Men of War: Assault Squad 2

Men of War: Assault Squad 2

CPT T.REX Aug 8, 2020 @ 1:03am
canon fire script
Hello !

Someone would have a method to automatically fire enemy cannons but without the shell crashing into the map. I tried with "actor_fire" but it does not work as I would like because the shooting range is too low for the waypoint I placed off the map

Or a method to increase the firing distance of the cannons

Thanks !!
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Showing 1-8 of 8 comments
PixzL. Aug 8, 2020 @ 2:48am 
Have you tried increasing the offset of the waypoint? I.E the higher the offset, the longer the trajectory - until a certain point.
CPT T.REX Aug 8, 2020 @ 2:59am 
No how do you do that ?

Thanks
PixzL. Aug 8, 2020 @ 3:07am 
Waypoints have 2 options (as far as I know) that you can change. Once selected, the waypoint will have an offset and a radius (on the right handside about midway down).

Radius will limit the spread of which the unit is firing at said waypoint. If you want an accurate shot, between 3-5 is decent.
Offset will appear red if you increase the value from 0+ and blue if you decrease the value from -0. Between +15 to +20 is the average height of a human unit providing the firing unit is on a flat surface.

Ultimately, you'll have to continue to play-test your triggers/scripts until you are satisfied.
CPT T.REX Aug 8, 2020 @ 3:42am 
Thank you but the cannons shoots or they want and ignore my waypoints I have the impression...

And another maybe easier question, do you have any idea how to link a pointer to a character? and that when he moves the pointer moves with him which makes it possible to follow an important character
Jolie Rouge Aug 8, 2020 @ 3:58am 
For the range you'd have to unzip the .pak, find resource/entity/set/stuff/gun/thegunyouwanttoaltertherange and open with Notepad++.
PixzL. Aug 8, 2020 @ 4:07am 
Use an "actor_state" to disable their ai - this will stop them from getting distracted; you can enable it later on.

>edit
Under tasks, there is no way (including g_link) to connect both a moving unit plus a skirmish pointer. The way I've done it in the pass is use the unit as the pointer - removing the highlight border entirely. It's not the best solution, but it works.
Last edited by PixzL.; Aug 8, 2020 @ 4:09am
CPT T.REX Aug 8, 2020 @ 4:21am 
@Jolie Rouge : Thanks to you !!

@sikkunt : Perfect thanks you very much for you help !

It's for my new update mod of "La Pointe Du Hoc" ;)
Tjdagger Aug 8, 2020 @ 5:33am 
Originally posted by CFr CPT T.REX:

And another maybe easier question, do you have any idea how to link a pointer to a character? and that when he moves the pointer moves with him which makes it possible to follow an important character

Check the solution in this discussion....

https://steamcommunity.com/app/244450/discussions/0/2283834583176330674/
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Date Posted: Aug 8, 2020 @ 1:03am
Posts: 8