is it me in 1.3 games the sabres are more retarded in combat than scavagers?
I am noticing they are driving to far past thier target and when u tell them to attack a target they drive left right and like 2 sabres in the group attack where as the sabres the others are too busy driving around doing nothing but taking shots.
am i the only one who see's this
1.3techalpha5
yeah, i've noticed that it's very irritating sometimes...
i developed a heavy assault hover unit, and it takes them FOREVER to circle around something so that they are "all happy" with their positions.... and THEN they attack...
gets kinda annoying when you tell them to attack a gun tower.... :roll:
but yeah, even with the faster units, it's sometimes a little annoying watching them.
i believe those tactics are in the earlier versions too...
i think someone with a c++ machine needs to pull out their magic wand. :lol:
There was a problem like this for a while when tunnels were briefly added to some objects (guntowers, I think) in private betas. It helped scavs path around those objects, but some units took really long paths to get to them. Things were better when this was reverted, but it took a while for the alternate problem to be noticed.
Debugging AI and pathing is extremely time-intensive, and not fun. Uselessly vague reports like "something bad happened to me one day" don't help get any problem solved. Programming isn't just some magic wand. It's a LOT of work.
-- GSH
Quotei think someone with a c++ machine needs to pull out their magic wand. :lol:
Quote from: GSH on August 10, 2009, 02:26:18 PM
Programming isn't just some magic wand. It's a LOT of work.
-- GSH
actually, i was joking, hence the smiley after that sentence....
Don't worry about it, GSH doesn't appreciate it being implied that he doesn't do any work :lol:
Its odd, but sabres are usually like that, yet recently in a game they temporarily overcame this fault and beat the hell out of some rocket tanks supported by turrets and service trucks. That was the only bit of luck I had in that game though...stupid rocket tanks getting stuck in my buildings...
insidently, any chance of "weaponMask" being fixed so it works with more vehicle types, in the next patch?
use it with MorphTankFriend/Enemy ainames and it works.
MorphTankFriend/Enemy paths better too. And NO, it doesnt make sabres morph.
Quote from: TheJamsh on August 22, 2009, 01:39:34 PM
use it with MorphTankFriend/Enemy ainames and it works.
MorphTankFriend/Enemy paths better too. And NO, it doesnt make sabres morph.
so you're saying that there's a way to make a MorphTankFriend/Enemy that doesn't morph?
That is the AI name for it, rather than the classlabel. Classlabel morphtank makes it morph, the AI for it just controls the behavior. It will "try" to morph into assault mode, but the instructions for that won't be possible to execute and it will just attack better.
I have noticed this also....It gets very frustrating when you have a group of them..tell them to attack and maybe 2 or 3 shoot once at the target then spin around while the rest are still driving 4 miles past the enemy... while any others may be circiling around it and not shoot at all....and then just maybe the time they decide to shoot is just before they get blown to hoot. Well maybe not like that situation, but that's how I've seen it happen.
thanks TJ and BB1, i'm using MorphTankFriend/Enemy, and it's tons better! :-)
Just a little FYI as well, SupportProcess will make vehicles go absolutely beserk if you dont use an attackTask and subAttackTask with it. I found this out with my new mantichora unit for my rec variant. It would hunt you to the end of the earth, but it could never shoot you...
AI Processes and things are a bit difficult at times, you've just got to experiment to see what works best. In my experience morphtankfriend/enemy is a VERY good AI process, it can even use locking weapons which a lot of other classes can't.
I've decided, sabres are only good for scav hunting or scav escort duty :P
I've been using groups of ten Sabres in one of the GH Instant maps and they do exactly as stated. Two Sabres will attack head on, the rest will go around the target and travel up to several hundred meters before turning around to attack. Of course, they do this in a conga line and the lead turns first, running into his followers.
It quickly devolves into a three stooges routine.
I've found it much better to tell them to go somewhere instead of using the attack command. When they get where they're going they'll turn and attack whatever's around. Makes them much more effective, not at all like the lemmings they usually act like.
-Av-
Nielk1 and I played a match online on one of GH's maps and on attacking a mega statue they did the same thing, the first few thinking it was great to attack, but the others almost waiting for their turn to shoot.
I was watching from satellite (as I was base building at the time), but I believe Nielk1 saw the same thing.
I changed all vehicles using 'tankfriend/enemy' to 'MorphTankFriend/Enemy' in my rec variant. It's just so much more aggressive. None of this messing around.
It looks like they are all too nervous that they might hit each other.
Fine-tuning tankFriend/Enemy will make them improve better. 1.3 added some subattack classes and attack tasks that don't seem to help to much. Tanks don't strafe as well as mortar bikes...
This is more Zero Angels area than anything, so long as hes up-to-date with the latest behaviour controls that are now ex-constants and ODF controlled.
Add:
AttackTaskUsesGroups = false
GotoTaskHasLeader = false
Yeh they help too. Theres loads of other adjustments though, you can make units quite different characters now in TA5, even fake loyalty to you to an extent (with the 'runaway!' flags)
Quoteeven fake loyalty to you to an extent (with the 'runaway!' flags)
Would you care to share your information source with us?
from modlog. of course by 'runaway' i meant fleeing behaviour. You could just set this to 0 for something that never stops attacking, and 120 for something that runs away for two minutes before re-targetting:
AttackTaskAttackTimeout#
AttackTaskFleeTimeout#
AttackTaskStrafeAfterFlee#
AttackTaskStrafeToFleeTimeout#
OffensiveProcessIsDistractable
OffensiveProcessIsDistractableAITeam
OffensiveProcessIsTenacious
OffensiveProcessIsTenaciousAITeam
[ScavengerHClass]
IsFearless = true
Theres a ridiculous amount of exposed constants now... Modlog is my friend :D
Now I know what you are talking about. :-)
I put all the exposed constants in those fast DM scouts a few years ago.