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-- Fred 2 Problem (http://volitionwatch.papageorgefamily/vwbb/showthread.php?threadid=8958)


Posted by Triggy on 05-19-2003 09:41 PM:

Fred 2 Problem

It's been a while since I've used the more intimate commands in Fred 2 and as a consequence I can't figure out how to do one or two things in missions. Principally I can't get the EA G.O.D. platforms to rotate in space, no matter what the orders given to them (attack, ai-chase, whatever). According to the ships.tbl file they have a rotation value but not a max speed value so theoretically they can rotate. Can anyone please tell me how to implement this command?

P.S. A nice juicy mission will eventually be the prize to everyone here if they can help me with this

__________________
When the final reckoning comes only the damned will be there to see it.


Posted by ravingpartyking on 05-19-2003 10:22 PM:

You could try using waypoints and events (bit long winded, but it ought to work)

If you tell the G.O.D to follow a waypoint path it will rotate towards that waypoint (but not move obviously). You could then set an event so that when the enemy ship(s) in that region are destroyed the G.O.D will change orders to point in the direction of another waypoint

Hope this helps!

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Posted by Edwin on 05-19-2003 11:47 PM:

look it up in the VP files, they did it with the Mjolnir RBCs in FS2.

two left

__________________
"If you go to Z'ha'dum you will die"
-Kosh
(natives of Z'ha'dum may ignore this)

For all the rest of you.... don't come here.


Posted by Prophet on 05-20-2003 08:24 AM:

Give it attack orders and it should work fine...

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FREDer for [url=http://www.hot.ee/honorofomega/index.htm]Honour of Omega[/url]
Creator of Movements in the Mist campaign

Oh ****! Those idiots did it.


Posted by Triggy on 05-20-2003 11:03 AM:

That's the point, attack orders don't work!

The waypoints ought to work, cheers. I guess I knew they would but didn't want to have to go through the hassle of waypointing over fifty G.O.D. satellites

__________________
When the final reckoning comes only the damned will be there to see it.


Posted by Mr. Fury on 05-20-2003 11:09 AM:

I remember having this same problem long time ago. I wonder why G.O.D won't follow attack orders sometimes...

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Posted by Edwin on 05-20-2003 01:05 PM:

probably the same reason that Mjolnir RBCs didn't always work.

__________________
"If you go to Z'ha'dum you will die"
-Kosh
(natives of Z'ha'dum may ignore this)

For all the rest of you.... don't come here.


Posted by BabProj Team on 05-20-2003 01:39 PM:

quote:
Originally posted by Edwin
probably the same reason that Mjolnir RBCs didn't always work.

Nope, those don't work because their rotation value is 10000. The best way to deal with the GOD Sats is to put them into a wing (G.O.D. Alpha and G.O.D. Beta) and issue orders that way.

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- The Babylon Project Team


Posted by Ghostavo on 05-22-2003 06:29 AM:

Why do the EA Orion's Hangar texture's strech when they are near end of the screen?

Try to put an EA Orion in (0,0,-200) and then select the Orion, press Ctrl + V and then Shift + Z...

Now try to put the textures next to the side of the screen and see...

__________________
In Omnia Paratus...
(no idea where this comes from...)


Posted by IPAndrews on 05-22-2003 10:39 AM:

God is defined in ships.tbl as a "cruiser. Therefore:

1. It will not move to attack fighters. It will only engage them it they stray into it's weapons' fov of their own accord.

2. It will try to circle things <2km away. This is a major problem since GOD's weapons are all forward facing and it has no engines with which to circle. The kamikazi flag may help overcome this problem since presumably the kamikazi AI points the ship directly at the thing it's trying to ram. I haven't tested this yet.

__________________
bsc Ian Andrews

"I have a lot of projects in the fire." - my mate Jules


Posted by Edwin on 07-29-2003 12:16 AM:

got an idea, give it a bomber AI, bombers only attack bigships unless a fighter gets to close. This should make the orders work fine.

__________________
"If you go to Z'ha'dum you will die"
-Kosh
(natives of Z'ha'dum may ignore this)

For all the rest of you.... don't come here.


Posted by BabProj Team on 07-30-2003 12:41 AM:

quote:
Originally posted by Edwin
got an idea, give it a bomber AI, bombers only attack bigships unless a fighter gets to close. This should make the orders work fine.

The GOD is yet another example of where an alternate AI type would be useful...IE...gunship AI

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Posted by Edwin on 07-30-2003 02:22 PM:

yes, i know this. But what i'm trying to say is that SCP-TBP is still quite buggy and the bomber AI can be used in place of Gunship until SCP-TBP works.

__________________
"If you go to Z'ha'dum you will die"
-Kosh
(natives of Z'ha'dum may ignore this)

For all the rest of you.... don't come here.


Posted by IPAndrews on 08-01-2003 09:22 AM:

Try it. Don't be surprised if:

a) the weapons behave strangely.
a) when under attack by fighters the GOD sat stops firing at that capship it's supposed to be "bombing" and starts trying to evade the fighters.

__________________
bsc Ian Andrews

"I have a lot of projects in the fire." - my mate Jules


Posted by Edwin on 08-01-2003 04:13 PM:

i am aware of these problems. but is it not possible to fix that second "a)" by giving maximum-priority orders to attack whatever needs to be attacked and to ignore the fighters?

__________________
"If you go to Z'ha'dum you will die"
-Kosh
(natives of Z'ha'dum may ignore this)

For all the rest of you.... don't come here.


Posted by BabProj Team on 08-01-2003 08:10 PM:

quote:
Originally posted by Edwin
yes, i know this. But what i'm trying to say is that SCP-TBP is still quite buggy and the bomber AI can be used in place of Gunship until SCP-TBP works.

You can try it but I've deemed that approach not useful to the majority of mission setups. Especially since both versions of Endgame (IP Andrews and myself) were working on are just fine with the current setup (we wanted to re-create that...thats what the current setup does).

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