peabody |
05-01-11 08:39 PM |
Quote:
Originally Posted by TorpX
(Post 1654564)
They are the regular subs in the ME catalog. I'm running RFB-RSRDC if that makes any difference. I don't understand about the ship controller. What is that? I just put them in in the same manner as any enemy ship, waypoints and all. In the ME simulator they work fine. Shouldn't they work the same way in game?
You may be right about the one ship avoiding the subs and trying to evade, I will try changing it and see.
|
No, regular subs don't do anything unless you are controlling it. The mission editor does not take things like that into account. It would be like having a ship with no propellers, the mission Editor wouldn't know that and they would appear to work in the editor but would not work in the game.
Regular subs use an cmdr_AIHumanSub, Human being the key word there. You must control it. There is also a Unit_Submarine controller. They are both in the submarine.sim file. So you can clone a sub and change the AIHumanSub to AIShip and change the sub sensors to ship sensors and give it a new name etc (if you know how to clone a sub) and you will have a sub that will move and follow waypoints.
They have AIAirplane, AIship, AIMerchant but NO AISub, only an AIHumanSub. And as Ducimus pointed out in a post, the sensors also have to be changed or they cause problems.
There is an AIFleetboat sub in TMO and a AIJapsub in FOTRS but I don't know about RFB. If you check the AIFleetboat.sim file with S3D you will see AIHumanSub has been replaced by AIShip.
Here is the link I was looking for, Ducimus gives a good explanation of changing sensors and why. And Polyfiller give a good explanation of making it an AIship, without getting wordy as I tend to do.
http://www.subsim.com/radioroom/showthread.php?t=179328
Peabody
|