Time stamps below! Feel free to comment and give feedback. 0:53 Picking the right block 1:58 Navigating the UI 4:40 Example 1: range/angle AI selection 7:35 Primary target info breakdown 9:30 Maths Evaluator "If" statement 12:28 Random point in the video 16:55 Preference/tolerance to one side 18:34 Completed example
I spent all afternoon scratching my head with breadboards. This was exactly what i needed to get started. Explaining that a,b are inputs made everything click!
A bread board is a mat you cut through the loaf of bread onto so that the knife doesn't mar the table. Electronics prototype boards resemble them, they're both plastic.
Rebind Caps Lock to act like some other, out-of-reach key. I bound mine to H and that's an extra key for games which don't recognize Caps Lock. And for the ones which do, it's not inverting my letters anymore.
@@OhmIsFutile I meant rebinding the key itself, so you still press the same button, but it acts like a more useful button. Check out KeyTweaks. Or if you're afraid of 3rd party software, see /watch?v=eBemouxi0TE
Thanks, although I'd like to make an even more comprehensive series of tutorials on bread. Ironic, though I don't think my older videos are bad either. Feeling kinda burnt out though... D:
Yes, but you can't do it with just a multiplier if you wanna get zero. You'll need a math evaluator to invert it if you need to invert it in the breadboard anyway. If your condition is coming from an ACB and is fed into the breadboard, then you can just invert the conditions on the ACB.
5:07 I'm a little unclear on which AI routine cards you used for those and how you got the interface you show on the right. Are these "blank" cards? In the current version of the game, Whenever I try to "Add Behavior" I am presented with a list of 9 pre-defined behavior types. I presume that you used "Broadside 2.0," then gave it a new name and edited the behavior parameters as needed. But the game has changed quite a bit, even in the past year. Your guide is one of the most in-depth, detailed and rigorous so I want to reduce as many possible sources of error as I can!
Thank you! Yes, these would be blank cards where you pick and choose from the list and name them (if you want). But you are right, the game did change since I made this tutorial. I would have to double-check if the AI is the same. I'm sure this is still possible though, just the choice of AIs might be a little different.
This seems complicated, (it is) but I would say if you think about everything slow and methodical and understand it as clear as possible it will seem so much easier.
How could I make something that turns my gas engines fully on or completely off, depending on the situation, when I look at fuel engines in an ACB all I see is change battery charge rate for fuel engine. so in combat my steam engines take over, and my super efficient gas engine will only run when it is out of combat, and alternatively, steam engine turning off out of combat. Sorry if I am not making sense, English is not my native language.
Yeah, I'm not sure if we ever had the option to turn off fuel engines entirely. You can definitely control steam engines. The other fuel engines can only really be managed by using the power priorities on the V screen.
Nice video mate - that's from another RU-vidr. I like your vehicles and would be interested in seeing them or a download file :) if you want hand with RU-vid stuff just ask. Good luck!
Thanks, that means a lot from fellow RU-vidrs! I guess I could post my vehicles on the workshop, but I'll probably wait for the next update to drop to make sure they get the tweaks they deserve first :)
@@OhmIsFutile thanks and you have a similar style to me in that it's tutorial and informative and I found that was a successful formular. Went from 0-2.2k subs in 10 months. People look for help more than FTD gameplay so I'd suggest sticking with tutorials, especially with changes as you out the information across clearly. As for FTD, any idea when the update is due for ammo etc?
Hopefully within a week or two, at least for most features. Also yeah, I'm not in a rush to make a bunch of FtD-based (or any game) series. I'm busy enough as it is, haha.
How did you ever figure out that you could use if/then and other non math symbols in the breadboard. I haven't been able to find anything anywhere that would provide, say, a lists of usable 'commands'. I'm not sure what you call them. Basically whatever plain language is in math. If(a
There's a documentation list in the math evaluation component. It lists all the functions it can use (like "if()" or "ToEuler()"). It's written very much like spreadsheet cells, minus the cell references.
Hey bro, can I bind the bread board response with the acb controller? or complex controller? Cuz I want my tank suspension to be alike to strv-103 you know? So, I wanna change the pitch angle just by simple pressing of smth Exact angle
I guess I'm due for a part 3, haha. Yeah, you can interface with ACBs using the drives or the complex controls. Both ACBs and bread boards can use the complex controls so they can trigger each other. Unfortunately, neither ACBs nor breadboards react to player input directly. You can use the drives though, but it's awkward.