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#61
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As of today the release build of the TankTweak mutator has been white-listed.
The previous white-listed TankTweak mutator was the debug build and that one did write a lot of debug info to the server logs. In some cases it caused problems. The debug release is not white-listed anymore. The download link in the OP has been updated to point to the release build version of TankTweak. My apologies for the inconvenience!
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#62
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Went from a full server to empty on map change... |
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Has anyone using this mutator come up with good default settings you like to use? I'm looking at integrating this functionality into the official code-base, and I'm looking for what the community likes as a default.
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[I support "RO Forums Classic" mode!!!] |
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#64
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Definitely AI gunner and hull gunner OFF. I don't think anyone needs a bot to aim they gun for them and shoot it. That's just silly. Everything else is fine though.
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#65
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I say disallow the AI use of the main gun, but keep the AI Hull Gunner active with the reduced accuracy and reduced range. Still need to stop them pesky engineers charging the fronts of tanks while limiting the long-range headshots on folk hiding away.
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#66
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My personal preferred settings are to disable the main gun completely and to reduce the accuracy of the hull mg on moving targets and on long distance. None moving targets should still be easy to kill. This way an AT gunner should think twice before going prone in front of a tank, but the infantry units still have a fair chance to escape from it.
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Last edited by Ducky; 04-25-2012 at 01:31 PM. |
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Let me clarify - for those NOT disabling AI I'm looking for what tweaked setting server admins like to run. Disabling AI is easy to leave as an option. But I'm looking for good playable defaults with AI on.
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[I support "RO Forums Classic" mode!!!] |
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Also, one of the things I'm considering adding is somewhere between on/off. Basically a setting where the AI will only fire at someone if the human commander in the tank orders them to do it, and even then they will only fire for a short while then stop. In this way, tank AI will be somewhat useful, but not overpowering like they currently are.
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[I support "RO Forums Classic" mode!!!] |
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#69
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I have the mg on,but gunner off,for the AI.
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Last edited by Major_Day; 04-25-2012 at 01:33 PM. |
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#70
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Quote:
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#71
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#72
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lol
You can add it at the bottom of the ini file like this Code:
; +10
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#73
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Quote:
[TankTweak.TankTweak] DifficultyInfantryMissPercentage=(Recruit=35.0,Sol dier=30.0,Veteran=25.0,Hero=20.0) DifficultyMainGunVarianceFactor=(Recruit=1.0,Soldi er=1.0,Veteran=0.66,Hero=0.25) TargetSpeedMissPercentage=(Still=0.0,Walking=0.0,R unning=20.0) RangeSettings=(Short=50.0,Medium=100.0,Long=150.0) RangeMissPercentage=(Short=10.0,Medium=30.0,Long=6 0.0) MainGunErrorVsDistRatios=(Horizontal=0.025,Vertica l=0.0125) AllowAIToControlHullMG=true AllowAIToControlMainGun=true [IniVersion] 0=1327193125.000000
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#74
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#75
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It is great to have a tanktweak but...
When i go from the driver`s seat to the gunner`s seat and i want to use the canon the first i must do is lower the canon and turn it forward. The AI mustn`t take over the gunner`s seat when i am the driver.
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Intel I7-920 - 2,67ghz, 6 gb ram, nvidia gtx 560 TI twin fan 2gb, win7 64bit - Creative X-FI Xtreme soundcard. |
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#76
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If tanktweak is in use on the server,and the admin has used tanktweak to stop the bots from using the main gun,then this doesn't happen.
![]() It only happens on servers not using tanktweak, or servers where tanktweak has not been configured to stop the bots using the main gun.
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Last edited by Major_Day; 04-26-2012 at 02:36 AM. |
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#77
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I'd love to see the default hull gunner be fairly pathetic in spotting and accuracy -
but the ability to hit some keys to "wake him up" for a few seconds. Example: hit key 7 for somewhat accurate medium high % hull spotting for 7 seconds hit key 8 for somewhat less accurate medium % hull spotting for 15 seconds hit key 9 for less accurate medium low % hull spotting for 30 seconds hit key 0 for low low % hull spotting for 45 seconds Unless you hit a key it stays at a lowest (fairly pathetic) spotting and accuracy% For every key press above - it takes 45 seconds until one of the keys works again. This simulates a tired crew getting yelled at by the commander - ha The commander sees better than the hull gunner anyway. |
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#78
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I'd like to see AI crew spot enemies.
Tanks have cupolas and plenty of viewports, so the crew's awareness is much better than just the player's vision; I wanna have my AI crewmen spot threats (up to a limited distance) if they're looking in the right direction. Might be hard to implement though. |
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#79
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Some good ideas Calumhm and Clambo.
Would be great if the AI could start yelling out that an engineer is chasing us with a satchel. |
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#80
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Quote:
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Last edited by Ducky; 05-01-2012 at 03:18 AM. |
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