Quote:
Originally Posted by Miika
A couple of questions: in "FF Unlikely Rescue", I found it very hard for the Typhoon to stay in the surface. Since it uses "transit", and the depth has been set to 64ft for two waypoints, shouldn't it stay in the surface? I have used a script for that as well, but still it sometimes just seems to dive on its own, ruining my goal. Has the mod something to do with this?
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I don't think so.
As you already saw, sometimes, the AI behavior is far for the one expected.
What you mentionned here certainly doesn't depends on the LWAMI.
There is usually some different way to make AI doing something, different way ... with only one working really ...
for your example, you must test : 64ft with a duration on the WP, example 64ft for 00:30, but testing also launching a script as you did, on destination goal (usually works fine), to force the sub to stay at 64 ft for a duration.
This way is interesting => at the end of the duration of the script, the AI will resume the previous behavior. I use this kind of script to order AI to attack specific platform after specific events.
Quote:
Originally Posted by Miika
Or... I've noticed that if I set some waypoints for P-3 and run the game in time-compressed mode, it sometimes may miss a waypoint and turn around until it finally makes it. Is it possible that an edge of a trigger or a sub waypoint could be missed as well? And hence the script set to the waypoint?
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I solved my problems with Orion as mentionned above.
Example : I make it spawn somewhere on the map on a dynamic location, with a specific destination trigger on each location, and using this method =>
If Orion spawn location 1 (more exactly : if trigger Orion spawn location 1 is fired ...), then orion go 090 for 600 sec
If Orion spawn location 2, then orion go 180 for 600 sec
If Orion spawn location 3, then orion go 270 for 600 sec
Why I use this ? to make the Orion come from a random bearing, to improve replayability.
After the 600 sec, the Orion will resume his WP following.
And I help him to work nice with usually a speed of 250 at 200ft for MAD search (if completed trigger orion spawn location 1 >600 sec, then Orion speed 250 at 200ft).
If you chose sonobuoy search or whatever kind of WP, the Orion will start the job at the place he is AFTER the 600 sec. he will just resume previous orders.
This is very effective to control AI orion, and allow you to make it spawn at different place at mission start, and to give him a path to the working place quite easily.
Edit these missions for examples =>
http://okof4.free.fr/missions/DW/MP6...se_v1.71_e.zip
http://okof4.free.fr/missions/DW/MP6...KLUB_v1.21.zip
http://okof4.free.fr/missions/DW/MP7...ping_v1.24.zip
Quote:
Originally Posted by Miika
In "FF Pirates Again!" I put quite a few triggers to the cargo ship, and a couple of them simply refused to work. Is there a de facto limit for triggers/platform? Or some other mechanism, for instance if a 1% damage trigger is fired, a 10% won't work?
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there is near always a reason why the trigger don't work, and very often a way to go round of it.
There is not trigger limits, I think the more i use should be around 50. But if you worked good (if you find out traps ...) triggers could be accumulate in a very big tree.
I use now a lot aggregate triggers, because it works really find and give easy work.
example here =>
http://okof4.free.fr/missions/DW/MP7...ping_v1.24.zip
1)kill trigger for each russian subs
2) first agreggate trigger with the 3 kill trigger
If one of sunk trigger (1 on 3) is fired => sound message "kill goal complete, continue with your mission", write message "1 of the russian sub is sunk"
3) second agreggate trigger with the 3 kill trigger
If 2 of sunk trigger (2 on 3) are fired => sound message "kill goal complete, continue with your mission", write message "2 of the russian sub are sunk"
4) third agreggate trigger with the 3 kill trigger
If all of sunk trigger (3 on 3) are fired => message "kill goal complete" and fire "trigger red wins" with sound message "mission is accomplished, report for debrief", write message "all of russian sub are sunk".
You could check with a trigger the damage of a platform, % per % :
if FFG damaged at 5% fired damage1
if FFG damaged at 25% fired damage2
if FFG damaged at 53% fired damage3 ....
if damage1 fired, then fire kickcrewasses trigger .......
if damage3 fired, then fire screamalot trigger .......
if damage3 fired, then fire jumpinwater trigger .......
it works fine
I use to separate triggers to make it easier to see where I could have failed, or where it doesn't work, with sometimes test messages I will erase after.
Something like layers after layers of triggers.
Don't be afraid to make a lots of them, the most important thing is to make it clear to debug and to understand them, even after some month.