Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: origin on May 10, 2010, 09:03:51 am
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In some missions I made, when I tell a ship to engage the enemy it will attack an enemy ship for a short while and then just fly around aimlessly, if I again say engage he will attack but only for a short while or until his target is destroyed and then just putters around until he gets killed.
Any ideas?
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What type of ship are we talking here? Is it cruiser class or over?
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What goals do you give the ship in FRED?
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This is a 2 ship patrol, they are both fighters in the same wing. The wing consists of the player ship and a wingman. The intial orders are either nothing or attack all ships the outcome is the same for either order.
The ships fly to a way point and then encounter the enemy. At this point the scenario that I discussed in the first post plays out.
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Nobody's issuing any disarm or disable orders, are they?
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Nobody's issuing any disarm or disable orders, are they?
Nope
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I guess it was me. I was trying to use a new ai class by putting a new ai in an ai.tbl in my data folder but it is apparently screwing up the ai. I switched the ai from mine to a captain and it worked fine. Hmmm wonder what I did wrong?
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Without seeing the tbls you used, it's kinda hard to tell.
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Here is the table. It is loaded in the mod/data/tables. I just increased the evasion because I really don't want them to die.
; ai.tbl
; This file specifies AI class behavior for each skill level.
; We have five skill levels: Trainee, Rookie, Hotshot, Ace, Insane.
; (We should come up with better names.)
; We have a virtually unlimited number of AI classes. If you add a new AI class and
; you get an execution error about too many classes, increase MAX_AI_CLASSES, defined
; in ai.h. On Jan. 30, 1997, MAX_AI_CLASSES = 50.
#AI Classes
;$accuracy: 0..100 how accurately this ship fires its lasers
;$evasion: 0..100 how effective this ship is at evading
;$courage: 0..100 how likely to chance danger to accomplish goal
;$patience: 0..100 how willing to wait for advantage before pursuing goal
; trainee rookie hotshot ace insane
$Name: Coward
$accuracy: 0.8 0.85 0.9 0.95 1.0
$evasion: 40, 50, 60, 80, 100
$courage: 50, 50, 50, 50, 50
$patience: 40, 50, 60, 80, 100
$Name: None
$accuracy: 0, 0, 0, 0, 0
$evasion: 0, 0, 0, 0, 0
$courage: 0, 0, 0, 0, 0
$patience: 0, 0, 0, 0, 0
$Name: Lieutenant
$accuracy: 0.2 0.2 0.3 0.4 0.4
$evasion: 0, 10, 20, 30, 40
$courage: 0, 10, 20, 30, 40
$patience: 0, 10, 20, 30, 40
$Name: Captain
$accuracy: 0.3 0.3 0.4 0.5 0.5
$evasion: 0, 10, 20, 30, 40
$courage: 10, 20, 30, 40, 50
$patience: 10, 20, 30, 40, 50
$Name: Major
$accuracy: 0.4 0.4 0.5 0.6 0.6
$evasion: 10, 20, 30, 40, 50
$courage: 20, 30, 40, 50, 60
$patience: 20, 30, 40, 50, 60
$Name: Colonel
$accuracy: 0.5 0.5 0.6 0.7 0.7
$evasion: 30, 40, 50, 70, 90
$courage: 30, 40, 50, 70, 90
$patience: 30, 40, 50, 70, 90
$Name: General
$accuracy: 0.6 0.6 0.7 0.8 1.0
$evasion: 40, 50, 60, 80, 100
$courage: 40, 50, 60, 80, 100
$patience: 40, 50, 60, 80, 100
$Name: ConfedA
$accuracy: 0.3 0.3 0.4 0.5 0.5
$evasion: 20, 30, 40, 50 60
$courage: 10, 20, 30, 40, 50
$patience: 10, 20, 30, 40, 50
$Name: ConfedB
$accuracy: 0.5 0.5 0.6 0.7 0.7
$evasion: 40, 50, 60, 80, 100
$courage: 30, 40, 50, 70, 90
$patience: 30, 40, 50, 70, 90
#End
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Are you using any other mods? Messing with object types, for example, can have all sorts of AI repercussions.
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Are you using any other mods? Messing with object types, for example, can have all sorts of AI repercussions.
Not sure what you mean by messing with object types. I am using my own ships, textures and backgrounds. All the other modifications besides the ai.tbl are done with .tbm tables.
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Try reverting the evasion to what it was originally.
There are better ways to prevent wingmen from dying and too high evasion may be causing awkward behavior.