Author Topic: HOLY **** ****  (Read 6193 times)

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Offline General Battuta

  • Poe's Law In Action
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DYNAMIC WAYPOINTS WORK

 

Offline General Battuta

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Admiral MS promoted to god

 

Offline Droid803

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http://www.hard-light.net/forums/index.php?topic=81595.0

You can also KILL WAYPOINTS that you don't like.
(´・ω・`)
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Offline General Battuta

  • Poe's Law In Action
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Yes I read that thread that's how I know

 

Offline General Battuta

  • Poe's Law In Action
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  • i wonder when my postcount will exceed my iq
but I'm not sure that people appreciate how much of a ~~GAME CHANGE~~ we've got here

 
No ****, I saw the thread some times ago, but I completely forgot about it until now. Capship combat and dynamic missions got a lot more awesome.
Instant awesome, just add dynamic waypoints! Now if only I could find the time to do some FREDing ...

 

Offline Lester

  • 27
oh my god **** yes

how did i miss that

edit: you can actually make a full fledged AI for capships with this using just fred

 
It didn't seem like anyone besides me cared about that change.  :doubt:
And it was luck that the ai has no problem with waypoint position changes while flying to that waypoint.

http://www.hard-light.net/forums/index.php?topic=81595.0

You can also KILL WAYPOINTS that you don't like.
Actually you can't kill them cause this patch has never been commited for several reasons.
Here goes scripting and copy paste coding
Freespace RTS Mod
Checkpoint/Shipsaveload script

 

Offline Polpolion

  • The sizzle, it thinks!
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Thank you for the concise and helpful thread title. :p

 

Offline Angelus

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Thank you for the concise and helpful thread title. :p

It brings the point across.

 

Offline mjn.mixael

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Thank you for the concise and helpful thread title. :p

It brings the point across.

Which point? That Admiral MS is  :yes:, or that Dynamic Waypoints are  :yes:?
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Freespace Upgrade Project See what's happening.

 

Offline MatthTheGeek

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People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

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Offline starbug

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Sorry for my ignorance here but Dynamic waypoints???? how are they different from normal waypoints?
http://www.youtube.com/user/AnubisX1

if there is any consistancy with the Shivans, it's their lack of consistancy - -Norbert-

 
 

Offline Polpolion

  • The sizzle, it thinks!
  • 211
Dynamic waypoints are dynamic? Thanks for clearing that up, Luis. :p I'm guessing you can move or create them at runtime in missions via sexp and the AI will change where they're going according to the new position. (as opposed to, at best, having multiple waypoints at pre-defined locations) But hopefully someone that knows more will be able to tell you, or afaik you can check it out in the original thread.

 

Offline General Battuta

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Here's a really basic application:

You want a Ravana to engage in a close range fight with a moving Orion. To look good, the Ravana needs to keep its nose pointed at the Orion as the Orion moves through a complex waypoint path. Worse yet, the Orion will at some unpredictable time switch to a new path.

Previously your options were:
-Order the Ravana to attack the Orion. The Ravana will circle the Orion broadside-on, ****ing itself over. Worse yet, the Ravana will always move at maximum table speed.
-Ship-maneuver. Hell and a half to FRED. If the Orion then switches to a new waypoint path at an unpredictable time (say, it's FREDded to start retreating when its hull falls below 30), and you don't know exactly when this will occur, it's a nightmare to set up a new ship-maneuver.
-A pre-baked set of waypoints, with variants for the Ravana to follow based on the time in the mission when the Orion starts retreating. I could explain why this is a huge pita but hahahaahahaaaahahfdshfadf

Now you've got a new option:
-One waypoint constantly updated to match the Orion's coordinates. Tell the Ravana to approach this waypoint at any speed you like, from 1 to max speed. The Ravana will keep its nose on the Orion no matter how close it gets, no matter how the Orion's course changes (even if unpredictably), even if a player is driving the Orion.

And the possibilities that branch out from here are just insane. This will allow enormous power in creating scripted warship AI.

e: One of the only 'dream functions' we have left unfulfilled regarding waypoints is ai-waypoints-fast.

 
 
Quote
e: One of the only 'dream functions' we have left unfulfilled regarding waypoints is ai-waypoints-fast.
Which is supposed to do what?
Here goes scripting and copy paste coding
Freespace RTS Mod
Checkpoint/Shipsaveload script

 

Offline General Battuta

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Command fighters to follow waypoints using their afterburners.

 

Offline mjn.mixael

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I was always going for good-afterburner-time
Cutscene Upgrade Project - Mainhall Remakes - Between the Ashes
Youtube Channel - P3D Model Box
Between the Ashes is looking for committed testers, PM me for details.
Freespace Upgrade Project See what's happening.