Daiwilletti
Charter Member
Edit the pilotattributes.xml Instead
@ PatP, at what sort of range do you think the fighter pilot should not be able to identify the aircraft? I.e. at what range should the bogey label show?
@remcoc, I don't know the exact relationship between the pilotattributes file and the pilotconstants file. If I were to have a guess, I'd say that AI pilots (whether in campaign or mission) spawn with a random allocation of skill points distributed across the parameters affecting air skill (generally those parameters in the pilotattributes file). However, for missions the specified formations spawn with specified skill levels (if the mission creator chooses to define a skill level). So these pilots are more tightly controlled, and it would be relatively easy to control their visionrange by tweaking the pilot's attributes and the constants files.
Under pilotconstants, three levels of skill are specified - trained, competent and expert (can't remember actually the second label). I think these correspond to the QC settings in the uisel file, where the skill level is expressed as 1,2, or 3. However the Mission skill settings under the uisel file are for some reason expressed as numbers up to 100 and I'm not sure how this interrelates to the allocation of skill points to attributes when an AI pilot spawns. - Actually on thinking about it, in the pilotconstants file, the numbers are 50 for trained, 75 for competent, and 100 for expert (from memory I don't have the files before me). So this probably explains the numbers for missionenemyskill etc in the uisel.xml.
How to limit vision? One track would be to put in a limited range for vision in the pilotattributes.xml. This would save a lot of mucking around with the pilotconstants.xml. This might be easier to test?
@ PatP, at what sort of range do you think the fighter pilot should not be able to identify the aircraft? I.e. at what range should the bogey label show?
@remcoc, I don't know the exact relationship between the pilotattributes file and the pilotconstants file. If I were to have a guess, I'd say that AI pilots (whether in campaign or mission) spawn with a random allocation of skill points distributed across the parameters affecting air skill (generally those parameters in the pilotattributes file). However, for missions the specified formations spawn with specified skill levels (if the mission creator chooses to define a skill level). So these pilots are more tightly controlled, and it would be relatively easy to control their visionrange by tweaking the pilot's attributes and the constants files.
Under pilotconstants, three levels of skill are specified - trained, competent and expert (can't remember actually the second label). I think these correspond to the QC settings in the uisel file, where the skill level is expressed as 1,2, or 3. However the Mission skill settings under the uisel file are for some reason expressed as numbers up to 100 and I'm not sure how this interrelates to the allocation of skill points to attributes when an AI pilot spawns. - Actually on thinking about it, in the pilotconstants file, the numbers are 50 for trained, 75 for competent, and 100 for expert (from memory I don't have the files before me). So this probably explains the numbers for missionenemyskill etc in the uisel.xml.
How to limit vision? One track would be to put in a limited range for vision in the pilotattributes.xml. This would save a lot of mucking around with the pilotconstants.xml. This might be easier to test?