Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Zarax on February 02, 2004, 08:46:42 am
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All right, where can i download the actual source code?
CVS doesn't install and search did not brought anything relevant...
I've got a few ideas about managing capship AI and i would try to see if they are feasible...
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http://fs2source.warpcore.org
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Ok, if anyone at SCP is interested here i've found a very rudimentary but effective way to have capship AI at least via sexp...
It involves having two capships at a certain distance.
If distance is greater than beam range then the ai-chase goal is activated.
Once the ship is in firing range, it would change facing with the set-ship-facing sexp in order to bring it's better armed side, and finally use ai-stand-still to stop the ship in position...
It requires 3 sexps via fred but it might be automated and optimized by creating a refined script into the source...
This way capships doesn't act really smart but at least they engage a realistic positioning and it is useful for realistic battles...
If you want things like outmaneveuring and other fanciness this won't be really what you're looking for but it's better than the current idiotic way imho...
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Ok, i made a quick test mission with an Orion and a Typhon (me likes good old capships), it is not perfect but they behave like a realistic capship engagement is supposed to... the Orion using its broadside guns while the Typhon using the frontal cannons...
Download itHere (http://www.microsoftusernetwork.com/zarax/test.fs2)
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[color=cc9900]From what you say, presumably the ships end up sitting there doing nothing at all apart from firing, yes? Sure, the current way may look a little silly, but I much prefer them actually interacting with one another. It's up to the ship designers to turret the ships appropriately from then on.[/color]
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and mission designers to give the ships waypoints,
that's how it's suposed to be done
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Well, if you look at any FS2 Campaign engagement it is exactly what capships do... Sit up and exchange beam volleys...
The big advantage is that they would move properly and engage this way...
And btw, what do you exactly mean by interacting?
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Choreography. As opposed to just sitting there and firing.
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well but a way to have a ship chasing another one without a predefined behaviour could be useful, and maybe a defensive behaviour with ships trying to escape when too damaged or the enemy is too strong would be nice too.
Not all the situations can be covered with waypoints.
You'll also need to have the ship to decide what other ship to chase btw
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yeah, a mission designers job includes more than simply placeing two capships next to each and hitting the beem free all sExp, if that's all the effort you put into it then don't be suprised if there movements seem to lack realism. you're suposed to use at least one way point path preferably one for each capship and direct exactly how you want them to fight each other.
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Well, with some more customization (i suck at FREDing) these sexps can do a lot of work...
Once i will find a reliable way of determining ship position and relative facing automatically i'll base all my capships battle on that script...
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well I guess that's another way to do it
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I don't think that zarax want a system that may let you just put two ships here and there in fred and have a realistic battle anyway.
But I think that this little CapshipAI upgrade may come useful in many situations nonetheless, since it could be an useful addition to your mission script to cover those situations that you haven't designed or that it was impossible to design or that you didn't want to design (multiplayer missions?ships that may or may not be in a mission depending by persistent variables? battles with uncertain outcome?)
not being a fredder, ships not just staying there firing at what comes in range doesn't sound that bad to me..I've seen stupid capships in any space sim I've played so far, just staying there waiting for you to return to base or to destroy them, or moving apparently uselessy independently by the mission's objectives, or just walking to death due to low flexibility on their behaviour.....waypoints and scripts just don't cover always everything
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Originally posted by Zarax
All right, where can i download the actual source code?
CVS doesn't install and search did not brought anything relevant...
I've got a few ideas about managing capship AI and i would try to see if they are feasible...
*remembers that I have to update the getting started section.
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[size=22]BURN![/size]