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View Full Version : removing AI ships in MP map


HydroShok
01-14-06, 05:12 PM
i was wondering if i could get an answer on this without a failed experiment online.

If i make a map with alot of controllable units, just so people can pick from everything, and later use doctrine to say ,"if current controllable=false, then run script." script saying, "remove platform". Would this work? I'm trying to remove all AI controlled ships (except neutral and non controllables). Manual infers that it would only work for the controllables in a single player map.

I could easily find out online but don't want to stall people if it doesn't work. The AI warships aren't so fun online.

Fish
01-14-06, 05:14 PM
Negative, doesn't work.

This from a post between me and Keith Aubin from Sonalysts.


>>Hi Fish,
>> Yes, I was able to reproduce what your seeing. Your scenario
>> appears to be flawless in its construction. I assume the problem is a
>> bug in the host code that executes each script. The host appears to
>> execute each script but does not recognize which clients actually exist.
>> So all clients are incorrectly removed. I will talk to those who can
>> remedy this issue and get back to you. If my hypotheses is accurate,
>> this should be a patch item.
>>
>>Good bug... thanks, sort of. :)
>>
>>Keith.
>>
>>
>>At 12:09 PM 3/31/2005, you wrote:
>>>Hello Keith,
>>>
>>>New issue, to make random start possitions for multiplayer, I used to
>>>use Dynamic groups with a probability of one (minus-max), works ok.
>>>With the new option Dynamic Location and the scripts I want to made maps
>>>for 6 p;ayers and only the manned subs exist in the match. Works fine
>>>in Single Player, but not in LAN or multiplayer. Only the hosts sub
>>>exist, the other player is in the game but no sub on 3D or nav map, also
>>>the stations are greyed out.
>>>Do I something wrong or is this option not possible in the game as it is
>>>now?
>>>Added the map.
>>>
>>>Fish

HydroShok
01-14-06, 05:24 PM
another idea just popped in my mind. If i gave all controllables 0% probability, would they only appear if a player selects them?

btw, if removal of AI online is impossible lemme know, im sure other ppl have thought of this before :)

I think i see know, the host just cannot tell between AI or Player controlled, probably because of bug.

Thx!

HydroShok
01-16-06, 07:17 PM
Well I discovered a way to pull it off, that should work online but I haven't tested it. I just give every controllable platform a transit tatic at 0 knots, so they don't move and most likely wont shoot either. Then after 2 minutes, if they haven't moved, I use a destination trigger (.03 miles centered on unit) to remove the unit. Human players wont get removed so long as they go at least 3 knots or so for the first 2 minutes, which shouldn't be a prob for most folk.

LuftWolf
01-16-06, 10:26 PM
That's a very nice solution. :cool:

I wonder, do remove scripts even work on human platforms in any case?

If not, then you can just assign them to every platform that can be made playable and then will go away simply. :)

OneShot
01-17-06, 04:46 AM
Thats sounds like a working solution. Can you post here if this really works ?

Cheers
OS

Bellman
01-17-06, 05:53 AM
:sunny: Nice opening shots Hydro :cool:

Got my sights on this one - you may create a real Hydro SHOCK ! ;)

Good work - keep us in the picture - after tests. :rock: :up:

HydroShok
01-17-06, 04:25 PM
I had some time to experiment so more after I posted. It works with all driveables that I know of except p3, of course that one cant go 0 knots. I figured I would point all p3's away from the op area, and after like 15 minutes, if a human hasn't turned it around and its like 100 miles away, i could just yank it.

Yes, lw is right. It doesn't yank me out in single player if Im going 0 knots. So more than likely a human player is 100% safe.

If you use a large random start box, then the trigger radius has to be much larger.

I've got two missions here where it works, one is 3vs3 sub only where AI disappears (except bio, neutral of course). the other is one where the ffg, helo, and a sub will disappear, if you pick the p3 to drive(which i haven't experimented with yet, but pretty confident something can be rigged up). you can even cut on the radar really close to the enemy ffg and he wont shoot at you. I noticed that he will lauch a chopper however. So if an ffg has any choppers they must be inflight with the "trick" applied as well.

neat trick: if you copy and paste and ffg with attached inflight helo, both having attached triggers to remove and 0 knots transit tatics, then the whole thing will get copied from just the ffg. when you paste you get all the triggers, helo and all.