Author Topic: Wierd mission qurks........  (Read 4411 times)

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Wierd mission qurks........
I'm building this mission for a campaign i'm DEFINITLY making, but it..... ummmmmmmmmm..... kinda has a qurk. At the start of the mission there's gonna be two transports (argo class) that are supposed to follow 2 parrallell waypoint paths. but at the start of the mission, lambda 2 does an odd set of flips, then goes back some 500 meters before turning around and starting its waypoint path. i starts a good 200 meters behind the first waypoint, and it has intial orders

                           waypoints-once   waypoint path 2  priority 89
                           warp                                                priority 50

what am i doing wrong?

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Offline Starman01

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Re: Wierd mission qurks........
That sounds like an odd behaviour from the AI. I have often similar problems when launching fighters from the hangar.

When they are too close to each other, or not enough time between the launches the AI fears that there will be a chance for collission and start making those evasion maneuvers. The AI usually start this behaviour, even if there is virtually no chance both objects will touch each other. Sounds like your problem too.

For starters, be sure to increase the empty space between the parallel waypoints paths. When it fixes your problem, just make an trial-and-error to figure the minimum distance you can use between both transports

I may be wrong, but it might be worth a try:
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Offline karajorma

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Re: Wierd mission qurks........
lambda 2

Don't put transports in wings. There's a good reason why FRED won't let you do it.

(Assuming you didn't just name the Transport Lambda 2 rather than putting it in Lambda wing)
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Offline Goober5000

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Re: Wierd mission qurks........
Don't put transports in wings. There's a good reason why FRED won't let you do it.

:wtf: Since when?

...and...

:wtf: Since when?

Anyway, the odd flips and spasms are merely the transport trying to get into formation with its wing leader.  The exact same thing happens with fighters.  The solution is to arrange them in formation when you place them in FRED.


...the AI fears that there will be a chance for collission and start making those evasion maneuvers.

That's an assumption.  Don't assume stuff about the code.  People who do that are usually wrong. :p
« Last Edit: November 29, 2006, 07:34:20 pm by Goober5000 »

 

Offline karajorma

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Re: Wierd mission qurks........
That's odd. I seem to remember FRED used to complain at you if you put Transports or Freighters into wings but I guess I'm remembering wrong. I wonder what it was I was thinking of that required you to do something with fighters and then change the ship class later.

Either way even if FRED allows you to do it I still think it's a dreadful idea. For a start if you ever give them different waypoint orders they'll ignore them and simply follow the lead ship. Not to mention that the fiddling you'll have to do to actually get them in formation at the start and end of the run is far more hassle than the few seconds worth of fiddling in FRED needed to deal with them as separate ships.

Don't put them in wings. Simply name them as if they were in wings. Much easier.
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Offline Goober5000

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Re: Wierd mission qurks........
It's possible you were thinking of mixing ship types (fighters with transports, or freighters with cruisers), in which case FRED does complain.  But if you want the transports to do different things, you're acting at cross purposes.

The whole point for using wings is to have a group of ships, flying in formation, going to the same place or doing the same thing.  If you want them going different places or doing different things, you'll be working against yourself.

 
Re: Wierd mission qurks........
That's odd. I seem to remember FRED used to complain at you if you put Transports or Freighters into wings but I guess I'm remembering wrong. I wonder what it was I was thinking of that required you to do something with fighters and then change the ship class later.

FRED seems to complain about a lot of things that, in the end, aren't actually errors. Like having Alpha 1 be the sender of a message, or having Alpha, Beta, Gamma, Delta, or Epsilon wings be reinforcements (in the case of Alpha, the player obviously wouldn't be on Alpha wing). Is there a legitimate reason that FRED gives us warnings about stuff like this, especially considering that it doesn't mess up the mission in any tangible way? If not, why haven't the SCP guys removed said "Warnings"?
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Offline Dysko

Re: Wierd mission qurks........
It's possible you were thinking of mixing ship types (fighters with transports, or freighters with cruisers), in which case FRED does complain.  But if you want the transports to do different things, you're acting at cross purposes.

The whole point for using wings is to have a group of ships, flying in formation, going to the same place or doing the same thing.  If you want them going different places or doing different things, you'll be working against yourself.
I remember I tried to put some support ships in a wing and FRED didn't allow me to do that.
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Offline karajorma

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Re: Wierd mission qurks........
I remember I tried to put some support ships in a wing and FRED didn't allow me to do that.

Yep. That's the one. FRED complains even if you make a wing of fighters and then change them to support ships.
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Offline AdmiralRalwood

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Re: Wierd mission qurks........
FRED seems to complain about a lot of things that, in the end, aren't actually errors. Like having Alpha 1 be the sender of a message, or having Alpha, Beta, Gamma, Delta, or Epsilon wings be reinforcements (in the case of Alpha, the player obviously wouldn't be on Alpha wing). Is there a legitimate reason that FRED gives us warnings about stuff like this, especially considering that it doesn't mess up the mission in any tangible way? If not, why haven't the SCP guys removed said "Warnings"?
Alpha 1 can be the sender of a message now? I thought you still had to do #Alpha 1 to make the player talk.

Unless you're not having the player as Alpha 1, of course.
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Re: Wierd mission qurks........
FRED will complain, but yes, you can.
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Offline Mobius

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Re: Wierd mission qurks........
lambda 2

Don't put transports in wings. There's a good reason why FRED won't let you do it.

(Assuming you didn't just name the Transport Lambda 2 rather than putting it in Lambda wing)

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Re: Wierd mission qurks........
FRED doesn't like a lot of things, but the errors it sends aren't really errors per se, just warnings that are more like "Are you sure you wan't Alpha 1 speaking?" or "Are you sure you want these two wings to have the same goals?"

Poor FRED is just misunderstood.

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Offline Roanoke

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Re: Wierd mission qurks........
I can remember putting Cargo ships into wings had been deemed a bad idea pretty much since forever.

 
Re: Wierd mission qurks........
Just keep 'em separated. What's the point of a wing of Cargo ships? It's just a bigger target. Have the ships as far away as humanly possible. Spread out their forces....

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Offline Spicious

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Re: Wierd mission qurks........
Just keep 'em separated. What's the point of a wing of Cargo ships? It's just a bigger target. Have the ships as far away as humanly possible. Spread out their forces....
and spread out the escorts too. Attackers could take out a large chunk of the convoy before the escorts could respond.

  
Re: Wierd mission qurks........
Ok, i'll try some of that, and @whoever said they are trying to get into formation, Lambda 2 somehow came out in front of Lambda 1 in fred when i made the wing.               


EDIT: ok, i deleted the wing, and just named the ships Lambda 1 and Lambda 2, and gave the enemys intial orders to attack Lambda 1 and Lambda 2. Everythings good.  :yes:
« Last Edit: December 02, 2006, 12:32:49 pm by Titan »
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