Author Topic: Fredding questions  (Read 1144 times)

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Offline Aequus

  • 20
Hello HLP! I'm trying to create some missions for my mod with FRED and I have a couple of questions:

1. Is there any way to improve the AI collision detection? My mod makes the fighters fly pretty fast when compared to vanilla ships (600 m/s - 700 m/s) but they tend to crash against nearby capital ships and asteroids, even with relatively good maneuverability.

2. Can you set the turrets of a ship so they target and protect friendly ships from incoming bombs? I have used a SEXP to prioritize the bombs launched against the ship but this didn't work with bombs targeting nearby allies.

3. Is there any way to make fighters prioritize bombs and asteroids over enemy crafts coming to them and the ships they are escorting?

If there's no solution for these issues, may I ask how difficult would be adding those functions to the code or in a script? I'm asking this because I have some experience in programming.

Thanks in advance and excuse me if some of my questions are obvious and for my bad English (I'm not a native speaker)

 

Offline 0rph3u5

  • 211
  • Oceans rise. Empires fall.
1. Is there any way to improve the AI collision detection? My mod makes the fighters fly pretty fast when compared to vanilla ships (600 m/s - 700 m/s) but they tend to crash against nearby capital ships and asteroids, even with relatively good maneuverability.

Are you using AI_profiles.tbl?
It has this option which might have an impact like you are looking for

Newer builds will also have this option

2. Can you set the turrets of a ship so they target and protect friendly ships from incoming bombs? I have used a SEXP to prioritize the bombs launched against the ship but this didn't work with bombs targeting nearby allies.

What range do the weapons have your ships use for defense? How for apart are these allies?

3. Is there any way to make fighters prioritize bombs and asteroids over enemy crafts coming to them and the ships they are escorting?

You could introduce new AI Classes with a high $Courage-setting and see if that works out. Otherwise you can always set "No Dynamic Goal" in the Ships or Wing editor but that makes ship dump as bricks.
"As you sought to steal a kingdom for yourself, so must you do again, a thousand times over. For a theft, a true theft, must be practiced to be earned." - The terms of Nyrissa's curse, Pathfinder: Kingmaker

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"I am Curiosity, and I've always wondered what would become of you, here at the end of the world." - The Guide/The Curious Other, Othercide

"When you work with water, you have to know and respect it. When you labour to subdue it, you have to understand that one day it may rise up and turn all your labours into nothing. For what is water, which seeks to make all things level, which has no taste or colour of its own, but a liquid form of Nothing?" - Graham Swift, Waterland

"...because they are not Dragons."

  

Offline procdrone

  • Formerly TheHound
  • 29
  • Balance breaker! Thats me!
    • Steam
1.

I think, you could modify paths on a pof model file, make em further apart(confirmation needed). Plus increase the range of your weapons, so the fighters do not have to get too close to attack.

AI profiles would surely certainly work. Alternatively, you could set up SEXP that makes the ships flee when they get closer than x meters.

2-3. table files can be used to set this up, but I have never done so, more experienced modder would have to explain how to do it. Just saying its possible :)
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