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Script command "doWatch" behaving incorrectly
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Description

Have a gunner (manned a Mk static gun in this case) follow and shoot at the player. When player lies down, the gunner shoots erratically. AI gunner should shoot at the position of the player nevertheless. Even when the code is adapted to "_gunner doWatch (position player);", the AI gunner now shoots wrongly in a different way: it shoots too far in front of the target. {F27001}

Details

Legacy ID
810229138
Severity
None
Resolution
Open
Reproducibility
Always
Category
AI Aiming / Shooting
Steps To Reproduce

Included zip file contains the mission and a SQF file. It's at night so you can see the tracers of the gunner shooting at your position. Just cross the trigger line to have the gunner shoot at you. You are invincible by the way (allowdamage is false).

EDIT: tested with no mods whatsoever.

Additional Information

SQF comes with:
_gunner doWatch (position _targetToFollow);
Try this one first and observe gunner shooting way in front of your position. Then remove the "position" command so it becomes:
_gunner doWatch _targetToFollow;
Now oddly the gunner shoots at your position. But lie down, and see the gunner aiming far left and right of you. If you stand up again, it will aim at you again. "doWatch" is not a visibility thing. According to notation it should only observe the position.

Event Timeline

Gameboi edited Steps To Reproduce. (Show Details)Sep 9 2015, 8:33 PM
Gameboi edited Additional Information. (Show Details)
Gameboi set Category to AI Aiming / Shooting.
Gameboi set Reproducibility to Always.
Gameboi set Severity to None.
Gameboi set Resolution to Open.
Gameboi set Legacy ID to 810229138.May 8 2016, 12:41 PM
Bohemia added a subscriber: Gameboi.Sep 9 2015, 8:33 PM