Nexus Skirmisher
Nexus Modding => Mod Development / Released Mods => Topic started by: jstubbles on May 09, 2010, 18:13:16
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I'm running into an issue when it comes to configuring strikecraft. I set everything up the way it seems to be required, but the craft show up as selectable weapon "buttons" on the hud, instead of actual strikecraft.
Is there a generic writeup anywhere about adding strikecraft to the game and what settings/config to go with? I'm pulling my hair out here.. ;)
It's probably painfully easy, too, and I'm just missing something. haha
Thanks
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Adding strikecraft is just like adding capships, make an entry in the shipclass section of the tacticstypes. Do the Mesh and GUIIcon lines have valid targets?
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Err sorry, I guess strikecraft isn't the correct word then. I'm talking about basic fighters and bombers.
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Old Dragon is right, though. You'll need to setup a SHIPCLASS for your fighters (including a DefDevices property with their engines and weapons) and also a DEVICETYPE weapon referencing this shipclass.
I've attached an example tacticstypes.ods including both components for the Freespace Hercules-class fighter for reference.
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Thanks arparso, I'll look it over!
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you know, I'm not sure what I did that first time through, but it didn't seem like it was any different than what's in your doc. But configuring the fields you listed work great. Thanks!
I'm an artist, trying to learn these things - I'm a bit slow ;)
thanks again.
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I'm having an issue with AI-controlled ships not using their fighters and bombers against me. I've checked over all the settings and they look correct to me. When I play either side, I can launch the fighters/bombers against the enemy side without a problem. But the AI (on it's own) will not use them against me, for some reason.
Any ideas as to what could cause this?
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Any ideas guys?
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Uhm... just asking, but could you post the code of the ai you're using?
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If we're talking about default Skirmisher AI, then make sure your fighters/bombers/gunboats/whatever are in sets 20-22, because the AI script checks for these. (20 - gunboats, 21 - bombers, 22 - fighters).
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That could be it arparso, thanks. I'll look into that tonight.
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@Mularac - I'm just using the default skirmisher AI for testing these
@Arparso - still didn't work. :(
Here's the XLS excerpt for the ship class:
SHIPCLASS 31
Name "cls_raider_cy"
Mesh "cylonraider"
GUIIcon "iconscylonraider"
FinalEfx 1 0.3
Civilization 2
Velocity 375
RotVelFact 7000
RangeBehav 2 2
Behaviour 0
TargetType 2
SupportOutput 50
WeapCntFact 1
HPmax 500
HPregen 0.1
DetectBase 50
Slots 31 31 31 31;
Slots 51;
Slots 71;
DefDevices 30/1000 30/1000 31/1000 31/1000 213 321;
Available
SHIPCLASS
This is the device code used in the shiptype configuration:
DEVICETYPE 22
Name "weap_raider_cy"
Category 1
Sets 22;
NoTarget
Carried 4
CountDec 4
GroupFire 4
Scanned 140
HPmax 999999
Start 1 0 0 0
Travel 3 0 #cls_raider_cy 0
End 5 0 0 0
Available
DEVICETYPE
and this is the weapon it uses:
DEVICETYPE 30
Name "weap_fighterwep_cy"
Mesh "cylondevicesempty"
Category 1
Civilization 2
Sets 31;
Purpose 5;
HitChanceCat 23
DeviceHitChance 100
AutoDistance 50
CountDec 1
GroupFire 1
Substance 2
Charge 1
EnergyIn 3
DamageHull 6
DamageDevice 6
Scanned 100
HPmax 999999
Start 2 0 375 1
Travel 2 3500 375 1.5
CannonMaxFireAng 20
Available
DEVICETYPE
These work perfectly fine when I use them. But the AI just won't launch them. I'm pulling my hair out here :cursing:
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I see few possible problems there
Shipclass - WeapCntFact 1 - this line can do only problems, when added to fighters, best could be delete it
DEVICETYPE 22 - missing Purpose - 2 3 ; (2- atack hull, 3- atack devices)
- HPmax 999999 ???
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So the fighter ship itself needs a purpose? Not just it's weapons? I'l try that.
For the high HP value, what would you suggest? You wouldn't want the fighter launcher to be disabled, right?
**edit**
Giving the fighter devicetype a purpose didn't seem to help, either =
Funny enough, doing that to the fighter makes the basestar stop firing their missiles as well. Hrm...
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I think your CountDec is too high. It tries to subtract four every time a single fighter is launched, if I'm not mistaken. I'm no expert, but if you change the CountDec on the fighter itself to 1, I think it will fix the problem of them not launching.
Edit: Alright, that doesn't seem to stop them from launching in my mod. The other thing I can see is that my fighters are in sets 20, 22, and 140, but dropping it down to a single set didn't make a difference in the AI launching (yet my memory seems to suggest that I had an issue with that in Cinema mode. Oh well.)
Edit2: It seems every idea I have doesn't pan out when I test it with my mod. I was going to suggest the possibility that the AI isn't launching the fighters because the launcher has no Civilization line, but no dice there. I even tried combining all three of the things I mentioned, and nothing.
Edit3: Is it that they won't launch period, or just that they won't send the fighters to attack? If they'll launch the fighters, but only keep them defending their own ships, then the Purpose line is probably at fault. I just ran a quick test with the Purpose line of my fighters commented out, and the AI wouldn't send them to attack like it normally does.
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Das ist ungeliebte. That's just Nexus doing weird thinkgs anytime it can. For example, if a station in Assault type Mp doesn't have any weapon, it will explode right when you start a mission. Back to the topic
Keldane is possibly right, try CountDec 1. About that Hp, I have never experienced diseabled dock.
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None of this worked. I'm going to have to scrap them and start over or something. This is ridiculous. :(
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Here is our latest coding for F-302, perhaps you can find something useful in it.
Also you can try higher AutoDistance or there could be some problem with HitChanceCat.
Oh, and you are missing END line in DEVICETYPE 30.
SHIPCLASS 10
]Name "Squadron_F302"
Mesh "TauriF302"
GUIIcon "iconsf302"
ImpactEfx 1 0.05
FinalEfx 1 0.3
ChannelEfx 3 1
Civilization 3
Velocity 1600
RotVelFact 15000
RangeBehav 2 2
Behaviour 0
TargetType 2
SupportOutput 10
HPmax 12
Slots 31 39 ;
Slots 51 ;
Slots 61 71 ;
DefDevices 201 200/4 279 301 305 ;
Available
SHIPCLASS
DEVICETYPE 37
Name "F302"
Category 1
Civilization 2
Sets 22 ;
NoTarget
Purpose 1 2 3;
Carried 4
CountDec 1
GroupFire 4
Scanned 140
HPmax 15
Start 1 0 0 0
Travel 3 0 #Squadron_F302 0
End 5 0 0 0
Available
InstallRP 5
DEVICETYPE
DEVICETYPE 200
Name "roc"
Category 1
Civilization 1
Sets 1 30 31 ;
Purpose 1 2 3 4;
HitChanceCat 8 //6
DeviceHitChance 95
AutoDistance 3500
CountDec 1
Substance 3
Charge 0.2
EnergyIn 2
PenetrateShield 0
DamageShield 1320
DamageHull 410
DamageDevice 60
Scanned 100
HPmax 100000
Start 2 90000 329 0.1
Travel 2 1500 197 0.07
End 1 0 94 0.35 //End 1 0 316 0.35
CannonMaxFireAng 40
Available
DEVICETYPE
DEVICETYPE 201
Name "weap_f302Flak"
Category 1
Civilization 2
Sets 7 39 ;
Purpose 5 ;
HitChanceCat 2
AutoDistance 1000
Substance 1
Charge 2
EnergyIn 2
DamageHull 0.2
Scanned 100
HPmax 100000
Start 2 5000 143 0.05
Travel 2 2000 355 0.4
End 1 0 316 0.01
CannonMaxFireAng 20
Available
DEVICETYPE
[/size]
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Just a quick question (or two)...
Which race are you playing in your testing? And who's the enemy?
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This is my races.ini
// ---------------------------------------------
// ---------------------------------------------
// PLAYER
CIVILIZATION 0
Name "civ_Player"
CIVILIZATION
////// Player
RACE 0
Name "race_Player"
Civilization 1
GUIColor 0.57 0.64 0.72 1
RACE
RACETACTICS 0
TransportClasses 59 ;
RACETACTICS
RACEAI 0
RACEAI
// ---------------------------------------------
// ---------------------------------------------
// HUMAN
CIVILIZATION 1
Name "civ_Human"
CIVILIZATION
RACE 1
Name "race_Human"
Civilization 1
GUIColor 0.4 0.4 0.7 1
RACE
RACETACTICS 1
TransportClasses 59 ;
RACETACTICS
RACEAI 1
RACEAI
// ---------------------------------------------
// ---------------------------------------------
// CYLON
CIVILIZATION 2
Name "civ_Cylon"
CIVILIZATION
RACE 2
Name "race_Cylon"
Civilization 2
GUIColor 1 0.4 0.4 1
RACE
RACETACTICS 2
TransportClasses 59 ;
RACETACTICS
RACEAI 2
RACEAI
// ---------------------------------------------
// ---------------------------------------------
// RACE RELATIONS
RELATIONS
// Rel #race_Player #race_Human #UREL_FRIEND
// Rel #race_Player #race_Cylon #UREL_ENEMY
// Rel #race_Human #race_Cylon #UREL_ENEMY
END
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The main reason for my questions is that I was looking through the AI scripting of the latest BSG release and saw that the AI will only work with cylons. So in scenarios such as the 'Colonial Wargames' and such, the enemy will only respond when attacked.
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Yeah, when it comes to the AI stuff I'm absolutely clueless.
We decided to redo the mod from the ground up, to fix a lot of issues we were having with performance. It seems to have worked so far, but there are just these nagging little issues we're having that's preventing us from moving forward.
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Sorry if this is straying off the topic a little, but are you still experiencing problems when lots of fighters are zipping around?
If so, I'm wondering if it's the capships themselves causing the problem, not the fighters. I was looking at some of your models from the 4.1 release (at first I was thinking there may be too many polys on the fighters. Didn't take long to see my error there.) and the battlestars are in excess of the 20k limit. Just thinking that a lot of fighter activity around such heavy models may be proving too much for the pc (or engine) to handle comfortably.