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Tankleader 2: Artillery Issues

sashid

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Joined
May 11, 2012
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1.
I understand that Tankleader 2 in its current state (2.0.229.91) doesn't support Artillery Hotspots. Therefore, when playing with the Artillery Routine and Artillery Targeting, as you are supposed to do, the SPG doesn't leave the spawn area at all. So far, so good. This might look suspicious, but is tolerable. I once killed 5 vehicles and was by far the best player in the game, witch is quite astonishing for a bot.

2.
But i also found out that the artillery doesn't target enemy vehicles beyond the players spotting range (witch is 445m max). This is quite a disadvantage for artillery players, since the main point of playing arti is to attack players regardless of distance.

Are these two observations true and are these issues adressed in the next update? Is there any workaround since then?

Thanks in advance
 
Last edited:
I'm not sure if that's actually the case; the bot should target any visible enemies, regardless of who spotted them. Are you sure it's not targeting enemies that appear on the player's screen? I'm not talking about the minimap because the bot doesn't really "know" about those vehicles being there, it only knows about the ones which are actually shown in the "world".
 
1.
I understand that Tankleader 2 in its current state (2.0.229.91) doesn't support Artillery Hotspots. Therefore, when playing with the Artillery Routine and Artillery Targeting, as you are supposed to do, the SPG doesn't leave the spawn area at all. So far, so good. This might look suspicious, but is tolerable. I once killed 5 vehicles and was by far the best player in the game, witch is quite astonishing for a bot.

2.
But i also found out that the artillery doesn't target enemy vehicles beyond the players spotting range (witch is 445m max). This is quite a disadvantage for artillery players, since the main point of playing arti is to attack players regardless of distance.

Are these two observations true and are these issues adressed in the next update? Is there any workaround since then?

Thanks in advance

TL1 targeted same way what you say on Section 2., but TL1 moved artillery out from spawn area.

Is there possibility support Artillery "Hotspot" throught Plugin. Im not using Artillery but if we got some kind "Plugin" patch what make arty use one spot, the Im happy to generate some "arty" spots on my profile collections and anyway profile making is not hard.. it is just annoying but results are Fun.
 
We don't want to do that through a plugin, we want to support it as a core feature of the bot's profile engine.
 
We don't want to do that through a plugin, we want to support it as a core feature of the bot's profile engine.

Yup, expect it and then it just matter of time that Artillery user get that feature. I think same thing apply for Profiles, patching is bad bad thing, ;).
 
Tankleader 2 is definitely not firing in artillery mode when the target is out of my spotting range. I observed a fair number of games now. Of course this is my subjective view concluding from observations of the minimap. The SPG is just idle when targets are out of spotting range. I have an addon that shows me minimum spotting range, maximum spotting range and firing range on the minimap.
 
Tankleader 2 is definitely not firing in artillery mode when the target is out of my spotting range. I observed a fair number of games now. Of course this is my subjective view concluding from observations of the minimap. The SPG is just idle when targets are out of spotting range. I have an addon that shows me minimum spotting range, maximum spotting range and firing range on the minimap.

I have the same experience.
 
Tankleader 2 is definitely not firing in artillery mode when the target is out of my spotting range. I observed a fair number of games now. Of course this is my subjective view concluding from observations of the minimap. The SPG is just idle when targets are out of spotting range. I have an addon that shows me minimum spotting range, maximum spotting range and firing range on the minimap.
Got the same. Artillery does not want to attack the tanks farther than 400+ meters.

Here is my Weight code for DefaultArtilleryTargeting.cs
Code:
Weight = 10000 + (100 - s.Speed) + (1000 - s.Distance) + (s.CanHit ? 1000 : 5)

Aevitas, can You explain some fields of Object structure, like ".Tier" or show some others, please.
 
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