ;-D
@Rogue-9 sorry I'm not sure what the Auto Targeting issue was. Could you remind me/summarize thanks
Thanks.
I wanna say that the ties of the same squadron do not made the same move, as a swarm, they made different movements and this is not the rules of the HotAC AI. I suppose that this is very difficult to do.
my computer is a potato and so my goal with my x-wing mods has always been to try to limit the loading times
do you have your expansion stuff posted somewhere?
(more missions, more rules, more ships available and if i find some help, scum as enemys too)
http://images.akamai.steamusercontent.com/ugc/447357553614861223/AA30B98352A41A6AA4461A2BF257FB7D0E5E82F1/
http://images.akamai.steamusercontent.com/ugc/447357553612610923/74B05D6AC8E0C9A4C64A878F3AE2AFDEC006C455/
The auto move functionality is very cool. I recommend any new users watching the video and taking advantage of this feature.