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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: T-Man on August 28, 2015, 04:57:19 am

Title: [Query/Potential Request] Stationary rotation/asteroid movement AIs?
Post by: T-Man on August 28, 2015, 04:57:19 am
(Wasn't 100% sure which board to put this in)

Have a quick question and potential request for those versed in the AI; Is the standard game AI able, or could it be potentially made able, to handle objects with unusual movement behaviour? I had two particular cases in mind for some projects I'm thinking of doing;


Cheers for your time.
Title: Re: [Query/Potential Request] Stationary rotation/asteroid movement AIs?
Post by: Axem on August 28, 2015, 08:36:01 am
1: Having a ship with zero max velocity and ample turning times and something like a fighter or cruiser ship flag should work. You'd give the sentry gun an attack order and it would turn to face the target and fire when it can.

2: Well you can't directly copy the movement, but you can try and fake it... What I would do there is have an asteroid-with-turrets ship and give it the ability to glide. Then set the initial velocity to be something that would match the rest of your asteroid belt (probably want something pretty slow so it won't exit the field bounds) and force it to glide (with force-glide) and then use the maneuver sexps to give it a slight tumble while it moves.

If you want the asteroid to be on waypoints, and still want a tumbling asteroid, then you'd probably need to set something tricky up in PCS2, like have an invisible base ship, then the asteroid as a subobject that will rotate slowly, and then the turrets on top of that.
Title: Re: [Query/Potential Request] Stationary rotation/asteroid movement AIs?
Post by: T-Man on August 29, 2015, 01:13:26 am
Oh excellent didn't realise 1 would work, will be sure to give these a try when I next get the chance.

Thanks for the help :yes:.