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ronmcd1076 May 10th, 2009 12:35 PM

Player ship AI question
 
I've recently added a few ships, but for some reason they will not engage all enemy targets. They will engage a few, but not turrents, or smaller vessels. Any ideas on how to fix this?

São Magnífico May 10th, 2009 12:54 PM

Re: Player ship AI question
 
What vessels did you add, and what units won't they attack? Will they not attack these units at all, won't attack automatically, or will attack but won't hit?

ronmcd1076 May 10th, 2009 04:32 PM

Re: Player ship AI question
 
I've noticed 3 main hostile targets that it will not engage, the borg interceptor, borg turrents, and a few more, though I can't recall at the moment. It will attack them if I take control of the ship and order it to do so, however, it will not do so automatically. This is of course baring the usage of multi-targeting weapons. Those will hit anything reguardless of the other weapons firing. I converted the BattleStar Galactica for use in A2, I thought it looked good, and noone has made the conversion public.

São Magnífico May 10th, 2009 05:59 PM

Re: Player ship AI question
 
And you don't have this problem with any other ship? Other ships will fire on those units automatically?

starfox1701 May 10th, 2009 07:39 PM

Re: Player ship AI question
 
Check the weapons odf and see if thoughs targest are set to hit chance = 0

ronmcd1076 May 10th, 2009 10:07 PM

Re: Player ship AI question
 
I haven't had this issue with any other ships that I've noticed. I started tinkering around, and added some combat=1, and things to that nature, however it proved only partially effective. it blew up the first few turrents, but did not destroy the remainder until I directly targeted them. The weps on it are set to around 0.75 for hit chance, to allow for some misses, but if that were the case, it would at the very least fire the weps.

dinosaurJR May 11th, 2009 05:05 AM

Re: Player ship AI question
 
Quote:

Originally Posted by ronmcd1076 (Post 4887895)
I haven't had this issue with any other ships that I've noticed. I started tinkering around, and added some combat=1, and things to that nature, however it proved only partially effective. it blew up the first few turrents, but did not destroy the remainder until I directly targeted them. The weps on it are set to around 0.75 for hit chance, to allow for some misses, but if that were the case, it would at the very least fire the weps.


You say you tried adding

combat = 1

to the ships odf? Have you tried

canAttack =1

to the ships odf? if set to 0, the ship is passive, and will only attack if fired on, or if ordered to...im not too sure what the default state of being is, but maybe the ships default to this unless specifically set to
canAttack =1

(good old starbase 34 :cool:)

ronmcd1076 May 11th, 2009 10:43 AM

Re: Player ship AI question
 
Well, I just tried it, but no joy, I parked it in front of a lot of borg turrents, but it wouldn't attack them. It would attack any detectors, and assimilators flying by, but not the turrents, or interceptors.

starfox1701 May 11th, 2009 10:54 AM

Re: Player ship AI question
 
Most ship in stock A2 have weapons odf files unice to them selves. A problem with one ships weapons would effect a whole fleet. Check the weapons files and look at the targeting and to hit info.

ronmcd1076 May 11th, 2009 02:23 PM

Re: Player ship AI question
 
I have, but it still a no go, I'm thinking I'll just "cheat" per se, and create a multitargeting wep using the same weapon odf, that way, it will shot anything dumb enough to get close. The only annoying thing about that, is that there is a stream of the weapons fired directly above the ship into no where when the ship see's an enemy, but oh well.


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