Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: diamondgeezer on July 27, 2003, 10:43:09 am

Title: AI and dumbfire
Post by: diamondgeezer on July 27, 2003, 10:43:09 am
Something's just ouccoured to me again - could you guys set the AI up with firing dumbfire missiles? It would help if I wanted to arm my wingmen with Tempest-like rockets :nod:
Title: AI and dumbfire
Post by: phreak on July 27, 2003, 11:09:58 am
we could modify the good-secondary-time sexp to have them prefer dumbfires.
Title: AI and dumbfire
Post by: Taristin on July 27, 2003, 11:16:28 am
Turrets with tempests are freaky. Do it with bombers and cruisers. ;7

I did. It was crazy.
Title: AI and dumbfire
Post by: diamondgeezer on July 27, 2003, 05:32:37 pm
Well do they even use them at all? I mean, if I give an AI fighter a load of Tempests, I don't think they fire them even though they no alternative weapon.
Title: AI and dumbfire
Post by: karajorma on July 27, 2003, 05:37:15 pm
Missile turrets will use whatever they are given. Fighters and bombers refuse to use certain weapons.

BTW wouldn't rockeyes be even worse than tempests? With a fighter they eventually run out but on a cruiser. Also worse would be that dumbfire from inferno. I doubt many corvettes could stand up against that for long.
Title: AI and dumbfire
Post by: Taristin on July 27, 2003, 06:13:14 pm
I've been seriously considerring having a mission with modded ships to use nothing but missiles.

I think it's a bit unrealistic that most vessels don't have any missile launchers for offensive situations.

Even the Bastion will have (Don't quote me on this) Hound Dog Missiles for attacking other vessels...
Title: AI and dumbfire
Post by: Woolie Wool on July 30, 2003, 08:54:20 pm
Quote
Originally posted by Raa Tor'h
Hound Dog Missiles


Weirdest weapon name EVER!:lol:
Title: AI and dumbfire
Post by: Flipside on July 30, 2003, 09:08:30 pm
What I would like to see is the ability to tag a model as an 'AI Object' so the AI sees it as visible, and will not swerve to avoid  it, but the engine does not render it, not does the player collision detection check for it. That way you could have areas of the mission where AI ships will not enter, this would be useful if you have localised nebula, to make ships avoid entering a nebula, or a mission critical area, where the player has to perform an action and you don't want the AI to get involved? I know it's nothing to do with turrets, but it does involve the AI ;)

Flipside :)
Title: AI and dumbfire
Post by: TopAce on July 31, 2003, 05:32:18 pm
I have already written my opinion about it in the Harpoon vs. Tornado thread, but I write it here again:

I personally don't find it a good idea to give the Ai a possibility to use the Tempest, mostly because I fear they would have 100% accuracy with it. They can immediatly calculate the flight path of the player in no time and fire there.

Only a subjective opinion, nothing more! Ignore it if you want.
Title: AI and dumbfire
Post by: Taristin on July 31, 2003, 05:42:07 pm
Or in my case agree with it.
Title: AI and dumbfire
Post by: Rampage on July 31, 2003, 06:30:34 pm
Quote
Originally posted by Raa Tor'h
Turrets with tempests are freaky. Do it with bombers and cruisers. ;7

I did. It was crazy.


You kidding?  I converted the Taiidan Heavy Corvette and loaded its two turrets with Tempests! ;7
Title: AI and dumbfire
Post by: Taristin on July 31, 2003, 08:09:47 pm
It was during the time I was experimenting with what could be placed on bomber turrets.

I first had the idea of using flak, which worked with the "player allowed" flag in it.

So I then tried AAAf. Also works with the Flag, as did an SGreen on the both turrets on my Osiris.

I tried Tempests and rockeyes next. That was a short test... :p

So I did it to an Aeolus. And I sent it to attack a deimos. That was hella-funny™. :lol:
Title: AI and dumbfire
Post by: diamondgeezer on August 01, 2003, 12:40:56 am
Quote
Originally posted by TopAce
I personally don't find it a good idea to give the Ai a possibility to use the Tempest, mostly because I fear they would have 100% accuracy with it. They can immediatly calculate the flight path of the player in no time and fire there.[/Color] [/B]

Sorry to be blunt, but this is a truly stupid thing to say. For one thing, it's up to missions designers to actively allocate weapons, not a code tweak. Second, the AI can't even slightly calculate a human player's flight path, because we can decide whether to right or left on the spot rather than choosing from a list of pre-programmed manouvers.

Oh and thanks for hijacking the thread, all. Still, at least it keeps it visible.
Title: AI and dumbfire
Post by: TopAce on August 01, 2003, 04:29:54 am
That was only my subjective opinion. Honestly said I would never use FS_open, so it is mind for me thhat if you implent it, I have just written my point why wouldn't it be practical. But if you might be able to do that the Ai misses with the weapon while the player is moving straight, then accept my gratidue. :)
Title: AI and dumbfire
Post by: Exarch on August 01, 2003, 04:34:21 am
Who in their right mind moves straight in a dogfight though? If someone does, they deserve to get hit by a load of tempests ;)
Title: AI and dumbfire
Post by: diamondgeezer on August 01, 2003, 01:31:57 pm
TopAce you monkey, the AI will pummel you with their lasers and existing missiles if you move in a straight line. This is why you have to move about.
Title: AI and dumbfire
Post by: TopAce on August 01, 2003, 03:54:44 pm
That's not a problem, I just wanted to say you jug Diamondgeezer that the Ai has quite an advantage, a human player can easily miss from a distance, and the Ai would not. :p
Title: AI and dumbfire
Post by: diamondgeezer on August 02, 2003, 02:05:58 am
You must play on uber-insane or something. The AI couldn't hit a barn wall from inside a barn.
Title: AI and dumbfire
Post by: Labcoatguy on August 02, 2003, 07:52:05 am
Quote
Originally posted by Woolie Wool


Weirdest weapon name EVER!:lol:


If I recall correctly, the Hound Dog was actually the name of a stand-off air launched cruise missile, with nuclear capability, first deployed in 1959 on B-52s. According to strategic-air-command.com, "It was named after the popular Elvis Presley song, "You Ain't Nothing But a Hound Dog." "

So yes it's a weird name, but it's the fault of some 50's Air Force Elvis fan.
Title: AI and dumbfire
Post by: Taristin on August 02, 2003, 08:43:08 am
Hehe, and Psycho. :nod:

I don't know if we still intend to use them or not. Psycho's been too busy in RL to be doing anything for FS. :blah:
Title: AI and dumbfire
Post by: TopAce on August 02, 2003, 08:55:24 am
Now get back to diamondgeezer's thread before he yells a big that his thread was hijacked.:)
Title: AI and dumbfire
Post by: an0n on August 02, 2003, 08:58:51 am
Quote
Originally posted by diamondgeezer
You must play on uber-insane or something. The AI couldn't hit a barn wall from inside a barn.

The correct exaggeration would be "The AI-Targetting is so crappy, if it fell over, it'd miss the floor".
Title: Re: AI and dumbfire
Post by: phreak on August 02, 2003, 05:21:41 pm
Quote
Originally posted by diamondgeezer
Something's just ouccoured to me again - could you guys set the AI up with firing dumbfire missiles? It would help if I wanted to arm my wingmen with Tempest-like rockets :nod:


fix0red. uploading now

this is really nice for inferno's hurricane missiles ;7
Title: AI and dumbfire
Post by: diamondgeezer on August 02, 2003, 07:34:10 pm
:eek:

Phreak mate, you rule all. I owe you a bottomless mug of new Duff Extra-Cold.
Title: AI and dumbfire
Post by: Taristin on August 02, 2003, 08:08:49 pm
Woulda been nice if it could be sexp controlled.

2 sexps:

AI-use-dumbfire  - Obvious

AI-dumbfire-accuracy  - Lets you edit the hit/miss ratio, so if it's a bombing run, they won't get you all the time.

(yes I did post this in the harpoon/tornado thread)
Title: AI and dumbfire
Post by: diamondgeezer on August 02, 2003, 11:11:20 pm
Dude - FFS, if you don't want the AI to use the damn things, DON'T GIVE THEM ANY. Christ, it's not difficult. I wanted this feature so that I could give my wingmen rockets, not so that I could have my AI enemies raping the player with Tempests. And how many times do I have to say this - if they're shooting you with dumbfires, just GET OUT OF THE ****ING WAY. What is the problem here?
Title: AI and dumbfire
Post by: Exarch on August 03, 2003, 02:08:44 am
It will be very nice indeed to be able to load the wingmen with tempests and see them actually be used.
Title: AI and dumbfire
Post by: phreak on August 03, 2003, 04:30:06 pm
notes:

the AI will now only use dumbfires against asteroids. no more wasting harpoons on the things.
the AI will "hold down the trigger" if the refire rate is less than 1/2 second. otherwise it will revert to the old method.

now to fix the ai capship turret problems with asteroids and swarmers. :blah:
Title: AI and dumbfire
Post by: Flipside on August 03, 2003, 05:21:31 pm
I'm having an interesting little buglet on the new Build :(

These are shots taken from the tech database.....

(http://www.freewebs.com/flakmonkey/Loki.jpg)
(http://www.freewebs.com/flakmonkey/Ulysses.jpg)

It appears to me that the renderer is skipping LOD0? I've checked my details settings, and they are all 100%, so I was wondering if anyone had the same problem before wondering about my card :D

Flipside :)
Title: AI and dumbfire
Post by: TopAce on August 03, 2003, 05:22:33 pm
We cannot see the pictures!
Title: AI and dumbfire
Post by: Flipside on August 03, 2003, 05:23:28 pm
Damn, ok, try these links....

www.freewebs.com/flakmonkey/Loki.jpg

www.freewebs.com/flakmonkey/Ulysses.jpg

Flipside :D

You have to type them in, else they seem to return you here :( That's a new trick for Freewebs! :confused:
Title: AI and dumbfire
Post by: diamondgeezer on August 03, 2003, 10:11:18 pm
:wtf:  It looks like it's displaying lower LODs in the tech room. Which is odd. S'not doing it in mine...
Title: AI and dumbfire
Post by: Flipside on August 03, 2003, 10:34:27 pm
Yep, I've checked the detail options, and they seem to be fine, are you using the recently updated version from Phreak's siggy?

Flipside :D
Title: AI and dumbfire
Post by: diamondgeezer on August 04, 2003, 02:49:22 am
Yeah, the one he made with dumbfire-using AI
Title: AI and dumbfire
Post by: Flipside on August 04, 2003, 06:54:48 am
Well, I've tried absolutely everything I can thnk of and I think it's some sort of bug with something! LOL
I'm going to have to go back to the previous build for now :(
Hmmmmmmm... very odd, een the old version is doing it now. I'm going to try to remove all user mods from the directories tonight and see how that works. I've checked on the launcher and it is set at computer speed 4, which is correct, and all the detail levels are at full :mad: but I have to run the launcher and re-select all my options every time I run the game!

Flipside :D