Thread: ai traffic
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Old 11-22-11, 12:59 PM   #13
Ducimus
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Originally Posted by Armistead View Post
I assume you use the batch editor, what I use to rework RSRD traffic... The zig work is much needed in RSRD.
Automated campaign scripter i think is the name, now that I think of it. Java app someone wrote a long time ago. As to zig work and RSRD in general. I do not know the workings of RSRD. I haven't looked at it in a very long time. I was always focused on my own work, and too busy to look at Lurkers. Lurker and I have different design philosophies when as to the campaign. So I went and did my own thing, putting as much effort as i could..... ration for it. It's also bears mentioning he focused primarly on the campaign. Where as i didn't focus on any ONE thing. My effort was spread out, and it shows.

I'm not saying his or my design ideas were any better or worse then each other, only we had different ideas. That , i think is one of the greatest hallmarks of the modding community in SH4. Even though everyone had different ideas, we were still able to work with each other and share knowledge, tools, tips, etc. The cornerstone to all that, is to understand, and respect, a modders individual idea on what they want to achieve with their game.

Anyway....... as to zig zags, there's a couple different ways to achieve that. The way I chose, has it's limits. The kick in the crotch is how long or short you make those legs, or waypoints. The closer you make those waypoints, the more the game has to process and the larger the campaign file becomes. For example, if you set the zig zag legs short enough, say to perhaps 10KM, that one single convoy layer file goes from 512 KB to something on the order of say 5 MB. Most of that data being waypoints the game has to process. This also increase load time, cpu cycles on your machine, and really bogs the game down. Conversely, set the legs too far apart, and it lacks the desired effect. The happy point is in between. I tested it a few times and found the leg length of about 20 or 30KM (I forget the exact number), to be ideal. Not too short, not too long. Like Goldylocks and the 3 bears, it was juuuust right, all things considered. All said, Tater is the authority on this particular subject.





Quote:
I'm sure you know the evasive short zig ships take when they know you're around, really more helming than a zig, do you know how to increase that?
That's hard coded behavior.


Quote:
Indeed, if you went through each group, that was some work..
It might not be as focused and detailed according to Tabulated Record of Movements, but a lot of thought did go into it. For example, I was sly about my use of generic entries, in terms of adding ships to TMO. I did the files in such a way where you can add ships to TMO. You don't need me to do this. If you know how to add a ship to a roster, you can have it appear anywhere you want, without ever having to mess with the campaign files at all.

For example, Generic Destroyers, with maybe one or two exceptions only appear in task forces. Destroyer Escorts, only appear in convoys. Corvettes, i forget. The point is, by what you specifiy the new ships type to be, you dictated where it will appear in the campaign, and because the campaign files are generic entries, it has a chance to spawn any ship of that type. Im a big fan of Generic entries. Though, they were right unpopular in my sordid past. Wonderful thing about being your own boss in mod design; you don't have anyone putting a clamp down on your creativity.
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