bLeadTarget
bLeadTarget
In the UnrealShare.ScriptedPawn properties under Combat there is a bool property bLeadTarget - what is the effect of setting this to False (True seems to be the default)?
- sektor2111
- Godlike
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- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: bLeadTarget
This one:
As I could see in during my MH time, this is when skilled monster is firing some rocket in front of enemy's movement direction attempting to predict a death meeting. Different said if you run to the left and you keep running there, skilled monster will fire rocket having all chances to hit you if you keep moving in that direction even if initially apparently missed you.
It was one of my reasons for setting up difficulty properly right from run-line... A.I. pawn generally it's initialized based on difficulty byte capping at 3 in Pawn's PrebeginPlay(). You can take a look at function AdjustAim(....).
Code: Select all
function PreBeginPlay()
{
Super.PreBeginPlay();
if ( Level.Game.bVeryLowGore )
bGreenBlood = true;
if ( Skill > 2 )
bLeadTarget = true;
else if ( (Skill == 0) && (Health < 500) )
{
bLeadTarget = false;
ReFireRate = 0.75 * ReFireRate;
}
if ( bIsBoss )
Health = Health + 0.15 * Skill * Health;
bInitialFear = (AttitudeToPlayer == ATTITUDE_Fear);
}
...
...
final function FireProjectile(vector StartOffset, float Accuracy)
{
local vector X,Y,Z, projStart;
MakeNoise(1.0);
GetAxes(Rotation,X,Y,Z);
projStart = Location + StartOffset.X * CollisionRadius * X
+ StartOffset.Y * CollisionRadius * Y
+ StartOffset.Z * CollisionRadius * Z;
spawn(RangedProjectile ,self,'',projStart,AdjustAim(ProjectileSpeed, projStart, Accuracy, bLeadTarget, bWarnTarget));
}
It was one of my reasons for setting up difficulty properly right from run-line... A.I. pawn generally it's initialized based on difficulty byte capping at 3 in Pawn's PrebeginPlay(). You can take a look at function AdjustAim(....).
Last edited by sektor2111 on Thu Jan 30, 2020 8:40 pm, edited 1 time in total.