Author Topic: AI bomb usage logic  (Read 2839 times)

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Offline asyikarea51

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:) Just a quick one, must every standard bomb weapon (i.e. Cyclops, Helios) be of an aspect-seeking nature for the AI to use it? I have bomb weapons which are unguided, but the AI doesn't fire them - all they do is close in to the capital ship without actually launching any of their bombs. I've tried the Smart tags in AI Profiles, but I don't see a change.

 

Offline blowfish

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Make sure it doesn't have the "no dumbfire" flag.

 

Offline asyikarea51

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*Looks at the commented lines in his now-reset table*

Already did that. It's pretty obvious though, isn't it. :P

EDIT: Nevermind, I got it to work. Back to table checking again. Thanks for the help anyway (I actually forgot about No Dumbfire on one occasion while doing error-checking, my bad :lol:) :nervous:
« Last Edit: March 23, 2008, 11:39:41 am by asyikarea51 »

 
rather then making a new thread to say this,

How/why does the AI send dual weapons to impact different parts of a ship at the same time? i mean, you see it with hornets, and i've seen bombers fire dual cyclops' at the same time and make the bombs go in totally seperate directions of each other and hit opposite ends of a capital ship. :wtf:
Fun while it lasted.

Then bitter.

 

Offline Goober5000

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Chaos theory. :D

Seriously.  Small changes in initial conditions (e.g. the distance between two firing points) can have large changes in actual results.  Once when I was playing Bearbaiting, I fired dual Helios bombs at one of the primary beam cannons, and then when I didn't hear the customary "subsystem destroyed" boom, I turned around to see what had happened.  To my amazement, the bombs had shot past the turret on either side, were looping around while crossing each other's paths, and began returning to the turret from opposite directions.  I got an excellent view of the bombs coming at the turret from either side, and they actually destroyed the turret.

Unfortunately, I didn't have the presence of mind to grab a screenshot, but ph34r my reproduction in MSPaint...

[attachment deleted by ninja]

 

Offline blowfish

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I've seen something like that happen before. (spoiler for PI)

Spoiler:
In the second-to-last mission, I was sitting in the hole through the arcadia, and my cyclopses kept turning in opposite directions right before hitting the side of the hole.

 
Chaos theory. :D

Seriously.  Small changes in initial conditions (e.g. the distance between two firing points) can have large changes in actual results.  Once when I was playing Bearbaiting, I fired dual Helios bombs at one of the primary beam cannons, and then when I didn't hear the customary "subsystem destroyed" boom, I turned around to see what had happened.  To my amazement, the bombs had shot past the turret on either side, were looping around while crossing each other's paths, and began returning to the turret from opposite directions.  I got an excellent view of the bombs coming at the turret from either side, and they actually destroyed the turret.

Unfortunately, I didn't have the presence of mind to grab a screenshot, but ph34r my reproduction in MSPaint...

That was from a conversion glitch though. I'm talking about how the AI can fire bombs in different directions of each other instead of directly forward. They do it with hornets and tornadoes too
Fun while it lasted.

Then bitter.

 

Offline blowfish

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Hornets go all over the place.  I think that's just the way swarm missiles work against capships.

 

Offline phreak

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it may have to do with the ai shooting the hornets at the ship itself and not a specific subsystem.  each missile has a ship that it homes on, and an optional subsystem that it homes on.  most human players will often target turrets on a ship in order to help disarm the ship with normal weapons while trying to deal damage, while the ai just tries to shoot the thing.
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Well i never target subsystems or turrets, and my bombs still end up homing onto a point...
Fun while it lasted.

Then bitter.

 

Offline blowfish

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Well i never target subsystems or turrets, and my bombs still end up homing onto a point...

At least 99% of the time, it will work like that, but there are enough people here for there to be some cases where it doesn't.  Try firing hornets from long range without targeting a subsystem.

 

Offline Wanderer

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AI (fighter/bombers) bombs really do seem to fly off toward different ship sections unlike all other weapons which are aimed precisely at the 'predicted target pos'
Do not meddle in the affairs of coders for they are soggy and hard to light

 
exactly what i mean. I don't get why...
Fun while it lasted.

Then bitter.

 

Offline asyikarea51

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 :wtf:

The closest I've seen is watching slow-moving Helios bombs trying to catch a Mara, turning here and there, failing miserably and basking everyone in friendly fire except for me because I punched the afterburner. :D

Sounds familiar though, I think I might have gotten that like, once or twice... but usually when the capship had already moved until there was no clear straight line to the subsystem, then the bombs would split up and go in an orchestrated frenzy just to get to the subsystem before the fuel ran out. :lol:

 

Offline Polpolion

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Ohhh! I have a question too!

So I made this fast bomb for Fast Mod, it's essentially a harpoon sabot round. No blast radius or blast damage at all. It moves very fast, I for get how fast exactly, has a Free Flight Time of 3 seconds, lock time of very (give or take a tenth of a second), a turn time of 0.1, and a swarm of 1 (it was originally meant to be on a cap. turret).

Now the problem is when I mount it on a bomber, in my case the Zeus II (all that is is a Zeus that doesn't suck). When I fire it, it goes forward 3s, the FFT, then turns to the right really sharply, then sharply turns toward the target and hits it. Why is that? :confused:

diagram attached.

[attachment deleted by ninja]

  
The code gets flaky with very fast objects. In fact, if you make your missile go fast enough, it will actually go through the target without triggering collision detection.

If the target is offset from the launcher as your pic seems to say, then the missile is going to have to turn right. It's just that the missile turns right too hard and then has to bank hard left to compensate. Try telling the Zeus to fire at a stationary smaller target (you appear to be using a Moloch) from head-on, and see what happens.

This is coming from someone who likes to test these kinds of things but doesn't have any code experience, FYI.