Author Topic: Problem with AI orders  (Read 2065 times)

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Problem with AI orders
Hello. Im new around here and although i have some experiance in FRED i ran into a wall with something that should be a simple task.

I wanted a group of pirates to attack a convoy and specificly attempt to capture a Zephyrus gas miner. So i set a few Hercs to attack the escorts and other ships in the convoy and a wing of Medusas armed with SDGs and Stiletto IIs and gave them orderes to disable and disarm the Zephyrus. When i tested it they just skiped the disable and disarm orders and warped out (I gave them lower priority orders to go back to the node and warp out AFTER they disable the ship). then i tried removing the warp out command but that just made them float around at the jump point. I tried diferent loadouts, giving the task to a wing of Ulysses fighters and having them target specific subsytems. Every time they seem to treat the disable/disarm/attack subsystem commands as ignore ship since even after all the other ships are gone they just ignore the Zephyrus. Hell i even tried changing it to a Triton in case something is wrong with the zephyrus but no effect!

Am i missing something here?

 

Offline Snail

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Re: Problem with AI orders
Did you set the Zephyrus to protect ship or anything? :wtf:

 
Re: Problem with AI orders
The only thing i changed in it was its name and adding it to the escort list.

edit: I tried to go around the problem by having them attack the Zephyrus and make its weapons and engines break down when its below 50% (afterwards an event is in place ordering them to ignore the Zephyrus but thats supose to triger only AFTER its disarmed and disabled). The only things ticked in its misc properties are Cago known and escort ship. The other pirate wings are set to ignore it but that cant affect the bombers can it? What gives?! :mad:

Update: This is realy wierd. when i removed the ignore command from the other wings the bombers worked fine. Of course now i have to find a way to stop the other fighters from ripping the zephyrus apart. Also the protect ship misc doesnt work. I thought that if i use that the bombers (who are ordered directly to attack the ship) would do their thing while the rest would ignore it, but it seems protect or not its still fair game to the other fighters. And if i give the ignore order to every other wing except the bombers via an event the bombers act asif they got it too. So on 1 hand the main target is untouchable and on the other it gets ripped apart before the capture ship even arives.
« Last Edit: August 15, 2010, 11:25:02 am by Maksio58 »

 

Offline ReeNoiP

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Re: Problem with AI orders
How are you giving the  orders? Initial orders (wing editor) or an event? If you use an event, could you post the sexp?
Uncharted Territory is released. But I still need voice actors

 

Offline karajorma

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Re: Problem with AI orders
Wait a sec, are you giving ships ignore orders? That's the issue. Use ignore_new instead.

Ignore is only there for backwards compatibility. It does all kinds of strange stuff like turning on protection etc. and was responsible for several bugs in FS2 retail.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Re: Problem with AI orders
Wait a sec, are you giving ships ignore orders? That's the issue. Use ignore_new instead.

Ignore is only there for backwards compatibility. It does all kinds of strange stuff like turning on protection etc. and was responsible for several bugs in FS2 retail.
Thanks that was it. I actualy tried it just before i read your post. To think it was something so stupid. :wtf: