Below is the status of AI controlled Heavy Hover Tank .def that I have developed.
The craft will remain along the ground. The AI CONTROLLED vehicles will NOT follow any assigned nav points.
A Player controlled craft will follow nav points utilizing auto nav.
The AI controlled craft will proceed in a straight line along its originally assigned direction.
SHIP
name: Ravage
display_name: Ravage
class: LCA
abrv: HHT // Heavy Hover Tank
detail_0: "Ravage.mag"
feature_0: 100
detail_1: "Ravage.mag"
feature_1: 100
mass: 95
integrity: 25e3
vlimit: 150
scale: 0.80
acs: 1
roll_drag: 95 // Very slight tilt on turning. Good effect. If none wanted, set to 100
pitch_drag: 4e2 // Keeps AI controlled HHT on the ground. Good.
yaw_drag: 4 // Kept... craft tended to climb a bit without it.
avoid_fighter: 7 // Left in due to not knowing effect it may have versus enemy air
chase: (0, -900, 300)
bridge: (00, 80, 8)
power: {
type: Fusion,
max_output: 60,
loc: (0, 20, -25),
size: 32,
hull_factor: 1.0
}
drive: {
type: Plasma, // To be made invisible in final version
thrust: 45,
scale: 0.5,
port: (00, 35, -115),
loc: (0, 30, -45),
size: 16,
hull_factor: 1.0
}
The remainder is standard LCA equpment.
I pose the question--- Is there a method to assign the AI craft to auto nav. That may solve the non navpoint following problem. Any help or insight would be appreciated. If not... we will just have to work with AI ground vehicles that only go in a straight line.
_________________
