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Hosted Projects - FS2 Required => Blue Planet => Topic started by: SF-Junky on March 17, 2011, 10:11:51 am

Title: Artificial Intelligence
Post by: SF-Junky on March 17, 2011, 10:11:51 am
I recently implemented the artificial intelligence used in bp2 into my own mod but my Shivans and HoL still doesn't seem to have the fire the Tev bastards have. Have I left something out (something besides ai.tbl and bp-aip.tbm) or is this a mere sensation?

Besides, how long did it take you to program that ai? It's really good.
Title: Re: Artificial Intelligence
Post by: The E on March 17, 2011, 10:15:23 am
Fury did a lot of experimentation on that one.

Anyway, did you change the AI Profile in mission specs?
Title: Re: Artificial Intelligence
Post by: MatthTheGeek on March 17, 2011, 10:15:46 am
You've got to set up the BP2 AI classes per-ship in the mission files. Your crafts will still use retail AI if you don't.
Title: Re: Artificial Intelligence
Post by: SF-Junky on March 17, 2011, 10:24:24 am
Yes, I changed the AI profile in the mission specs editor and, of course, gave the fighters the new AI. Perhaps it's indeed only sensation. Just wanted to be sure. Maybe it's because UAF and the new GTVA fighters in WiH are much more maneuverable than fs1 and fs2 era stuff?
Title: Re: Artificial Intelligence
Post by: Kolgena on March 17, 2011, 03:11:05 pm
Might also be the ways missions are set up. At least in BP2, when/where/how most of everything warps in helps to give each mission that sense of adrenalin. Basically, positioning of ships.
Title: Re: Artificial Intelligence
Post by: General Battuta on March 18, 2011, 08:12:41 am
You should be able to see very, very visible differences in their performance, most easily in primary rate of fire. Try setting up a test with ships of AI class scaling up from lieutenant to BALLS OF STEELE and see if you can spot the changes. (Set player-use-AI on your own ship and change your own ship's AI class while attacking a Sath or something.)