Hard Light Productions Forums

General FreeSpace => FreeSpace Discussion => Topic started by: CP5670 on December 27, 2001, 01:14:00 pm

Title: AI Problem in Custom Mission
Post by: CP5670 on December 27, 2001, 01:14:00 pm
I seem to be having a strange problem in a custom-made mission of mine where the AI event operators ai-disable-ship and ai-destroy-subsystem do not have any effect on AI wingmen. These operators appear to just clear their orders and make them go into the "engage enemy" mode. It works fine when I order the AI fighters in the game to perform the same actions, but I would like to have them attack the subsystems automatically.

Any ideas on how to get rid of this problem? Thanks in advance. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: AI Problem in Custom Mission
Post by: TheVirtu on December 27, 2001, 04:52:00 pm
You could just goto the initial orders and choose destroy subsystem maybe.
Title: AI Problem in Custom Mission
Post by: CP5670 on December 28, 2001, 12:02:00 pm
That didn't seem to do anything, unfortunately. (http://dynamic.gamespy.com/~freespace/ubb/noncgi/frown.gif)
Title: AI Problem in Custom Mission
Post by: TheVirtu on December 28, 2001, 12:18:00 pm
Dumbass AI, only the Warships know how to kill things  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

------------------
Head of the Beyond Campaign for FS2.
The year 2375, The Beginning, Deneb. The ship, the GTD Messana, do you know where the NTF is?
Title: AI Problem in Custom Mission
Post by: karajorma on December 29, 2001, 10:17:00 am
Try giving them a clear orders SEXp then 1 second later give them the new order. Maybe there is some conflict between an old order and the new one you`re trying to give them. That wouldn`t show up when you order them in game since player orders are higher priority than scripted ones
Title: AI Problem in Custom Mission
Post by: CP5670 on December 29, 2001, 03:24:00 pm
Thanks for the tip; I'll try that out and see if it works.
Title: AI Problem in Custom Mission
Post by: Eth on December 29, 2001, 05:45:00 pm
Hey CP, long time no 'c'  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)

To get AI to do exactly what you tell them to, you need to check the "No Dynamic Goals" box (also known as Disable Self-preservation Instinct) in the Misc properties of the ships.  Without doing this, no matter what their orders are, and particularly with attack orders, if they feel threatened by something (be it a ship, a turret, or whatever) they will stop doing what they were told to do and go about dodging and attacking what they feel threatened by.

A further caveat about AI and attack orders... if the object they are told to attack is too far away (seems something in the range of 3500m or so), they will still just sit there doing nothing.  So if you are having them attack something farther away than that, you can add a waypoint path point for them to fly to, in order to get them within range of their "attack vision".  Just make the "waypoint-paths-once" order the same priority as the attack order so that as soon as they fly within range (or if by chance the object to be attacked is within range do to events unfolding differently than you originally planned), they will commence attacking.

The only down side to having to use the "Disable Self Preservation" option is that you must provide them with orders to get them to do anything the entire mission.  After they have performed their basic task(s), you can get them to revert to "Self Preservation Mode" by doing a "clear-goals", following by a "attack any ship".

EE redons his lurker suit
Title: AI Problem in Custom Mission
Post by: CP5670 on December 29, 2001, 10:05:00 pm
Woohoo! So that was the problem; the distance between the wing and their target was around 6000m. :P

Thanks a lot for the assistance, Eth! (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif) (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)