Oktane, thanks for that report
- Camera movement: the ide is to be able to simulate a small analog stick or hat to move it, so it implies to guide the camera, not to drag the camera to the desired position. Hence the actual system, the edges simulates the limits of these analog sticks/hats.
- Sharing of Player and AI meta-variable system: This is actually this way to avoid any excess of pubvar traffic during the game, mostly at the very starting point where all the vehicles with players share their counters for every mounted system. But I agree with you, this system may generate inconsistencies for vehicles used by AI and then by players and then by AI again. Probably this has a simple fix, as AI launchers scripts should be run only server side, where, in fact, all the info about ammo counts for player vehicles is concentrated.
- Rearm Script: Quite linked with the previous point. Actually the AI reams by its own if close enough to an ammo truck.
- LOS Check: I added a better check in 2.35 for the camera, it will be intregrated into AI probably in the next beta. But in some cases that "firing against a hill" effect is caused by the guidance mode of the missile (intercept or direct), if intercept is set to true, just after firing missile it will adjust its trajectory for a collision course instead of a direct pursuit, and this may cause the missile to hit a nearby obstacle that was not an obstable for LOS or direct pursue trajectory. For these last cases, the best solution is to adjust the firing for a high vertical angle (60 degrees, for example).
- Min Alt Tweak: I see your point, I will consider it while a direct solution would be to set the air min alt to engage as low as 5m (I doubt a player can keep flying over terrain without going higher than that). Other option would be to make that min alt a function of distance, so, at max range the configured min alt is considered, and for closer ranges just something like (min alt default * (current target range \ max launcher range)), might be you want to try this in your current modification.
- Key Handlers: Already considered, will be included after the beta.
Luke, that C130 is the one linked by Colligpic on page 22 of
this threadThanks kremator
and nice videos. I noticed I forgot to remove the lateral black bars there, if you want them removed, open mando_missile.h and remove all references to MMA_LEFTBAR and MMA_RIGHTBAR.