Topic: SG3 Mission Problems and or reports for T.G,E.D. and Karnak  (Read 2798 times)

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Sten

  • Guest
Re: SG3 Mission Problems and or reports for T.G,E.D. and Karnak
« Reply #20 on: May 20, 2003, 11:31:54 am »
Hmmm this is along the same lines of the Lyran AI. IF the AI takes off like a bat our fo hell it will either turn off the ESG and never charge it or it will set it to 50% but run so fast it never has the power to charge the ESG.

Karnack,E.D. or Tacy G.is there anyway within the EAW API to set up a parameter that by default the AI helping the player initially is set to defend the players ship(s) maintain a matching speed until the AI OPFOR closes to within a defined distance. Then reset the AI help mission parameters to offensive.

I would rather see continued Fleet Control for the Help. But anything that keeps the AI from charging off into battle by itself is better than nothing.

Or maybe a communication window trigger possibly. Make the player hail the friendily AI give the player the option of setting the AI parameters.

I.e.

1. Hail AI help
2. Tell AI to attack nearest target
3. Tell AI to fly escort and match my speed

Then fleet control isn't used but the player has some limited control over the AI.

Sten

Dizzy

  • Guest
Re: SG3 Mission Problems and or reports for T.G,E.D. and Karnak
« Reply #21 on: May 20, 2003, 11:48:03 am »
I wonder... My Lyran AI wingman never used its ESG till a few weeks ago when someone told me to go to the fleet control panel and set the AI to special weapons mode.

Did the trick and the AI used its ESG all the time aftetr that. Course, I had to slow down a bit at times to let it charge fully...

Karnak

  • Guest
Re: SG3 Mission Problems and or reports for T.G,E.D. and Karnak
« Reply #22 on: May 20, 2003, 11:57:17 am »
Quote:

Karnack,E.D. or Tacy G.is there anyway within the EAW API to set up a parameter that by default the AI helping the player initially is set to defend the players ship(s) maintain a matching speed until the AI OPFOR closes to within a defined distance. Then reset the AI help mission parameters to offensive.




This is already being done in my convoy missions.  Basically, you can change the relationship settings between the teams on the fly.  The Q-ships are initially told to ignore the attacker and defend the freighters. Basically, Q-ships won't  pursue the attacking ships until the freighters are gone.  I also had the attacking ships ignore the defender escorts and concentrate on the freighters until they are gone.

I could set the allied AI to ignore the attacking team until they get close. But, we would need to do lotsa testing to see how it works. More complicated stuff can be done but we don't have time for that for SG3.
« Last Edit: December 31, 1969, 06:00:00 pm by Karnak »

FPF_TraceyG

  • Guest
Re: SG3 Mission Problems and or reports for T.G,E.D. and Karnak
« Reply #23 on: May 20, 2003, 02:13:06 pm »
Quote:

Hmmm this is along the same lines of the Lyran AI. IF the AI takes off like a bat our fo hell it will either turn off the ESG and never charge it or it will set it to 50% but run so fast it never has the power to charge the ESG.

Karnack,E.D. or Tacy G.is there anyway within the EAW API to set up a parameter that by default the AI helping the player initially is set to defend the players ship(s) maintain a matching speed until the AI OPFOR closes to within a defined distance. Then reset the AI help mission parameters to offensive.

I would rather see continued Fleet Control for the Help. But anything that keeps the AI from charging off into battle by itself is better than nothing.

Or maybe a communication window trigger possibly. Make the player hail the friendily AI give the player the option of setting the AI parameters.

I.e.

1. Hail AI help
2. Tell AI to attack nearest target
3. Tell AI to fly escort and match my speed

Then fleet control isn't used but the player has some limited control over the AI.

Sten  




There are a number of methods in the scripting API which allow you to control the AI. Not all of these functions appear to work the way you would like them to, and some don't work at all. There is a function which you can use to tell an AI ship to follow another ship. I've had measured success with this, and it's used in the Patrol B missions (the 3 v 3 missions). Your AI helpers are given orders to 'escort' the largest ship on their team. It appears to work marginally and the AI do close in on the target ship (usually the player ship), thus preventing them from charging off to their deaths. However, they won't stick to that order and will eventually wander off to attack the enemy.
The comm panel controls unfortunately (so I'm told) create comm buttons for a ship, however everyone (enemy and ally alike) will have these comm buttons appear in the comm panel. I haven't experimented with comm buttons myself yet, but that also may be another solution as well.