Since i'm planning to build my next airship as usual, this time it should be able to attack you almost anywhere (preferably a cannon hidden inside of airship), but here comes a reaaaaaally big issue i'm having right now.
Seems like my head hurts just trying to figure it out of how to create my own AI enemy which uses cannon to shoot ya anywhere without reverse engineering from other builders (i mean, taking their funky tree stuff) and this unfortunately will be just another cool airship flying peacefully, because i admittedly am awful at math (i don't quite like math, you know?).
So, that's why i would love to hear you giving me some advices, as long as it has to be basic enough for me.
and thank you for replying me!
@SILVERPANZER Alright, that sounds easy to me, even though knowing that i'm pretty sure it doesn't actually sound easy when i actually try to create a FT code inside of variable.
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Furthermore, all i need is just simply add a cannon which allows to shoot ya almost anywhere and that's it👍
@KatBapa20 To create a variable line, you need to click "Add Variable". In the first column (Variable name), for example, "D1" is set, and in the second (Expression), the code itself "ammo("BotActivate")=0"
Oh- another thing, i never use Variable Setters in the whole game until now (i only used it to only change their speed like i did with Cam Drone 2 Lite) so, i unfortunately know nothing about Variable Setters either.
@KatBapa20 Although I explained how gunfire works for the AI of my Tanks (though it's more complicated, as there are firing modes and ammunition types, latest version can even automatically switch between firing modes without any initial settings), some aspects still require FT.
@SILVERPANZER I'm not sure if i understood you correctly, but all i can say is that i hope this will help me- I mean, i don't know Silver.
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Since i don't really like reverse engineering its crafts' FT codes from other builders (even though i had reverse engineered from them before i realized about), it just doesn't feel.. you know, right to me when it comes to this, at least not anymore for me.
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Off topic however, i also don't understand why some people upvote my posts and yet either don't bother replying my help or ignore me entirely as if it's not really important for them.
This can be done using the starting missile and maybe a couple of FT codes.
I haven't been developing FT AI Hover Tanks for a while, so I can't say for sure.
Here is a list of some of them to explore
FTAI TANK 1
FTAI TANK 2
FTAI TANK 3
FTAI TANK 4
After tinkering with my old FTAI projects a bit:
1) A dummy starting Missile named "BotActivate" is installed.
2) The Variable Setter contains a variable, for example, "D1," with the line "ammo("BotActivate")=0" (this is important).
3) The gun's Activation Group is "D1."
4) There's a similar gun (with the same name and role type), with 0 ammo, and the Activation Group is "!D1."