helicopter doesn't use weapon
I try to edit dispatch (replace Polmav by buzzard / savage). I have no issue but cops doesn't use weapon (rocket etc.).
I tried to create scripthookvnet -> spawn lazer, buzzard / savage. Lazer plane use the weapon, however buzzard / savage doesn't use the weapons.
An idea ?
Not sure at all, but here's a few ideas:
You might try messing about with the targeting restraints in 'weapons.meta' for the Buzzard's weapon/s. Try copying values from the Lazer or change the Buzzard to use Lazer weapons temporarily & see if that does anything?
<AimingInfo ref="PLANE_TARGETING_RESTRAINTS" /> etc
You could try increasing the 'HELI_TARGETING_RESTRAINTS', 'HeadingLimit', 'SweepPitchMin' & 'SweepPitchMax' values to make sure the helicopter can actually pitch enough to be able to target you if you are on the ground/doesn't have to be pointed exactly at you to be able to fire etc:
<Item type="CAimingInfo"> <Name>HELI_TARGETING_RESTRAINTS</Name> <HeadingLimit value="30.000000" /> <SweepPitchMin value="-15.000000" /> <SweepPitchMax value="15.000000" /> </Item>
I'm sure a ped controlled Hunter can fire rockets at the player (certainly the barrage like multiple rocket attack anyway, it may have been modded to do so, but I had it working in my game years ago), perhaps test to confirm that & then have a look at it's setup/weapons etc for clues
I know in previous tests I was unsuccessful at getting the AI Buzzard to use it's mini-guns against the player.
To me it would seem possible though, even if you have to trick the game into thinking it is firing rockets etc instead. I wasn't exactly commited to it, just messing about seeing what could be done. May well still be possible somehow.
Might be worth looking into who is piloting the Helicopter, maybe only army pilots etc can strafe etc. Look at differences in ped files/flags & such, see if anything pops out.
there is this to play about with:
<Item type="CTaskHelicopterStrafe__Tunables"> <Name>CTaskHelicopterStrafe</Name> <FlightHeightAboveTarget value="20"/> <MinHeightAboveTerrain value="20"/> <TargetDirectionMinDot value="0.75000000"/> <TargetOffset value="60.00000000"/> <TargetMinSpeedToIgnore value="5.00000000"/> <TargetMaxSpeedToStrafe value="10.00000000"/> <TimeToAvoidTargetAfterDamaged value="10.00000000"/> <AvoidOffsetXY value="35.00000000"/> <AvoidOffsetZ value="20.00000000"/> <MinDotToBeConsideredInFront value="0.70700000"/> <BehindRotateAngleLookAhead value="0.00000000"/> <SearchRotateAngleLookAhead value="30.00000000"/> <CircleRotateAngleLookAhead value="0.00000000"/> <BehindTargetAngle value="90.00000000"/> <TargetOffsetFilter value="5.00000000"/> <MinTimeBetweenStrafeDirectionChanges value="5.00000000"/> </Item>
Loosening up some of the values might allow the AI to accomplish the task successfully etc.
@a63nt-5m1th so in combattasks.ymt which one do i increase tho...?
I'm not sure if it's possible or not, that whole post is just things that might have something to do with it/areas for the op to research/test out etc.
@a63nt-5m1th thx for the info
@a63nt-5m1th well, mine didn't work though :c