Hard Light Productions Forums
Hosted Projects - Standalone => Diaspora => Diaspora 3rd Party Missions, Mods & Campaigns => Topic started by: mercer78 on October 17, 2012, 02:58:11 pm
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hi there,
this is my first mission. The problems are:
At the beginning of the mission there is a Battlestar and 30 sec after a freighter explode the basestar jumps in. Thats ok so far. Both Capships should move with a speed of 10 and follow the waypoints and should shoot at each other. The Basestar does it. The Battlestar do it not.
The Battlestar should moving with a speed of 10 but it ignores the commands given in the event editor. It runs with full speed and attack the basestar. What did i wrong?
The 2nd thing is at the start.
I use a joystick. If i set the thrust of my stick to full or "swing the stick to the left" before the mission beginns the ship slides into the tube or slides "left" into the tube.
thx for your help :)
Mercer
[attachment deleted by a basterd]
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what's the battlestars priority on attacking targets? do you have an initial behavior set?
try upping the priority of your sexp (the battlestar's orders that it's not following) to 100+ and see what that does
is your mission available for D/L ?
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The second problem is a well known issue for the Diaspora team. We solved it in the end by making the ship immobile from the ships editor at the start of the mission. The problem only exists for the first split second the game is running and is probably due to the joystick getting polled before the SEXP system can come along and turn off all that sort of stuff.
In the case of the first one, you must be giving the battlestar orders to attack the baseship. Battlestars will not move off the spot to attack something without orders. Check both the events in the mission and the initial orders of the battlestar.
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@Cerebus i attached the mission.
in the Event editor it looks like this
when
event is true delay
BasestarArrive
10
add goal
Athena(its the name of the Battlestar)
ai waypoints once
waypoint athena
80
cap waypoint speed
athena
10
add goal
athena
ai chase
Basestar245
89
thats the same code i uses for the basestar, only the waypoint differ. If i change the Goal priority at the waypoint to 89 and the ai chase to 80 the battlestar dident use its main guns (i looks like that).
In the Initial Orders i dident have any entry for both ships.
@Karajorma
in the ships editor the velocity is set to 0
Mercer
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Well you're giving two orders at the same time, one with a higher priority than the other. Obviously the AI is going to follow the higher priority one.
When you give several orders to the AI, it doesn't just gently follow them in the order they are given.
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but why follow the basestar the orders i gave in the event editor and the battlestar does it not ?
mercer
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@Cerebus i attached the mission.
in the Event editor it looks like this
when
event is true delay
BasestarArrive
10
add goal
Athena(its the name of the Battlestar)
ai waypoints once
waypoint athena
80
cap waypoint speed
athena
10
add goal
athena
ai chase
Basestar245
89
thats the same code i uses for the basestar, only the waypoint differ. If i change the Goal priority at the waypoint to 89 and the ai chase to 80 the battlestar dident use its main guns (i looks like that).
In the Initial Orders i dident have any entry for both ships.
Mercer
you problem is
add goal
athena
ai chase
Basestar245
this is an instruction for the ship, in this case the battlestar to close and follow the target ship and if on the opposing team attack it. in a waypoint scripted mission this is unnecessary as any ship will shoot at any ship on the opposing team with any valid weapon they have unless given the ignore command.
All that needs to be done is instruct both ships to use their respective ways paths and they will automatically shoot at each other when in range
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hmm
i deleted the ai chase for the battlestar.... the result ist the same if i change the goal priority... the battlestar dident use its main guns... that means the battle would take hours ;)
Mercer
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I think we're going to need to see the mission then. If the battlestar isn't using its guns the only reason I can think of is that you told it not to.
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the mission is attached in the first post hope sombody could help. the mission is playable but got some bugs i think ;)
thx
mercer
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firstly in the mission you uploaded still has the AI chase for the Athena when it needs to follow a waypoint to follow a set route
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now there are 2 versions one without ai chace :)
mercer
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i ´ve played a bit around with the events... without aichase deleted waypoints added new waypoints... and so on. The "Main" guns from the Battlestar did not fire. The smaller turrets and the AA turrests fire like hell but the mainguns did not one shot :/ did anybody have a solution?
Or is there a way to post the events i´ve made in Fred ?
Mercer
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then give orders to the turrets to do so specifically. the front cannons are 1-6, main cannons 1-26
VPView is good to get so you can reference things like that
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how far away is the battlestar to the basestars
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@headdie i have also played around with the distances i testet it form 1700 to 7000 (meters?)
@cerebus i try that thx :)
mercer