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Kosh_Naranek
I'm New! Laugh At Me!

Registered: Nov 2001
Location: Vorlon
Posts: 28

Problem With DK Raider

Hi. I made a little test mission. A single DK Raider vs. A single Hyperion should be no problem for DK Raider. But for explanation:

Raider has 10000m to Hyperion. No problem, but after firing his Beam 3 to 4 times (Hyperion Damage 90-95 %) he's so close to the Hyperion. He just flyes around the Hyperion (without getting in shooting position) and the Gun turrets of the hyperion made space debris out of the Raider. Is that normal i tried with 3 Raiders but the same problem. I think it's a problem cause the Raider has only 1 Weapon wich is a beam and the firing arc isn't the best. Could this be solved in any way?

My english isn't best sorry. Question to Board. How could i load up my selfmade missions?

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Last edited by Kosh_Naranek on 06-01-2003 at 01:14 PM

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Old Post 06-01-2003 01:12 PM
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Ghostavo
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Registered: Jan 2003
Location: Aveiro
Posts: 192

About the DK Raider...
The problem is the AI.

The TBP team is trying to create a special AI for Gunboats, like the Raider, Whitestar, etc...

(I think!!!)

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Last edited by Ghostavo on 06-01-2003 at 01:25 PM

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Old Post 06-01-2003 01:23 PM
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BabProj Team
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Registered: Apr 2001
Location:
Posts: 1901

I guess it'll have to be in bigger letters next time.

The Raider is there for your entertainment only. Until it gets a new AI routine, its not going to work properly without heavy scripting. Its not a problem...its a feature...one that we will overcome later.

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Triggy
Mr. T

Registered: Oct 2001
Location: Nottingham, England
Posts: 1470

Multiple waypoints putting the Drakh Raider in the right place at the right time ought to suffice. That and plenty of playtesting

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Old Post 06-01-2003 04:17 PM
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IPAndrews
Babylon Project

Registered: Jan 2001
Location: UK
Posts: 1185

It'll work okay from a distance but when it gets close it'll start trying to do bombing runs, which won't put the target in front of it's main beam long enough for it to be effective. I want to upgrade FS2's AI system myself but in all honesty I'm waiting for HT&L first so I can upgrade a decent version of the game engine.

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bsc Ian Andrews

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

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Old Post 06-02-2003 07:29 AM
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tomcat
Bad Mother <BEEP>

Registered: Feb 2001
Location: Transylvania, ROMANIA
Posts: 1040

Then Ian you will wait until hell freezze over

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Old Post 06-02-2003 10:55 AM
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IPAndrews
Babylon Project

Registered: Jan 2001
Location: UK
Posts: 1185

I don't know. I have faith in RandomTiger for some reason.

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bsc Ian Andrews

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

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Old Post 06-02-2003 11:12 AM
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Panther
Unregistered

Registered: Jan 2003
Location: Provo, Utah
Posts: 10

Try setting the Cap-waypoint speed

If you set it on waypoints, and then set the cap-waypoint speed to a low setting, that should give the raider time to take out the hyperion, if you don't want to sacrifice speed, then you can always set a second set of waypoints going away from the hyperion. Then use the event manager to add a goal (ai-chase). This should fix your problem.

By the way, what is your native tongue (language) ?

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Old Post 06-02-2003 07:41 PM
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gevatter Lars
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Registered: Nov 2001
Location: Hamburg, Germany
Posts: 62

What if the Raider would have a fighter AI ? Would that be better?

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Old Post 06-02-2003 08:23 PM
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BabProj Team
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Registered: Apr 2001
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quote:
Originally posted by gevatter Lars
What if the Raider would have a fighter AI ? Would that be better?

Exactly the same...and the turret I don't think would work properly. As far as I know, Bomber and Fighter AI are almost identical.

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Old Post 06-02-2003 10:31 PM
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Kosh_Naranek
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Registered: Nov 2001
Location: Vorlon
Posts: 28

@Panther

German

Well the thing with the waypoints. I thought that i must do it this way. But Thanks for answers.

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Old Post 06-03-2003 12:35 AM
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