ShowCase: Natural and Reasonable NPC Auto-Fire Anti-Aircraft Artillery

Previously we used auto_mg42 to make NPC anti-aircraft artillery, it was very inaccurate when shooting air units and the animation was clunky.

Now with new technology from The Moon Base, everything is much more natural

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that’s… mind blowing :exploding_head:

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precise and effective :heart:

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What the…
How you make AI in vehicles active?
Please tell you secret.

Oh i note blue light.
Hmmm…

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War thunder airfield AA is reborn

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This is so cool! Woah!

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We need this like yesterday.

It would be amazing to put my bots in a flak and then go do meaningful things while they protect the skies.

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Combined with the automatic turret from the moon, and replaced the animchar 3dmodel, and gun type, set the parameters of search distance and shooting

Turrets will only attack planes in the air

entity{
  _template:t="builded_auto_turret"
  transform:m=[[-0.0763983, -0.00378172, 0.99707] [-0.000349393, 0.999993, 0.00376603] [-0.997077, -6.06504e-05, -0.076399] [-18.9807, 56.6454, -156.063]]
  team:i=1
  hitpoints__hp:r=99990
  hitpoints__maxHp:r=99990
  phys_obj_net_phys__blk:t="content/e_ww2_common/gamedata/units/cannons/germ_20mm_flak38_flakvierling.blk"
  animchar__res:t="tgdgb_m40_lv_char"
  collres__res:t="cannon_germ_20mm_flak38_flakvierling_collision"
  turret__enemyTeamLight:c=233, 233, 233, 1
  turret__allyTeamLight:c=233, 233, 233, 1
  phys__maxMassRatioForPushOnCollision:r=999

  "turret_gun_flash_fx__flashNodes:shared:array"{
    turret_gun_flash_fx__flashNodes:t="emtr_gun_flame"
  }

  "turretsInitialComponents:array"{
    "turretsInitialComponents:object"{
      gun__shotFreq:r=10
      turret__yawSpeed:r=39
      turret_ai__amplitude:p2=0.01, 0.03
      turret__limit:p4=-180, 180, 36, 79
      gun_spread__maxDeltaAngle:r=0.66
      turret_ai__attackTimerr:r=0.1
      turret_ai__maxWindow:p2=0, 0
      turret_ai__sleepTimer:r=2.3
      turret_ai__atackDist:r=1800
      turret_ai__period:p2=0.05, 0.12
      turret__pitchSpeed:r=60
      turret_ai__pauseTimer:r=3

      "gun__shellsAmmo:array"{
        gun__shellsAmmo:i=9999999
      }
    }
  }

  "animchar__objTexReplace:object"{
    "se_camo_green*":t="ussr_camo_green*"
  }

  "turret_control__turretInfo:shared:array"{
    "turret_control__turretInfo:object"{
      turretGroup:t="main_turrets"
      salt:i=1
      gun:t="builded_sg_gun+tankgun_85mm_zis_s_53+turret_with_several_types_of_shells+main_turret"
      turretName:t="turret_01"
    }
  }
}

The flak 20mm with 4 barrels is not used, because the automatic turret seems to only shoot one barrel

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Oh. Thanks!

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thx!

I finally find the 10.075 value! in the official config.

gun_spread__maxDeltaAngle:r=10.075

some of this may also useful, i will make a try

gun_deviation__onShotDeviationChange:r=0.3
gun_deviation__maxDeviation:r=30.0
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Tried simplely setting of very low values

gun_spread__maxDeltaAngle:r=0.5
gun_deviation__onShotDeviationChange:r=0.05
gun_deviation__maxDeviation:r=1.5

In the scene in the video, it does not appear that the efficiency of shooting down the aircraft has changed significantly

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another auto_mg42 base on the stationary_mg42 entity also AI controled weapons, this value have a relatively pronounced effect on that entity.

Same king of auto_mg42 entity is also used for naval guns and coastal defense guns on the beaches of Normandy for background atmospheres

However, auto_mg42 is very inefficient at aiming at moving objects and often shoots at the wrong location. May not have pre-targeting capabilities

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Tried, but sill some problem make that unsable in game.

Fox Head said that the dev team will add mobile respawn to the game in the future in the editor QA
#1, I believe that would be the new motorized squad feature in common arcade mode.

we got only QA#1 months ago, no QA#2 yet.

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Thanks to the excellent technicians. This is beautiful.
After the addition of those pesky bombing formations at Stalingrad, I decided I wanted AI-controlled anti-aircraft guns, not just for the mod, but for the campaign as well.

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Can you try mix it with it? :slight_smile:

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Looks weird seeing them fire MG bullets instead of proper 37mm shells.

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helloo. i have one question. How can i change or “get” to this configurations?

“turretsInitialComponents:array”{
“turretsInitialComponents:object”{
gun__shotFreq:r=10
turret__yawSpeed:r=39
turret_ai__amplitude:p2=0.01, 0.03
turret__limit:p4=-180, 180, 36, 79
gun_spread__maxDeltaAngle:r=0.66
turret_ai__attackTimerr:r=0.1
turret_ai__maxWindow:p2=0, 0
turret_ai__sleepTimer:r=2.3
turret_ai__atackDist:r=1800
turret_ai__period:p2=0.05, 0.12
turret__pitchSpeed:r=60
turret_ai__pauseTimer:r=3

Im new at making mods. Thank you

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They’re tank turret properties. You can find these entities in find entity tool.


(Don’t forgot to create tank and then restart map or sit to vehicle for create these entities).

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