by timetraveller » Tue Oct 10, 2006 3:05 pm
[quote="PS_gamelover"]Also, The TBF wont atacked the ships.I make two missions,one the ships go underwater,the other one the TBFs wont attack.
The attack problem is the game AI, not the editor.
Although I'm sure you read the tips on attacking in the help file that took me 3 days to write, I'll repeat them here for you.
Game AI interference.
Although you can set unit AI in the editor, nothing in this department is an exact science. Game AI may take over your best wishes at any time, and probably will. Plan early in the mission with your unit AI pathing. Delayed AI paths may get taken over by the game AI.
Aircraft altitude and bombing height.
For all aircraft, make sure bombing height is close in value or a little less than the flying altitude.
Keep torpedo bombers low or they won't drop their torpedo or may drop it from too high an altitude. If placed too high, the game sometimes seems to forget what they are supposed to do and they circle aimlessly.
More testing is needed for fighters with bomb loads. Experiment.
Attack runs by aircraft.
Game AI is pretty good in taking over when units need to attack. The trick is to make sure your aircraft AI path does not go beyond (past or too close to) the unit you want attacked. Stop the AI path short of the unit about 1,000-2,000 meters, then let the game AI take over the attack. This is usually the best way, rather than scripting an attack_unit command.
If you issue a scripted attack_unit command from too far way (out of sensor range perhaps?), the unit will circle aimlessly not knowing what to do. If the unit already has an AI path, the attack_unit command will cancel it. Rather, set a map point about 1,000 meters from the unit you want attacked, send the unit off in that direction, then command an on:reach_point to trigger the attack command when the point viscinity is reached.
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And beyond that, there should be a game patch coming out in about 2 weeks or so. Hopefully it will fix some of the AI problems.