![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
|
![]() |
#1 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
|
![]()
I cant get rid of the idea of "wolfpacks" and interaction with them. So what do experienced modders say, what we would need for this to achieve? I thought of the triggered actions ai surface-boats are fullfilling, to take it as a kind of matrix. using it lets us make the ai u-boats "sending" special variables, which let the radio message system of the game sending you a radiomessage.
![]() Thought: lets take the ai attack script as an example for interacting ai-uboats. If the ai surface boat sights a uboat, it is attacking, so a routine is called through the ai script. maybe it is possible to add another action into this script, same way as you can add controllers via s3d to different files. if we discover, what variables are used to get radio messages received (the function of the "radio message system"), we should be able to get the ai script sending messages, right? or not right? ![]() I thought, if we are able to let our ai-uboats sending a radio message when encountering a convoi (containing the coordinates), the game would be a lot more realistic! But first we need fully functional ai-uboats. As privateer said, they had some problems, as they are just cloned "surface units". Any ideas and thoughts on that are very welcome!!! ![]()
__________________
|
![]() |
![]() |
![]() |
#2 |
Admiral
![]() |
![]()
@urfish: nice to see your initiative. do you know where the AI (scripts) are located?
|
![]() |
![]() |
![]() |
#3 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
|
![]()
i think the *.sim and the *.val files are what is used for the ai-behavior. but i am not sure. this thread is dealing with ai scripts in sh5: http://www.subsim.com/radioroom/showthread.php?t=171973
__________________
|
![]() |
![]() |
![]() |
#4 |
Admiral
![]() |
![]()
aircraft hasn't got *.val files, so the AI won't be in *.val.
and in the *.sim files I only find a reference name like cmdr_AIAirplane but no script or a statesmachine description. Digging through the *.act files using OllyDbg, I found cmdr_AIAirplane in Sh3Sim.act, so I fear it's hardcoded. |
![]() |
![]() |
![]() |
#5 |
Black Magic
![]() |
![]()
Only SH5 gives you the ability to define the AI behavior using scripts. SH3/4 is hardcoded for the AI routines.
|
![]() |
![]() |
![]() |
#6 |
Admiral
![]() |
![]()
@TDW: Thanks for approving my suspicion.
I see two possible ways to get halfway working wolfpacks: 1) Hitmans idea: Somehow modify the airbases to allow them to spawn AI Uboats, which would mean wolfpack support based on your contact report. Start from the AI/code of the airplane (Maybe clone the AI in the memory and duplicate it but modified??) and invert the heights to negative values, so that altitude is changed for depth. With some studying, we could probably make the "inverted airplanes" come at high speed to the convoy and submerge (Instead of making an air dive) to shoot, then surface (instead of climb) to head away at high speed. 2) LGN1's idea: Teleport an convoy consisting of 3-4 Sergbutos AI-Subs to the area where you sent the contact report. This could be done with an Assembler hack. Maybe possible. |
![]() |
![]() |
![]() |
#7 | |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
|
![]() Quote:
![]()
__________________
|
|
![]() |
![]() |
![]() |
|
|