VHPScan: Difference between revisions
As per exe analysis - subject to change should new things be uncovered. |
Expanded with examples |
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{{HorizontalBar|This page is the result of an ongoing analysis. Information on it might change unexpectedly and drastically.|image=Cc alert.png}} | {{HorizontalBar|'''This page is the result of an ongoing analysis. Information on it might change unexpectedly and drastically.'''|image=Cc alert.png}} | ||
This flag influences the way the unit in question chooses its targets when it has not explicitly been assigned a target. | This flag influences the way the unit in question chooses its targets when it has not explicitly been assigned a target. | ||
Each object on the map has an internal "projected health" independent from its current | Each object on the map has an internal "projected health" independent from its current health. This projected health gets reduced by the estimated amount of damage the unit will likely take on impact every time a projectile not set to [[inaccurate]] is launched towards the unit. | ||
This provides attackers currently automatically seeking targets with information about whether it is efficient to attack this unit or not (e.g. if two projectiles are currently in the air which will kill the unit once they impact, there is no reason a new attacker should bother picking the same unit as its next target - it will be dead in a moment anyway). | This provides attackers currently automatically seeking targets with information about whether it is efficient to attack this unit or not (e.g. if two projectiles are currently in the air which will kill the unit once they impact, there is no reason a new attacker should bother picking the same unit as its next target - it will be dead in a moment anyway). | ||
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*'''Normal''' | *'''Normal''' | ||
:''Ignores'' all targets whose projected health is less than half their Strength. (i.e. who will have taken significant damage by the time the attacker could fire.) | :''Ignores'' all targets whose projected health is less than half their {{TTL|Strength}}. (i.e. who will have taken significant damage by the time the attacker could fire.) | ||
:In other words: '''Attacks everything in green health.''' <small>(Provided [[ConditionYellow]] has not been modded.)</small> | :In other words: '''Attacks everything in green health.''' <small>(Provided [[ConditionYellow]] has not been modded.)</small> | ||
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Please keep in mind that this flag is only part of the entire system that is responsible for automatic targeting. | Please keep in mind that this flag is only part of the entire system that is responsible for automatic targeting. | ||
==Examples== | |||
:''Assuming Apocalypse Tanks had {{tt|1=VHPScan=Strong}} set.'' | |||
3 Grizzlies are attacked by 3 Apocalypse Tanks. 2 Apos attack 1 Grizzly, the other Apo attacks another one; one Grizzly stays unattacked. Due to prior damage on the second Grizzly, the single Apo kills his target first. He now has to scan for new targets. At this point, the other two Apos each fire a shot towards their Grizzly. Each time a bullet leaves one of their barrels, the Grizzly's projected health gets reduced by the amount of damage the bullet will likely cause once it impacts. As the bullets fly towards the Grizzly, the single Apo checks its projected health. He sees that the Grizzly is projected to be dead once all bullets impacted, and chooses the unattacked Grizzly instead. | |||
:''Assuming Grizzly Tanks had {{tt|1=VHPScan=Normal}} set.'' | |||
2 Grizzlies attack 3 Flak Tracks. Each picks one, leaving one unattacked and at full health. The Grizzlies' shells do extensive damage to the attacked Flak Tracks. A third Grizzly enters the combat zone. It queries the Flak Tracks' projected health, and realizes that two of them will have less than half their strength within seconds. It chooses to attack the healthy one instead. | |||
As you can see, {{tt|VHPScan}} helps uncontrolled units to pick their targets more efficiently, leading to a better distribution of firepower. | |||
==Notes== | ==Notes== |
Revision as of 20:24, 9 February 2009
Flag: | VHPScan |
File(s): | rules(md).ini |
Values: | None, Normal, Strong |
Default: | None |
Applicable to: | InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes |
This flag influences the way the unit in question chooses its targets when it has not explicitly been assigned a target.
Each object on the map has an internal "projected health" independent from its current health. This projected health gets reduced by the estimated amount of damage the unit will likely take on impact every time a projectile not set to inaccurate is launched towards the unit. This provides attackers currently automatically seeking targets with information about whether it is efficient to attack this unit or not (e.g. if two projectiles are currently in the air which will kill the unit once they impact, there is no reason a new attacker should bother picking the same unit as its next target - it will be dead in a moment anyway).
Values
- None
- To be determined, very most likely ignores the projected health.
- Normal
- Ignores all targets whose projected health is less than half their Template:TTL. (i.e. who will have taken significant damage by the time the attacker could fire.)
- In other words: Attacks everything in green health. (Provided ConditionYellow has not been modded.)
- Strong
- Ignores all targets whose projected health is lower or equal to zero. (i.e. whose death is imminent.)
- In other words: Attacks everything alive.
Please keep in mind that this flag is only part of the entire system that is responsible for automatic targeting.
Examples
- Assuming Apocalypse Tanks had VHPScan=Strong set.
3 Grizzlies are attacked by 3 Apocalypse Tanks. 2 Apos attack 1 Grizzly, the other Apo attacks another one; one Grizzly stays unattacked. Due to prior damage on the second Grizzly, the single Apo kills his target first. He now has to scan for new targets. At this point, the other two Apos each fire a shot towards their Grizzly. Each time a bullet leaves one of their barrels, the Grizzly's projected health gets reduced by the amount of damage the bullet will likely cause once it impacts. As the bullets fly towards the Grizzly, the single Apo checks its projected health. He sees that the Grizzly is projected to be dead once all bullets impacted, and chooses the unattacked Grizzly instead.
- Assuming Grizzly Tanks had VHPScan=Normal set.
2 Grizzlies attack 3 Flak Tracks. Each picks one, leaving one unattacked and at full health. The Grizzlies' shells do extensive damage to the attacked Flak Tracks. A third Grizzly enters the combat zone. It queries the Flak Tracks' projected health, and realizes that two of them will have less than half their strength within seconds. It chooses to attack the healthy one instead.
As you can see, VHPScan helps uncontrolled units to pick their targets more efficiently, leading to a better distribution of firepower.
Notes
This flag is only set on the Patriot Missile ([GASAM]) in YR; it is set to strong.
Meaning of "VHP"
Since the source comments and variable names used by Westwood are unfortunately unavailable, the original meaning of "VHP" is unknown at this point; theories are listed below.
- V...HealthProjection
- ValueHealthProjection
- V...HitPoints