Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Krelus on October 24, 2008, 08:01:32 pm

Title: Kamikaze Question
Post by: Krelus on October 24, 2008, 08:01:32 pm
I'm making a mission involving protecting an Argo. At some point I have a wing of Horus fighters jump in and try to kamikaze it. The problem is, they don't immediately ram into the thing; they sort of dick around for a bit, fire of a few MX-64's and then smack into it after about ten seconds. I've tried removing weapons and AI, and I even switched off Dynamic Goals and they simply do the same thing without firing weapons. Is this by design? If so, is there any way to bypass it? I want these things to be living torpedos.
Title: Re: Kamikaze Question
Post by: FUBAR-BDHR on October 24, 2008, 08:55:07 pm
Never really tried it.  Seems like it should work.  One thing you could try doing is making a .tbm with the Hourus entry (call it Horus#2 or something) and change them from fighters to cruisers.  If that works then you know it's the AI type. 
Title: Re: Kamikaze Question
Post by: Krelus on October 24, 2008, 09:09:22 pm
Never really tried it.  Seems like it should work.  One thing you could try doing is making a .tbm with the Hourus entry (call it Horus#2 or something) and change them from fighters to cruisers.  If that works then you know it's the AI type. 

That's so simple it just might work. I already did something similar with the Erinyes to make a bossfight... I made an Erinyes with the speed of a Manticore, the agility of a Dragon, and 1000 shields. That thing is a b*tch and a half to kill. I'll get back to you on whether or not the Horus-class cruiser (lawl) thing works!

EDIT: Perfecto! And I now realize just how nasty a kamikaze Horus can be... Those mofos go like stink.
Title: Re: Kamikaze Question
Post by: karajorma on October 25, 2008, 02:35:30 am
Instead of using a new class try setting the AI Class to none. That should have the same effect.
Title: Re: Kamikaze Question
Post by: Krelus on October 25, 2008, 01:27:04 pm
Instead of using a new class try setting the AI Class to none. That should have the same effect.

I tried that, it didn't work... And the cruiser thing introduced a bunch of other annoying issues. Mein gott, this is annoying.
Title: Re: Kamikaze Question
Post by: Excalibur on October 30, 2008, 05:32:07 pm
Do waypoints with no AI work? And have the kamikaze option on in the ship options thing or whatever it's called.
Title: Re: Kamikaze Question
Post by: Mobius on October 30, 2008, 05:38:50 pm
Why don't use the "kamikaze" SEXP after a given amount of seconds? It tells a given ship to perform a kamikaze run on its target...

If the Horus interceptors are targeting the Argo(ai-chase) kamikaze should lead them to perform a kamikaze run on the Argo...
Title: Re: Kamikaze Question
Post by: Krelus on October 30, 2008, 09:25:12 pm
Why don't use the "kamikaze" SEXP after a given amount of seconds? It tells a given ship to perform a kamikaze run on its target...

If the Horus interceptors are targeting the Argo(ai-chase) kamikaze should lead them to perform a kamikaze run on the Argo...


I have a few ideas I can try... I'll put the remaining spit-and-polish on the mission and then start futzing around with the kamikaze. I will try this one first, though.
Title: Re: Kamikaze Question
Post by: Mobius on October 31, 2008, 03:18:57 pm
Let us know...as far as I'm concerned the method I proposed above should work. :)