Fixing AI shooting at enemy tanks in front of them is not a must I think, it's even funny though, you decide if you fix it or not.
I just suggested to rotate the building based on the thought it is easier to solve the issue this way. If you rotate it by 90 degrees to head the sandbags opening to the rear of the map we can do tests on the rear tanks while the open floor will look towards the open space just 90 degrees rotated.
If it's easier to solve the deployment issue with the windows you can do it that way without rotating the building, you decide which is easier.
Displaying damage points (if it is really possible) would be the top what this map could provide, i think...
I just suggested to rotate the building based on the thought it is easier to solve the issue this way. If you rotate it by 90 degrees to head the sandbags opening to the rear of the map we can do tests on the rear tanks while the open floor will look towards the open space just 90 degrees rotated.
If it's easier to solve the deployment issue with the windows you can do it that way without rotating the building, you decide which is easier.
Displaying damage points (if it is really possible) would be the top what this map could provide, i think...
Thanks for the quick feedback and testing guys!
I did not thoroughly test the Kill Distance Text and am currently working on a fix to this.
As far as the bots, if you load the level with 0 bots it will address the problem you stated as the way I set it up in the kismet was upon destroying a vehicle, it calculates the distance between you and the vehicle, regardless of who destoyed this. I may just move the spawn points for the tanks so that the bots cant "see" any targets from the spawn, or put up a blocking volume that prevents them from shooting out of the spawn.
I used a "lazy" kismet set up for the spawning of the human targets and believe it will be an easy solution so each one spawns independent of the others when killed after a 10 sec or so cool down between.
As far as the building goes, I removed all of the "debris" and now it will be the wooden floors. I failed to add covernodes to several points which is why you cant deploy the AT rifle at some of those windows. If I ensured that you could shoot from each side on each floor would that work for you or would rotating the building be better?
I fixed that invisible wall on the top floor also. I can definitely look into adding moving targets, similar to the moving recon plane in the actual game, would just follow a set animation track then respawn like the other tanks when destroyed.
What I wanted to really look into was displaying the damage points to the screen with each hit on a tank so you know exactly how much damage is done with each shot at each location. I believe this is doable, but will take some trial and error with the kismet on my end.
Let me know what you think and I will get this updated soon!
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