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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Mate
![]() Join Date: Jun 2006
Posts: 53
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I've been trying to create some missions for practicing my combat and evasion tactics. I thought it would be a good idea to create 1 on 1 sub combat missions... The probnlem is the hostile subs I create in the missions aren't attacking me. They'll defend themselves and try to evade if I launch torpedos at them, but they wont fire back at me. I've set up the mission so the hostile sub has my sub as a target and is on a transit waypoints tactic. Anyone know what I'm doing wrong?
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#2 |
XO
![]() Join Date: Mar 2002
Location: Spain
Posts: 431
Downloads: 22
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First, the AI is not very agressive in the stock game.
The LWAmi mod makes the AI much challenging. But make sure you and the enemy sub are on different sides and at war. And maybe is a good idea to create a script that forces the enemy sub to engage you.
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Hay dos tipos de buques: los submarinos... y los blancos. There are two types of ships: the subs... and the targets. |
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#3 |
A-ganger
![]() Join Date: Oct 2005
Location: Helsinki
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If you use "transit" tactic, the platform will only travel through the allocated waypoints; it won't attack any hostile targets. (Though it will avoid torpedoes etc.)
Use "transit search" for the effect you want; this way the platform will (should) travel along the waypoints, until it detects a target, which it will then attack. All the other tactics (apart from "transit") also have the same effect. I totally agree with FERdeBOER about the LWAMI mod ![]() Miika
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#4 |
Mate
![]() Join Date: Jun 2006
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Ahh, that's what was wrong. Cheers Miika...
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#5 | |
XO
![]() Join Date: Mar 2002
Location: Spain
Posts: 431
Downloads: 22
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Hay dos tipos de buques: los submarinos... y los blancos. There are two types of ships: the subs... and the targets. |
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#6 | |
Commander
![]() Join Date: Jan 2002
Location: Solar system, mainly on earth
Posts: 476
Downloads: 62
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Trigger : automatic all timer 00:00:00 if [SSK] detect [yourship] with ANY then fire trigger run script SSKattack Script : name : SSKattack [SSK] engage [yourship] with best weapon for 90000sec This way, as soon as the ennemy SSK will detect you, he will engage you. In fact, when you use the engage script, the concerned AI instantly receive the exact position of the target. If you use it only when the concerned SSK have already detected you, what you do is to accelerate the engagment process and to give the SSK an agressive attitude. It's kinda cheat for AI, but AI is only AI ... and some harder opposition is sometimes welcome isn't it ? Last edited by OKO; 06-19-06 at 09:19 AM. |
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#7 |
Commander
![]() Join Date: Jan 2002
Location: Solar system, mainly on earth
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Also, with a detection trigger, you could create some dynamic group, creating new SSKs or even aircraft patrol, as soon as (or even with a timer) your ship was detected.
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#8 |
Ocean Warrior
![]() Join Date: May 2005
Location: Free New York
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Ah, excellent... I am considering also giving the AI slightly better sensors than the player, because right now the AI waits some time to engage, upon POSID if left alone, although of course there is a way for this to be done in mission design.
I don't know... increasing the AI engagement range may go against the new weapon changes. Hmm... there is a lot that can be done in mission design. Perhaps I'll leave it as is now.
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