Author Topic: AI weirdness...  (Read 1442 times)

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Offline pyro-manic

  • FlambĂ©
  • 210
I'm doing a mission and I've run into a little problem. I've got an Orion surrounded by a load of cruisers. Some hostile, some friendly. The hostiles fire at the Orion no problem, but the friendly cruisers just sit there and don't fire back at them (the Orion only fires back at some of the cruisers. It's main forward turrets don't turn to face the third, they just sit there in the starting position). If I give an order in-mission for (eg.) a wingman to attack an enemy ship (of any type), then all the friendly cruisers suddenly wake up and open fire on the hostiles.

It's really odd. Usually, I can just do a workaround with beam-fire sexps, but in this mission, no ships have beams (it's set in the FS1 era), so I can't do that. Any ideas?


Also, I've seen this happen in the main campaign mission where you meet the Colossus for the first time. There's a rebel Deimos sitting there pounding the installation, when Colin jumps in above it and proceeds to toast it. If, like I did, you order your wingmen to ingore the Deimos as a target (both to concentrate on fighters and to avoid instant beam death from the big C), the Colossus will not fire at it, and will just sit there taking TerSlash fire from the corvette for ever...

Some bizarre AI stuff going on there, and I've no idea how to fix it. If anyone has any suggestions, then I'd be grateful.

Cheers!

pyro
Any fool can pull a trigger...

 

Offline aldo_14

  • Gunnery Control
  • 213
THe 2nd one is known (ignore target propagates to capships) since FS2_retail - so I'm surprised it's still there.

1st one...um, are all teams at war?  IIRC that sometimes needs to be set, I'm not a FREDer, so I don't really know :)

EDIT; ****ing hell........
« Last Edit: January 05, 2005, 12:44:29 pm by 181 »

 
Yeah dude,:thepimp:
 It is a flaw in the game that is actually kinda cool, If you want to disable things, I love doing that, I take down every turret, then I disable all subsystems, If I set my wingman to ignore it, all cap ships will follow the order too, if though I don't have control over them. It's actually really nice, I have noticed it does not affect flak turrets from aeolus class frigates, or would that be considered a corvette. anywho, yeah, it's a great thing to have, to fix it in fred, you have to set the frigates to attack them, in fred, if they are warping in, I am not sure how to do that, I always had problems when I warped in ships:thepimp:

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Aeolus is a cruiser. :p
Freelance Modeler | Amateur Artist

 

Offline Goober5000

  • HLP Loremaster
  • 214
    • Goober5000 Productions
The ignore thing is on the bugfix list.

As for the other error, it has to do with the weird way the AI is set up.  Everybody just sits there until someone starts attacking.  This can be done through comms, as you said, or by simply giving a random friendly wing an initial order to attack.

 

Offline pyro-manic

  • FlambĂ©
  • 210
I've got it fixed, but the mission now needs some serious tweakage (it's far too easy with all the cruisers kicking the crap out of each other...). Ah well, back to the drawing board...

Thanks for the advice, all. :)
Any fool can pull a trigger...

  

Offline ShadowWolf_IH

  • A Real POF Guy
  • 211
    • CoW
if you don't want the cruisers to follow your order....use the player orders button in edit ship.  cruisers will follow that order if the option is checked.  i know that destroyers don't have that option, not sure about Corvettes, i never checks.  I always thought it a bit strange that a player could tell a cruiser what to do.
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