Author Topic: My Waypoint Conundrum  (Read 1607 times)

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So I'm trialing something with FRED and it involves following another ship through a series of waypoints at speed.
Now the AI follows the path well EXCEPT when negotiating turns in which it decides to slow almost to a stop to navigate the turn.  Now this is very annoying and is there any way to fix this without going to the length of smoothing out the corners on the waypoint path?

P.S. Is the AI smart enough to navigate around obstacles in its waypoint path?

P.P.S. Is there a way to make the AI roll and not just use 2 axis (yaw and pitch) when following a waypoint path?
Too many ideas.....not enough FREDing time!

 

Offline General Battuta

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I'd actually like to know this too. I suspect it's not possible right now...although Axem did make a pretty good race mission...

 
That is why I was hoping to know if its possible, though i suspect Axem used table methods/scripting methods (Im not sure haven't looked into the mission much).

Very annoying to be chasing a fighter along a waypoint through an asteroid field and then BAM he stops in front of you ruining the idea.
Too many ideas.....not enough FREDing time!

 
I'd probably hack something together by having the ship follow a dynamic waypoint A that is some distance away from the actual waypoint B, then move A to the next waypoint C when the ship get close to B.

  

Offline General Battuta

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That might work! Dynamic waypoint tracking seems really smooth.

You can, in fact, kind of manually 'joystick' a fighter by setting it to chase a waypoint, then constantly setting that waypoint's position a certain distance and angle from the fighter's center.