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#1 |
A-ganger
![]() Join Date: May 2006
Posts: 76
Downloads: 31
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does the mod works in MP-mode?
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![]() Member of A.O.T.D Es gibt zwei Arten von Bugs 1. Programmfehler 2. Fehler zwischen Monitor und Sitzlehne Die 2. sind die schlimmeren, denn die kann man nicht beheben. |
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#2 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
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Good question.
All modes (single and multi) based on this same game engine, but the correct question is: What will AI do, if contact is lost and find another one? My proposal: 1) Looking for lost contact by 10-15 minutes, 2) Listen uboat sound (no speed) by 2-3 minutes 3) Attack new, closest contact.
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#3 | |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
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I don't know, I've never got an MP game running, but I would imagine so. The one thing I am wary of is testing in a single player missions, as historically with SH, single missions and campaign missions play differently.
Quote:
There seem to be a few problems with the way the AI is implemeneted. One is that there doesn't seem to be a way to communicate that a new contact has been found, so the commander of a convoy will only know how long its been since the first sighting happened, not how the individual destroyers on the scene are doing, so it's a bit hard getting the commander to make informed decisions, as he doesn't know anything. This affects role assignment, as the commander can't tell a DD to go to attack mode, as the commander has no idea if the DD has re-acquired the target again. Annoying.
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#4 |
Seasoned Skipper
![]() Join Date: Aug 2005
Location: Istanbul, Turkiye
Posts: 715
Downloads: 115
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Just thinking outloud here. Can you define some global variables which the DD's at the scene can set, like made contact again, lost contact, searching.. And then have the commander script read into these variables to make more intelligent decisions.
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS |
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#5 |
Lieutenant
![]() Join Date: May 2004
Location: Lethbridge, Alberta
Posts: 260
Downloads: 40
Uploads: 0
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Found an interesting side effect. I was traveling through the dover straight and was just about past all the DD's when my periscope got spotted. I don't recall if the planes had been in the area already but they joined in on the attack. There was around 6-8 planes total and 5 DD's total. Sure I wasn't anywhere near the spot they were attacking but interesting all the same.
I need to work on the plane AI because they will just attack where a sub was last spotted until they run out of fuel. ![]() edit - also DD's will come if their close enough when you get spotted by a plane.. this mod really makes the straights of dover as dangerous as it should be ![]() Last edited by wamphyri; 03-26-10 at 05:09 PM. |
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#6 |
Ocean Warrior
![]() Join Date: Jan 2008
Posts: 2,909
Downloads: 77
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I'll have a look, it should in theory be possible, but it depends how the game reads the scripts and parses them.
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#7 |
Medic
![]() Join Date: Jun 2005
Location: AN85
Posts: 167
Downloads: 55
Uploads: 0
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I had a look at these scripts and noticed some mistakes which might mean the scripts dont run at all
example : in airplane.aix it says : Code:
action { Plane:FireTorpedoes() } Code:
action { Plane:FireTorpedoes(); } cheers Noline |
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#8 |
Commodore
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In my experience, syntax errors produce immediate CTD, so I wouldn't think that's a problem. Certainly worth experimenting with though.
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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