Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: General Battuta on September 25, 2012, 07:20:28 pm

Title: HOLY **** ****
Post by: General Battuta on September 25, 2012, 07:20:28 pm
DYNAMIC WAYPOINTS WORK (http://fi.somethingawful.com/safs/smilies/f/0/getin.001.gif)
Title: Re: HOLY **** ****
Post by: General Battuta on September 25, 2012, 07:20:41 pm
Admiral MS promoted to god
Title: Re: HOLY **** ****
Post by: Droid803 on September 25, 2012, 07:23:33 pm
http://www.hard-light.net/forums/index.php?topic=81595.0

You can also KILL WAYPOINTS that you don't like.
Title: Re: HOLY **** ****
Post by: General Battuta on September 25, 2012, 07:27:12 pm
Yes I read that thread that's how I know
Title: Re: HOLY **** ****
Post by: General Battuta on September 25, 2012, 07:27:32 pm
but I'm not sure that people appreciate how much of a ~~GAME CHANGE~~ we've got here
Title: Re: HOLY **** ****
Post by: X3N0-Life-Form on September 26, 2012, 01:02:41 am
No ****, I saw the thread some times ago, but I completely forgot about it until now. Capship combat and dynamic missions got a lot more awesome.
Instant awesome, just add dynamic waypoints! Now if only I could find the time to do some FREDing ...
Title: Re: HOLY **** ****
Post by: Lester on September 26, 2012, 02:18:16 am
oh my god **** yes

how did i miss that

edit: you can actually make a full fledged AI for capships with this using just fred
Title: Re: HOLY **** ****
Post by: Admiral MS on September 26, 2012, 02:35:49 am
It didn't seem like anyone besides me cared about that change.  :doubt:
And it was luck that the ai has no problem with waypoint position changes while flying to that waypoint.

http://www.hard-light.net/forums/index.php?topic=81595.0

You can also KILL WAYPOINTS that you don't like.
Actually you can't kill them cause this patch has never been commited for several reasons.
Title: Re: HOLY **** ****
Post by: Polpolion on September 26, 2012, 11:05:44 am
Thank you for the concise and helpful thread title. :p
Title: Re: HOLY **** ****
Post by: Angelus on September 26, 2012, 11:09:26 am
Thank you for the concise and helpful thread title. :p

It brings the point across.
Title: Re: HOLY **** ****
Post by: mjn.mixael on September 26, 2012, 11:13:28 am
Thank you for the concise and helpful thread title. :p

It brings the point across.

Which point? That Admiral MS is  :yes:, or that Dynamic Waypoints are  :yes:?
Title: Re: HOLY **** ****
Post by: MatthTheGeek on September 26, 2012, 11:14:43 am
BOTH
Title: Re: HOLY **** ****
Post by: starbug on September 26, 2012, 12:25:24 pm
Sorry for my ignorance here but Dynamic waypoints???? how are they different from normal waypoints?
Title: Re: HOLY **** ****
Post by: Luis Dias on September 26, 2012, 12:33:42 pm
They are dynamic.
Title: Re: HOLY **** ****
Post by: Polpolion on September 26, 2012, 01:17:50 pm
Dynamic waypoints are dynamic? Thanks for clearing that up, Luis. :p I'm guessing you can move or create them at runtime in missions via sexp and the AI will change where they're going according to the new position. (as opposed to, at best, having multiple waypoints at pre-defined locations) But hopefully someone that knows more will be able to tell you, or afaik you can check it out in the original thread.
Title: Re: HOLY **** ****
Post by: General Battuta on September 26, 2012, 01:50:17 pm
Here's a really basic application:

You want a Ravana to engage in a close range fight with a moving Orion. To look good, the Ravana needs to keep its nose pointed at the Orion as the Orion moves through a complex waypoint path. Worse yet, the Orion will at some unpredictable time switch to a new path.

Previously your options were:
-Order the Ravana to attack the Orion. The Ravana will circle the Orion broadside-on, ****ing itself over. Worse yet, the Ravana will always move at maximum table speed.
-Ship-maneuver. Hell and a half to FRED. If the Orion then switches to a new waypoint path at an unpredictable time (say, it's FREDded to start retreating when its hull falls below 30), and you don't know exactly when this will occur, it's a nightmare to set up a new ship-maneuver.
-A pre-baked set of waypoints, with variants for the Ravana to follow based on the time in the mission when the Orion starts retreating. I could explain why this is a huge pita but hahahaahahaaaahahfdshfadf

Now you've got a new option:
-One waypoint constantly updated to match the Orion's coordinates. Tell the Ravana to approach this waypoint at any speed you like, from 1 to max speed. The Ravana will keep its nose on the Orion no matter how close it gets, no matter how the Orion's course changes (even if unpredictably), even if a player is driving the Orion.

And the possibilities that branch out from here are just insane. This will allow enormous power in creating scripted warship AI.

e: One of the only 'dream functions' we have left unfulfilled regarding waypoints is ai-waypoints-fast.
Title: Re: HOLY **** ****
Post by: Luis Dias on September 26, 2012, 02:02:22 pm
That seems somewhat good.
Title: Re: HOLY **** ****
Post by: Admiral MS on September 26, 2012, 02:09:05 pm
Quote
e: One of the only 'dream functions' we have left unfulfilled regarding waypoints is ai-waypoints-fast.
Which is supposed to do what?
Title: Re: HOLY **** ****
Post by: General Battuta on September 26, 2012, 02:10:44 pm
Command fighters to follow waypoints using their afterburners.
Title: Re: HOLY **** ****
Post by: mjn.mixael on September 26, 2012, 03:00:22 pm
I was always going for good-afterburner-time
Title: Re: HOLY **** ****
Post by: General Battuta on September 26, 2012, 03:01:35 pm
That doesn't sound like you'd be able to issue it to specific ships though :(
Title: Re: HOLY **** ****
Post by: karajorma on September 26, 2012, 06:06:39 pm
Depends on the coder who implements the SEXP.
Title: Re: HOLY **** ****
Post by: mjn.mixael on September 26, 2012, 06:10:33 pm
I can see uses for both situations. Like rearming.. I can see a time when you'd want to have a single ship rearm, but there's also a lot of use for good-rearm-time.

During sections of missions where I want all my fighters to burn to a far away target, a way to tell the AI that now's a good time to use their burners would be preferable to having to tell each ship separately.

Though, I already get around this by creating an invisible hostile craft at the target destination and tell the AI to kill it.. then just clear the orders when they get close enough.
Title: Re: HOLY **** ****
Post by: General Battuta on September 26, 2012, 06:13:49 pm
Yeah, I'm definitely down with that approach, but damn if it isn't a little hacky, especially when you can see your wingmen's orders.
Title: Re: HOLY **** ****
Post by: mjn.mixael on September 26, 2012, 06:16:16 pm
Well.. until we have a way of getting the AI to use their burners, gotta work with what we got! There's definitely been worse FRED system hackish approaches. amirite?
Title: Re: HOLY **** ****
Post by: General Battuta on September 26, 2012, 06:18:47 pm
n-no, certainly not  :nervous:
Title: Re: HOLY **** ****
Post by: Axem on September 26, 2012, 06:38:26 pm
Code: [Select]
[18:35] <MjnMobile> Axem, I feel you should weigh in on the discussion on FRED hacks...
[18:35] <MjnMobile> http://www.hard-light.net/forums/index.php?topic=82343.msg1642453#msg1642453
[18:36] <MjnMobile> because I know YOU never do things like that
[18:36] <@Axem> yeah
[18:36] <@Axem> like for a race where i needed a certain red fighter to be going on afterburners all the time, i totally didnt change his default thrusters to the afterburner ones and increased his speed to really fast
[18:37] <@Axem> and moved his contrails to the engines so it looked like he those on
[18:37] <@Axem> but yeah, never
Title: Re: HOLY **** ****
Post by: MatthTheGeek on September 27, 2012, 12:53:53 am
Derp. Axem is modding FSO just as hackishly as I was modding HW2 :|
Title: Re: HOLY **** ****
Post by: Black Wolf on October 01, 2012, 09:35:57 am
Just FYI Admiral MS, using this to improve the way AI allies sneak along close to the ground in atmospheric missions. Really awesome, making my life a hell of a lot easier :)
Title: Re: HOLY **** ****
Post by: Cyborg17 on October 01, 2012, 08:00:44 pm
What commit is this in, or is it just a patch that's going to get committed eventually?
Title: Re: HOLY **** ****
Post by: niffiwan on October 01, 2012, 09:58:07 pm
Dynamic waypoints is trunk r9115.  Waypoint removal is not committed yet afaik...
Title: Re: HOLY **** ****
Post by: Admiral MS on October 02, 2012, 05:35:22 am
Just some additional information as some of you may not know it or have a wrong idea of what caused this bug in the first place: Only set-object-position has been fixed - any other sexp that manipulates positions directly or indirectly (like set-object-speed) won't affect the waypoint position used by the ai. I plan to fix some of them (if it's not too much coding) and the corresponding scripting functions.
Title: Re: HOLY **** ****
Post by: Spoon on October 02, 2012, 09:09:12 am
Threads like these are always a fun way of seeing who has the profanity filter turned on or off  :p