Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: NotDefault on May 06, 2002, 07:37:32 pm
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Post your requested changes to the AI code on this thread. I'm taking a look at it, and although I may never actually do much with it, it's nice to know what's broken (as the actual functionality of the code is hard to glean from just viewing the file). In addition, others who are editing the file will know what's wanted.
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well, I'd like a good collision detection for the AI, so they don't bump stupidely against capships or walls in an enclosed area. A good dodging hability would be neat, too.basically, if they use all the axis movements at the same time ( and sliding too, for ships like the scorpion), fighting them wouldbe more difficult, and then, more interesting.
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Better line of sight detection for weapons. (Ever see a cap ship fire a beam through another cap ship on the same team to hit an enemy ship?) Ability to give almost any orders to any ship. And without FRED2 complaining.
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The "All-fighter" command carryover bug :nod:
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The main things I would like to see are to have the AIs activate their afterburners a lot more often when they are moving in circles around you. Also, make it so that they do not fly in straight lines or a circle (when running around the player), but rather some form of a helix. The last thing is to fix the bug with the AI ignore order.
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Originally posted by CP5670
The main things I would like to see are to have the AIs activate their afterburners a lot more often when they are moving in circles around you. Also, make it so that they do not fly in straight lines or a circle (when running around the player), but rather some form of a helix. The last thing is to fix the bug with the AI ignore order.
I have a very funny story for that... For kicks, I editted an Ares, giving it a super fast afterburner (1000 m/s) that never drained, decided to give a few to my wingmen. It was fun to see them buzz around the battlefield like a couple of confused flies (strangly reminded me of Gundam Wing) until one of them crashed into an Aeoles, another into the broad side of an Orion, and yet another was torn up when slamming into a Mentu. :lol:
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Also I think when they form up on you that they should maintain the same vector as Alpha 1 at 0/ms.
You know, when they move around in one place
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Attack patterns.
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If you think 1000 m/s is fun, d/load the MOD in my sig. The Loki goes 2km/s. They don't need better AI there, the shear speed of their movements makes it hell to shoot them down.
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Attack patterns, a more complex set of variables guiding their movement, a control level that can override Alpha 1's commands, and the ability to write and run your own AI modules. Something like EarthC for FreeSpace AIs would be cool.
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Once again, everybody asks for stuff, but nobody works on it... there's no need for me to post in any other wishlist till the first ones haven't been filled, i suppose.
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The AI would be the first thing I would work on if I knew more C++. :p
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I've been watching this thread, but I haven't dug into the AI code yet so I don't know how easy it'd be to incorporate any of this stuff. If and when I get into the AI code, and if it's easy enough that I can do stuff with it, I will look at this thread for ideas what to do with it. :)
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Originally posted by venom2506
Once again, everybody asks for stuff, but nobody works on it... there's no need for me to post in any other wishlist till the first ones haven't been filled, i suppose.
Half the problem is just figuring out exactly what's wrong. Saying "ships don't avoid explosions well enough" doesn't cut it, really, because there is code to make ships avoid explosions. For some reason, they just don't do it very well. Until that reason is identified, through reading the code or testing in-game, it's very hard to make them to do it better.
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Originally posted by NotDefault
Half the problem is just figuring out exactly what's wrong. Saying "ships don't avoid explosions well enough" doesn't cut it, really, because there is code to make ships avoid explosions. For some reason, they just don't do it very well. Until that reason is identified, through reading the code or testing in-game, it's very hard to make them to do it better.
ok, and what I said is: does someone do that (reading/testing/blablabla)?
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When I say testing, I don't mean exactly that. I just mean that someone has observed a specific problem with ship behaviour that prevents them from escaping capital ship explosions.
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Regarding the ships avoiding explosions, the biggest problem there seems to be that they do not activate their afterburners and instead simply cruise away from something exploding. :p