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Hosted Projects - Standalone => The Babylon Project => Topic started by: Dwin on March 29, 2006, 05:27:18 pm

Title: Mission Editor: Is it possible?
Post by: Dwin on March 29, 2006, 05:27:18 pm
Is it possible to trigger an event when a ship is a certain distance away from another ship?
Title: Re: Mission Editor: Is it possible?
Post by: Shade on March 29, 2006, 05:32:01 pm
Yes. You need to use either the "<" (less-than) or ">" (greater-than) operator from the logical category, with a distance ship-a/ship-b check and a number for the desired distance.
Title: Re: Mission Editor: Is it possible?
Post by: Dwin on March 29, 2006, 05:55:25 pm
Okay. Could you be more sepcific? I'm not sure how to do that exactly...

Edit: Nevermind, I think I got it.
Title: Re: Mission Editor: Is it possible?
Post by: Dwin on March 29, 2006, 06:05:32 pm
Is it just me, or does the Mission Editor crash constantly, for no apparent reason?
Title: Re: Mission Editor: Is it possible?
Post by: Shade on March 29, 2006, 06:07:06 pm
Which version are you using? Some are more stable than others, that's for sure. If it's an old build, trying a newer one might help.
Title: Re: Mission Editor: Is it possible?
Post by: Dwin on March 29, 2006, 07:56:39 pm
Okay, another problem. My ships arent following their "stay near ship" orders.
Title: Re: Mission Editor: Is it possible?
Post by: Cavane on March 29, 2006, 08:06:39 pm
Some builds have problems with wingmate orders.  You should use the most current tested build available, which I believe is 3.6.7.
Title: Re: Mission Editor: Is it possible?
Post by: Black Wolf on March 29, 2006, 08:44:58 pm
Stay near ship is dodgy in general as well in my experience. You're better off using protect ship, or have the ships flying similar waypoints.
Title: Re: Mission Editor: Is it possible?
Post by: Dwin on March 29, 2006, 08:49:16 pm
Can I get a link to the 3.6.7 build?
Title: Re: Mission Editor: Is it possible?
Post by: 0rph3u5 on March 29, 2006, 11:45:55 pm
http://www.hard-light.net/forums/index.php/board,97.0.html

the two sticky thread on this board contain links to the newest CVS builds...
CVSs are not always as stable as normal release builds. sometímes they can be more stable/instable... and they sometimes have their very own bugs...
2/29/06 is reliable FRED version although you have to save the mission after pasting 4 objects to prevent a crash or the loss of data (there were worse builds earlier... so you can live with that)

most recent versions are already titled with 3.6.8 (at least the 2/29/06 buidl is)
Title: Re: Mission Editor: Is it possible?
Post by: Dwin on March 30, 2006, 04:06:38 pm
OMG...this is SO STUPID...

Instead of using stay near, I told my ships to guard. So what do they do? THEY ATTACK IT!

?!?!?!?!?!

The ship that should be guarded but is attacked instead is an unknown ship. So shouldnt it be ignored?

Edit: Okay, I disabled the attacking ships' weapons systems. Still, I shouldn't have to do this, right?
Title: Re: Mission Editor: Is it possible?
Post by: StratComm on March 30, 2006, 05:13:34 pm
It depends on what you want to happen.  If the ship is supposed to become friendly to some other faction in the mission, you should use the change iff SEXP to switch the unknown ship to that side (friendly, hostile, etc) before giving its escorts guard orders.  If they are supposed to come in as unknown escorts, then they should be set to unknown as well.  You also may find it useful to make sure the "all teams at war" flag is turned off, as this could be complicating things a bit.  The AI doesn't know what to do about protecting a ship of another IFF, particularly if the two aren't naturally friendly.  "Friendly" and "Unknown" are actually hostile to one another by default, as are "Friendly" and "Neutral" so you'll need to be aware of that.

Another thing that might work is giving the escorts an ignore ship order on the escortee before actually telling them to protect it, so that they are not naturally inclined to open fire on it as they manuver around it.  Ignore does tend to cause AI pilots to avoid the ship they are ignoring though, so you'll have to use some experimentation.
Title: Re: Mission Editor: Is it possible?
Post by: 0rph3u5 on March 31, 2006, 01:15:56 am
you may also try enableing the "protect ship"-flag on the escortee... no ship that is not directly told to attack the escortee should engage it ...
maybe you could PM me details about the mission you are doing so I could beeter help you...

don't get upset about the supidity of some AI... happens over and over again...
Title: Re: Mission Editor: Is it possible?
Post by: Dwin on March 31, 2006, 07:32:11 pm
No, protect ship makes the attackers fly around in circles.

It's okay, I fixed the problem by disabling weapons on the attackers.
Title: Re: Meesseeun Ideetur: Is it pusseeble-a?
Post by: madaboutgames on April 01, 2006, 06:02:15 am
OhhhMG, ittzz ust bze contagiouzz.  Ve est betz forz eruiinatin inz da pubblik placess iszz notz toz getzza cughttz.  Asi wiv va circlezz inda frezz editooorz, uzee sumz practizzeea.
Title: Re: Mission Editor: Is it possible?
Post by: xenthorious on April 01, 2006, 10:07:51 pm
Is it possible to trigger an event when a ship is a certain distance away from another ship?

What you are trying to do is perform logical events.  You need to use the greater-then and/or less then events.  You would use the distance as one of the 2 represented varables, and the target (in this case, the ship) as the 2nd varable.  The greater-then/less-then events will compute the data of distance, with the data of the target (ship) and apply the condition (should it be greater then distance, or less then?).
Title: Re: Mission Editor: Is it possible?
Post by: Dwin on April 02, 2006, 10:14:55 am
More questions! Yay!

Is there a way to trigger an event when a ship is attacked?

What is the order of the AI classes, from least skilled to most skilled?
Title: Re: Mission Editor: Is it possible?
Post by: 0rph3u5 on April 02, 2006, 11:04:48 am
Is there a way to trigger an event when a ship is attacked?

yes and no...
events can be tiggered when ship gets damaged use > or < and "hits-left"... so that it looks like this

<pseudo code>
"Ship A under fire"
-<
-- hits-left
--- Ship A
-- 100
- send-message
-- <any wingmen>
-- High
-- Ship under fire

What is the order of the AI classes, from least skilled to most skilled?

the standart FS_Open AI classes follow the military ranks... Coward is the easiest challange - General the highest one
there are some special TBP AIs (EA pilot/Eilite; Minbari/Shadow Pilot) to simulate some special behaivors
Title: Re: Mission Editor: Is it possible?
Post by: Dwin on April 02, 2006, 04:13:11 pm
So the TBP classes just change the behaviour of the AI, but not the skill level?