bLeadTarget

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OjitroC
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bLeadTarget

Post by OjitroC »

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)?
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sektor2111
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Re: bLeadTarget

Post by sektor2111 »

This one:

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));
}
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(....).
Last edited by sektor2111 on Thu Jan 30, 2020 8:40 pm, edited 1 time in total.
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OjitroC
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Re: bLeadTarget

Post by OjitroC »

I see - thanks for that explanation.
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