Author Topic: AI not continuing to attack  (Read 1904 times)

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Offline origin

  • 27
AI not continuing to attack
In some missions I made, when I tell a ship to engage the enemy it will attack an enemy ship for a short while and then just fly around aimlessly, if I again say engage he will attack but only for a short while or until his target is destroyed and then just putters around until he gets killed.

Any ideas?

  

Offline Dilmah G

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Re: AI not continuing to attack
What type of ship are we talking here? Is it cruiser class or over?

 

Offline Sushi

  • Art Critic
  • 211
Re: AI not continuing to attack
What goals do you give the ship in FRED?

 

Offline origin

  • 27
Re: AI not continuing to attack
This is a 2 ship patrol, they are both fighters in the same wing.  The wing consists of the player ship and a wingman.  The intial orders are either nothing or attack all ships the outcome is the same for either order.

The ships fly to a way point and then encounter the enemy.  At this point the scenario that I discussed in the first post plays out.

 

Offline General Battuta

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Re: AI not continuing to attack
Nobody's issuing any disarm or disable orders, are they?

 

Offline origin

  • 27
Re: AI not continuing to attack
Nobody's issuing any disarm or disable orders, are they?

Nope

 

Offline origin

  • 27
Re: AI not continuing to attack
I guess it was me.  I was trying to use a new ai class by putting a new ai in an ai.tbl in my data folder but it is apparently screwing up the ai.  I switched the ai from mine to a captain and it worked fine.  Hmmm wonder what I did wrong?

 

Offline The E

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Re: AI not continuing to attack
Without seeing the tbls you used, it's kinda hard to tell.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline origin

  • 27
Re: AI not continuing to attack
Here is the table.  It is loaded in the mod/data/tables.  I just increased the evasion because I really don't want them to die.

;   ai.tbl

; This file specifies AI class behavior for each skill level.
; We have five skill levels: Trainee, Rookie, Hotshot, Ace, Insane.
; (We should come up with better names.)
; We have a virtually unlimited number of AI classes.  If you add a new AI class and
; you get an execution error about too many classes, increase MAX_AI_CLASSES, defined
; in ai.h.  On Jan. 30, 1997, MAX_AI_CLASSES = 50.

#AI Classes

;$accuracy:      0..100   how accurately this ship fires its lasers
;$evasion:      0..100   how effective this ship is at evading
;$courage:      0..100   how likely to chance danger to accomplish goal
;$patience:      0..100   how willing to wait for advantage before pursuing goal

;            trainee   rookie   hotshot   ace      insane

$Name:         Coward
$accuracy:      0.8   0.85   0.9   0.95   1.0
$evasion:        40,      50,      60,      80,      100
$courage:      50,      50,      50,      50,      50
$patience:      40,      50,      60,      80,      100

$Name:         None
$accuracy:      0,      0,      0,      0,      0
$evasion:      0,      0,      0,      0,      0
$courage:      0,      0,      0,      0,      0
$patience:      0,      0,      0,      0,      0

$Name:         Lieutenant
$accuracy:      0.2      0.2      0.3      0.4      0.4
$evasion:      0,      10,      20,      30,      40
$courage:      0,      10,      20,      30,      40
$patience:      0,      10,      20,      30,      40

$Name:         Captain
$accuracy:      0.3      0.3      0.4      0.5      0.5
$evasion:      0,      10,      20,      30,      40
$courage:      10,      20,      30,      40,      50
$patience:      10,      20,      30,      40,      50

$Name:         Major
$accuracy:      0.4      0.4      0.5      0.6      0.6
$evasion:      10,      20,      30,      40,      50
$courage:      20,      30,      40,      50,      60
$patience:      20,      30,      40,      50,      60

$Name:         Colonel
$accuracy:      0.5      0.5      0.6      0.7      0.7
$evasion:      30,      40,      50,      70,      90
$courage:      30,      40,      50,      70,      90
$patience:      30,      40,      50,      70,      90

$Name:         General
$accuracy:      0.6      0.6      0.7      0.8      1.0
$evasion:      40,      50,      60,      80,      100
$courage:      40,      50,      60,      80,      100
$patience:      40,      50,      60,      80,      100

$Name:         ConfedA
$accuracy:      0.3      0.3      0.4      0.5      0.5
$evasion:      20,      30,      40,      50      60
$courage:      10,      20,      30,      40,      50
$patience:      10,      20,      30,      40,      50

$Name:         ConfedB
$accuracy:      0.5      0.5      0.6      0.7      0.7
$evasion:      40,      50,      60,      80,      100
$courage:      30,      40,      50,      70,      90
$patience:      30,      40,      50,      70,      90

#End

 

Offline Sushi

  • Art Critic
  • 211
Re: AI not continuing to attack
Are you using any other mods? Messing with object types, for example, can have all sorts of AI repercussions.

 

Offline origin

  • 27
Re: AI not continuing to attack
Are you using any other mods? Messing with object types, for example, can have all sorts of AI repercussions.

Not sure what you mean by messing with object types.  I am using my own ships, textures and backgrounds.  All the other modifications besides the ai.tbl are done with .tbm tables.

 

Offline Dragon

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Re: AI not continuing to attack
Try reverting the evasion to what it was originally.
There are better ways to prevent wingmen from dying and too high evasion may be causing awkward behavior.