Author Topic: EMP and the AI (especially non-fighters)  (Read 1747 times)

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Offline 0rph3u5

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  • Oceans rise. Empires fall.
EMP and the AI (especially non-fighters)
Hey,

I'm currently working on a mission (still drawing-board stage) but for the mission it is important to know exactly which effects EMP weapons have on the AI, esspecially when it comes to non-fighter craft and how important the "$EMP Intensity:"-value assigned to the weapon is.

Wiki has no answers, except for the pointer that AI IS affected by EMP, and search isn't turning up anything useful either.
"As you sought to steal a kingdom for yourself, so must you do again, a thousand times over. For a theft, a true theft, must be practiced to be earned." - The terms of Nyrissa's curse, Pathfinder: Kingmaker

==================

"I am Curiosity, and I've always wondered what would become of you, here at the end of the world." - The Guide/The Curious Other, Othercide

"When you work with water, you have to know and respect it. When you labour to subdue it, you have to understand that one day it may rise up and turn all your labours into nothing. For what is water, which seeks to make all things level, which has no taste or colour of its own, but a liquid form of Nothing?" - Graham Swift, Waterland

"...because they are not Dragons."

 
Re: EMP and the AI (especially non-fighters)
Bump.
I find this interesting also.

My guess is it affects targeting,  ie accuracy.

BH

 

Offline Rodo

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Re: EMP and the AI (especially non-fighters)
I think it does not, if you order a ship to attack and it's emp'd it will still fire. The difference is that the lock-warheads will not home in I guess?
el hombre vicio...

 

Offline Fury

  • The Curmudgeon
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Re: EMP and the AI (especially non-fighters)
I have always been under impression that EMP does not affect AI in any way.

 

Offline MatthTheGeek

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Re: EMP and the AI (especially non-fighters)
Pretty sure it makes them switch target just like players, which means they'll go after random targets. Which may be useful to make bombers, FREDed to attack a friendly capship, get busy with fighters instead.
« Last Edit: December 04, 2013, 03:16:47 pm by MatthTheGeek »
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Offline 0rph3u5

  • 211
  • Oceans rise. Empires fall.
Re: EMP and the AI (especially non-fighters)
I have always been under impression that EMP does not affect AI in any way.

I was too ... but then I stumpled over the following pointer in the Wiki:
Quote from: Wiki, http://www.hard-light.net/wiki/index.php/General_hints_%28FRED%29
Believe it or not, the EMP effect also works on AI-controlled ships. Bear this in mind while creating nebula missions.

In the Veteran Comments of the EMP- and EMP Adv-Missiles I also found refernces to them scrambling the targeting of bomber (since all bombs in FS are aspect seekers there might be a rule in there)

But what I'm most concerned is what it does to turrets...
"As you sought to steal a kingdom for yourself, so must you do again, a thousand times over. For a theft, a true theft, must be practiced to be earned." - The terms of Nyrissa's curse, Pathfinder: Kingmaker

==================

"I am Curiosity, and I've always wondered what would become of you, here at the end of the world." - The Guide/The Curious Other, Othercide

"When you work with water, you have to know and respect it. When you labour to subdue it, you have to understand that one day it may rise up and turn all your labours into nothing. For what is water, which seeks to make all things level, which has no taste or colour of its own, but a liquid form of Nothing?" - Graham Swift, Waterland

"...because they are not Dragons."

  

Offline niffiwan

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Re: EMP and the AI (especially non-fighters)
I have had a look at the code, and if I've read & interpreted it all correctly, EMP weapons should have the following effects:

1) Any weapons (with hitpoints and without WIF2_NO_EMP_KILL flag) within 0.25 * EMP weapons outer radius should stop moving.  It kinda looks permanent, I guess weapons auto-detonate when their lifetime runs out?  (As an aside; the kill-within-distance doesn't match what the comments say, I guessing it should have maybe been 0.75 * outer radius.  Regardless, IMO that hard-coded value would be a good candidate to add a weapons table entry for).

2) For ships that have these flags (SIF_BIG_SHIP or SIF_HUGE_SHIP), their turrets within the outer radius will stop firing while they are disrupted. The default time is 7.5 secs, this can be overridden by a weapons "$EMP Intensity:" IF the weapon flag "same emp time for capships" is also set.  The EMP duration is also scaled as a proportion of the distance between the inner & outer radius.  Ships can also have an "$EMP Resistance Modifier:" which also affects the time.

3) For other ships, it's pretty much the same except set of calculations/values except:
a) the flag "same emp time for capships" is irrelevant
b) EMP target loses their current target and reacquires targets randomly until the effect wears off
c) AI aim suffers a penalty (if I'm reading this right, it's a fairly big penalty)

Hope that helps everyone who had questions.  If it's useful and you can verify these behaviours in game, it'd be good to update the wiki :)
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