Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Black Wolf on June 18, 2006, 08:59:53 am
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Is there any reason that the Ignore-ship AI Goal is denied to capships? It's a tad irksome as this is one of the simpler and more useful AI behaviours, and yet it can't be applied to anything bigger than a bomber. I thought it might have been turret reklated somehow, but then, if that were the case, bombers like the Ursa and Medusa would have problems which, AFAIK, they don't. So, is there a reason thqat I don't know, or were [V] playing funny guggers? (And, if it's the latter, any chance ofgetting their mistake fixed for 3.6.9?)
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Because it used to be, whenever A1 told All Fighters to ignore somthing like a corvette, the capships would ignore it to, and the player couldn't order them to attack it again.
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That's not really a valid reason. You should be able to tell fighters. wings, or capital ships to ignore something just the same. I'm sure the reality is that the SCP coders are just dealing with other stuff that interests them more. There are plenty of interesting issues when it comes to the AI and capships though, if you're looking for them. Not being able to tell capships to chase down enemy fighters, and fighter wings? Not being able to assign chase-any to capships?
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Well, it's possible to tell capships to attack your target, but it seriously breaks balance in a lot of missions in The Fog of War the player can order the Sobek class Tatenen around, the way I play that mission is to order the Tatenen to destroy all the Rahu gass miners, and all the fighters to defend it. That way, I don't get hurt and I don't need to do anything. Also, in The Great Hunt the player can order around the Lysander and Actium, which doesn't really help with anything, other than the fact you can take the Ravana down a lot by ordering them to attack it.
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Well, it's possible to tell capships to attack your target, but it seriously breaks balance in a lot of missions
That's something you have to watch out for as a mission designer. You can obviously select which orders a player is allowed to give to which ships. It's something that needs to be given particular attention. Which reminds me, does that capture ship order you can give to shuttles actually work?
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Is there any reason that the Ignore-ship AI Goal is denied to capships? It's a tad irksome as this is one of the simpler and more useful AI behaviours, and yet it can't be applied to anything bigger than a bomber. I thought it might have been turret reklated somehow, but then, if that were the case, bombers like the Ursa and Medusa would have problems which, AFAIK, they don't. So, is there a reason thqat I don't know, or were [V] playing funny guggers? (And, if it's the latter, any chance ofgetting their mistake fixed for 3.6.9?)
If you want to give it a try, just create an objecttypes.tbl or associated .tbm file and allow the extra ship and player orders for the class in question. Then, FRED yourself a mission, make sure the orders are available to the player, and play.
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Capture target seems to work, the Transport or freighter will dock with the target and warp out. I did that in The Sixth Wonder where I ordered the GTFr Calypso to capture the NTC Cato, when it did I failed the mission. I don't know if it still works, but generally speaking, it's better for the mission designer to manage capture operations.
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I mean in FRED, for the record. You can't use sexping to tell a capship to ignore another ship, which is annoying.
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Oh, that's different, ignore everything I just said, and next time I say anything, whack me with a wet fish.
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(http://fs2source.warpcore.org/temp/wmc/ignoring.gif)
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What kind of modular table is an obt? It isn't in the wiki.
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Object types (http://www.hard-light.net/wiki/index.php/Objecttypes.tbl).
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Oh right. Game set match WMCoolmon then.
One thing... presumably we have to put every value in for every ship type right? So what are the default values for every class in the code. Because really I'd only want to tweak a few classes rather than pulling these multiplier values etc... out of my ass :nervous: ;) Awesome stuff though. TBP should really be using this.
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It's embedded in the source (http://fs2source.warpcore.org/cgi-bin/cvsweb/cvsweb.cgi/fs2_open/code/globalincs/def_files.cpp?rev=2.16&content-type=text/x-cvsweb-markup).
Do a search for
char *Default_shiptypes_table = "\
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I can copy those to wiki...