Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: TrashMan on September 26, 2017, 07:41:15 am

Title: Oddity - bomber not using torpedos
Post by: TrashMan on September 26, 2017, 07:41:15 am
I was testing soemthing and noticed that my bomber wing is not using it's most powerfull weapons.

The bomber (Armageddon) has 3 missile bank - 1st is Helios, 2nd is Synaptics and 3rd is specialized bank that holds 4 massive Judgment Day torpedos. Yet the bombers never fire them.
They use Helios and Synaptics and call support when they're out. I've never seen them use Judgment Day, but I'm using it without problems.

The torpedo has range, it's lock-on time is comparable to that of a Heliosm, it has a 300m arm range.
Has all the necessary standard flags, like "player allowed", bomb, huge, supercap, capital+, "no dumbfire", etc.. :confused:
Title: Re: Oddity - bomber not using torpedos
Post by: Novachen on September 26, 2017, 08:05:19 am
Did you have already tried the good-secondary-time SEXP in the mission?
Title: Re: Oddity - bomber not using torpedos
Post by: TrashMan on September 29, 2017, 11:23:59 am
Did you have already tried the good-secondary-time SEXP in the mission?

Nope. None of the other weapons require it.
Title: Re: Oddity - bomber not using torpedos
Post by: Mito [PL] on September 29, 2017, 12:43:01 pm
If I were you, I would try if any other warheads in that last bank will be used by the AI.
Title: Re: Oddity - bomber not using torpedos
Post by: TrashMan on October 20, 2017, 04:14:22 pm
Well, when I put Helios in that bank, the bombers use them.

Mus be something about the weapon itself hat prevents the AI from using it. Any ideas?

Code: [Select]
; ----------------------------------------------------------------------------------
$Name: Judgment Day
+Title: XSTR("GTTM-01 Judgment Day", 3392)
+Description:
XSTR(
"Special Issue
Anti-Capital Ship Weapon
Meson Torpedo", 3393)
$end_multi_text
+Tech Title:    XSTR("GTTM-01 Judgment Day", 3394)
+Tech Anim:    Tech_Helios
+Tech Description:
XSTR(
"THE ultimate bomber weapon. The product of decades of research centered around miniatuirization of a meson warhead. It's phenomenal destructive power and radius make it dangerous for the bomber pilots. Thankfully, the warhead will only be fully armed after some distance is achieved.", 3395)
$end_multi_text
$Model File: JD.pof
$Mass: 50.0
$Velocity: 100.0
$Fire Wait: 40.0
$Damage:                                75000
$Damage Type:            Meson
$Arm distance: 300
$Arm radius: 100                                                                                                 
$Blast Force:                           5000.0
$Inner Radius: 150.0
$Outer Radius: 400.0
$Shockwave Speed: 90
$Dinky shockwave:
+Shockwave damage: 5000
+Shockwave damage type: Meson
+Blast Force: 2000
+Inner Radius: 100
+Outer Radius: 200
+Shockwave Speed: 90                                     
$Armor Factor: 1.0
$Shield Factor: 0.5
$Subsystem Factor:                      0.7
$Lifetime: 30.0
$Energy Consumed: 0.0
$Cargo Size: 100.0
$Homing: YES
+Type:                              ASPECT
+Turn Time:                         1.5
+Min Lock Time: 7.0
+Lock Pixels/Sec: 25
+Catch-up Pixels/Sec: 50
+Catch-up Penalty: 15
$Free Flight Time: 2
$LaunchSnd: 97
$ImpactSnd: 101
$FlyBySnd: -1
$Rearm Rate: 0.02
+Weapon Min Range: 500
$Flags: ("Bomb" "Huge" "No Dumbfire" "player allowed" "supercap" "lockarm" "particle spew")
$Trail:                                                                         
+Start Width: 1.5                                       
+End Width: 2.0 
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 2.0                                       
+Bitmap: missiletrail02
$Icon:                                 iconHelios
$Anim:                                 Helios
$Impact Explosion:                     ExpMissileHit1
$Impact Explosion Radius: 40.0
$Piercing Impact Explosion: exp04
$Piercing Impact Radius: 25
$Piercing Impact Velocity: 25
$Piercing Impact Splash Velocity: -25
$Piercing Impact Variance: 20000
$Piercing Impact Particles: 10
$Pspew:
    +Count: 1
    +Time: 1
    +Vel: 0.0
    +Radius: 0.9
    +Life: 0.1
    +Scale: 0.0
    +Bitmap: missilespew04
Title: Re: Oddity - bomber not using torpedos
Post by: Nyctaeus on October 20, 2017, 07:58:54 pm
What "lockarm" flag is supposed to do? Did you try to remove it? Meson torpedo from Shadow Genesis uses the same set of flags minus "particle spew" and "lockarm". Particle spew is obviously not guilty here :P
Title: Re: Oddity - bomber not using torpedos
Post by: AdmiralRalwood on October 21, 2017, 01:44:59 am
What "lockarm" flag is supposed to do?
http://hard-light.net/wiki/index.php/Weapons.tbl#.22lockarm.22
Quote
Requires a target lock in order to arm its warhead. In other words weapon causes less damage if it hits the target without target lock.
Of course, it has "no dumbfire" so I'm not sure what the point of it is.
Title: Re: Oddity - bomber not using torpedos
Post by: Nyctaeus on October 21, 2017, 04:30:57 am
Maybe interaction between this two flags causes AI to go crazy? Well, I never used that flag because I never needed mechanics like that.
Title: Re: Oddity - bomber not using torpedos
Post by: TrashMan on October 21, 2017, 12:21:11 pm
Yup, looks like that flag was the culprit