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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Trivial Psychic on January 27, 2005, 09:44:17 pm

Title: Gunship AI
Post by: Trivial Psychic on January 27, 2005, 09:44:17 pm
Howdy All:

I was thinking to myself on my way home from work yesterday, that several mods out there could benefit from Gunship AI, but there seems to be a lack of motivation behind it (no offence SCP guys, I know you've got your hands full with the new features, not to mention RL).  I then asked myself, what differences would Gunship AI need.  Obviously, getting over the subsystem dammage display restriction would be a good start, but not directly linked to Gunship.  I recall discussion in the old VolitionWatch TBP forums, regarding telling the AI how to do make attacks in passes rather than circling around above the hull, but that's not all that much of a concern.  The biggest feature of Gunship would be something that is able to mount primaries like a fighter or a bomber and be player-flyable, but can also be targetted by heavier anti-cap weaponry.  While the extra features are nice additions, its realy the fact that it needs to be targetted like a cap-ship by other AI.  What if, as a temporary work around until fill Gunship AI is implimented, any ship we want to be a gunship, merely have a "Big_beam_target" flag added.  Now, I didn't say "big_target" because I'm sure we don't want enemy ATI to use things like "Cyclops" or "Fusion Mortar" on the Gunship, as they'd be too slow.  However, in mods like TBP, even most big secondaries get fired at Whitestars, so perhaps both could be implimented.  If "Big_beam_target", beam turrets will treat it like a cap-ship and fire any type of beam at it, while "big_target" will cause all big weapons to target it, beams included.

Is this doable?
Title: Gunship AI
Post by: Nuke on January 27, 2005, 10:47:48 pm
my gunships work much more like heavy bombers than minicriusers. the only thing that makes my gunboats different that a bomber is the fact that its primaries are just as powerfull as the secondary payload.  i would like to see the return on the "big guns in front" flag or perhapsa an $optimal attack angle: or something.

take the gtcv ragnorok, all its major guns are up front and it looks kinda wrong when the ship just circles around its targer firing its point defence guns only. maybe a "straif" tag would be cool.
Title: Gunship AI
Post by: Mav on January 28, 2005, 02:26:34 am
Quote
Originally posted by Nuke
my gunships work much more like heavy bombers than minicriusers. the only thing that makes my gunboats different that a bomber is the fact that its primaries are just as powerfull as the secondary payload.  i would like to see the return on the "big guns in front" flag or perhapsa an $optimal attack angle: or something.

take the gtcv ragnorok, all its major guns are up front and it looks kinda wrong when the ship just circles around its targer firing its point defence guns only. maybe a "straif" tag would be cool.


Yikes! "$optimal attack angle:" would be great, if it's possible. Would be rather useful to make AI use it's ships the best way possible (or, at least, better than it uses them now...) .
Title: Gunship AI
Post by: -Norbert- on January 28, 2005, 04:58:13 am
The strife thing, doesn't make much sense with FS2 and likewise ships, because they don't have engines on the sides.
But for some TBP ships, that would make sense (some use gravitational engines). Especially the Vree ships (flying saucers) would benefit from that.
Title: Gunship AI
Post by: Nuke on January 28, 2005, 06:32:11 am
[rant]
i dont know why the game industry has to use names for one thing to discribe something else, most games cant even get their miniguns right.
[/rant]

i feel better now, i was refering to the 'straifing run' a aircraft ground attack manuver where a plane comes in at a shallow angle and unleases a sweeping spray of lead at ground targets. in the context of freespace this means a charge attack, where you aproach your target at high speed with all weapons blazing, the ship would turn away and head out to a point beyond the enemy's weapon range, turn around and repeat, rather than orbit the target (which is what capship ai does anyway.
Title: Gunship AI
Post by: Turambar on January 28, 2005, 06:33:34 am
its -strafe- (S T R A F E), and I approve of the coolness of this idea
Title: Gunship AI
Post by: Nuke on January 28, 2005, 06:39:43 am
proper spelling is for wussies :D
Title: Gunship AI
Post by: Goober5000 on January 28, 2005, 02:38:07 pm
*smacks Nuke*

Improper spelling is for n00bs and other undesirables. :p
Title: Gunship AI
Post by: NGTM-1R on January 28, 2005, 02:59:17 pm
*quotes Goober's signature about SCP*

Trivial's idea sounds good, and it would solve problems for me as well. Some of the ancients ships I'm working with are incredibly fast; the light cruiser can actually outrun Cyclops and Helios torpedos, and it's kinda annoying to see your wingmen wasting the torps on it.
Title: Gunship AI
Post by: Mav on January 28, 2005, 05:34:42 pm
Ooops, forgot to comment at TP's original post.

So, yes - that flag seems to be a nice idea if it is possible.
Title: Gunship AI
Post by: -Norbert- on January 29, 2005, 05:22:10 am
Ok, then it's strafe not strife, but you got my point anyway didn't you?
And I would like to see you typing after a hard day in an other language :p
And isn't what Nuke described exactly what the Gunship AI was supposed to do?
Title: Gunship AI
Post by: Nuke on January 29, 2005, 05:27:19 am
i jusw want a way to make the ai aware of where the big guns on the ship are and atack accordingly.