Battlezone Universe

Battlezone Universe => Archive Vault => Public 1.3 Beta 4 Archive => Topic started by: bigbadbogie on June 24, 2008, 09:36:02 PM

Title: Aircraft question
Post by: bigbadbogie on June 24, 2008, 09:36:02 PM
Is there any way to stop an aircraft class unit from redeploying after its target has been destroyed (without dll)??

I want a unit that stays in the air - but using AirCraftFriend/Enemy AI process.

I already have a way to get it to deploy by itself.
Title: Re: Aircraft question
Post by: Axeminister on June 24, 2008, 09:44:21 PM
The furies in G66, when they lose their target stay floating until the next time something gets close to it.
Title: Re: Aircraft question
Post by: bigbadbogie on June 24, 2008, 09:46:40 PM
but they are SAV class - not aircraft
Title: Re: Aircraft question
Post by: Nielk1 on June 24, 2008, 09:55:44 PM
Doesn't seem to help, but here is what I know:

[GameObjectClass]
aiName = "AirCraftFriend"
aiName2 = "AirCraftEnemy"

[AirCraftClass]
OverWaterFlying = true
OverWaterLanded = true
aiAltitude = x
AILiftSpring = 2.0
LiftSpring = 12.5
MaxTakeoffSpeed = 5.0

Those don't seem very helpful.
Title: Re: Aircraft question
Post by: bigbadbogie on June 24, 2008, 10:02:56 PM
No - its got all of that already.
Title: Re: Aircraft question
Post by: Red Devil on June 25, 2008, 09:17:32 AM
What are you using for its engageRange?  A large one would allow it to target things farther away and increase its likelihood of staying aloft.

There's also this one:

AltitudeLookahead = 2.0 // Parallels BomberClass::AltitudeLookahead.
Title: Re: Aircraft question
Post by: GreenHeart on June 25, 2008, 12:08:09 PM
The Mega Tower releases a unit called the Sentinal that flys around until it finds it a target that is in range.  The DefendArea task name tells the ai to fly around that area it is currently in until it finds a target to attack.  ivdrone_c.odf

I orginally put the information under '[AirCraftClass]' but it should of went under CraftClass.  Anyhow it works either way far as i can tell.  I recommend having the DefendArea so the unit don't attempt to leave the maps edge when flying around without a target.  Also to prevent the aircraft from stopping above the target i'd suggest removing any breaks the aircraft has so it passes the target & turns around to attack again.

[CraftClass]
attackTask = "DefendArea"
defendTask = "DefendArea"
waitTask = "DefendArea"
Title: Re: Aircraft question
Post by: bigbadbogie on June 25, 2008, 04:43:08 PM
Thanks, ill give it a shot.
Title: Re: Aircraft question
Post by: bigbadbogie on June 25, 2008, 04:50:16 PM
Nope that didnt work - I think the reason that your one didnt deploy was this:

QuotetimeUndeploy = 8888888888888888.1 // time to undeploy

It was deploying, just taking about 100 years.
Title: Re: Aircraft question
Post by: bigbadbogie on June 26, 2008, 05:28:22 PM
I really need a way to stop aircraft from trying to land after their target has been destroyed.
Title: Re: Aircraft question
Post by: Red Devil on June 26, 2008, 05:34:01 PM
Try the large engageRange?  rangeScan too.
Title: Re: Aircraft question
Post by: bigbadbogie on June 26, 2008, 06:08:42 PM
Already at 1000.

I think its programmed in the AirCraftProcess AI to automatically deploy after their target is killed, even if there are tonnes of other enemies around.

Wouldnt be much of a problem if the units were close to the ground, but they are about 1km up and it is extremely frustrating as they come crashing down into the ground.

Sometimes they even bounce up to like 100000m high after hitting the ground.

I will have to consider this a bug and ask for it to be repaired in either pb4a, or if it is going to happen, pb5.

EDIT: Perhaps a new command = canAIDeploy/canAIundeploy

That would save the day.
Title: Re: Aircraft question
Post by: Zero Angel on June 27, 2008, 03:13:40 PM
BBB, have you tried "force morph"/"force unmorph"?
Title: Re: Aircraft question
Post by: Red Devil on June 27, 2008, 03:15:14 PM
Try removing the [Deployableclass] section.
Title: Re: Aircraft question
Post by: bigbadbogie on June 27, 2008, 04:52:13 PM
Quote from: Red Devil on June 27, 2008, 03:15:14 PM
Try removing the [Deployableclass] section.

Its never had one.

Quote from: Zero Angel on June 27, 2008, 03:13:40 PM
BBB, have you tried "force morph"/"force unmorph"?

The units are dll controlled - that does work - but only for things under my control.
Title: Re: Aircraft question
Post by: bigbadbogie on June 29, 2008, 08:45:56 PM
Ok - the only way I have found to fix this is to not use the AirCraftFriend/Enemy AI at all. I have to use scout or tank AI.

The units still fight, but they are not even half of what they were.

Any chance of a bug fix GSH??
Title: Re: Aircraft question
Post by: GreenHeart on June 29, 2008, 11:53:24 PM
Did u try using the ivdrone_c.odf that is released by the mega statue?

As i recall i putting the "defendarea" stuff under the [AirCraftClass] section because i got better results on keeping that unit in the air & also kept the unit in the area it was in until an enemy comes into its engageRange.
Title: Re: Aircraft question
Post by: bigbadbogie on June 30, 2008, 12:54:04 AM
DefendArea makes no difference.

Yes I have tried your ship. The reason it didnt seem to land was because it had:
timeUndeploy = 8888888888888888.1 // time to undeploy

It was landing, just incredibly slowly. In pb3 this would not make a difference, but in pb4 all aircraft must land before they can takeoff again.

This is a serious bug... because after they have destroyed their target my ship comes crashing into the ground and either bounces off into space, or blows up.
Title: Re: Aircraft question
Post by: TheJamsh on July 01, 2008, 06:16:07 AM
if you read the changelog i believe GSH was going to make some vast improvements on the aircraft class but didnt because people were basically bitching at him.

he may get around to revamping it another time mind you...

shame because i really wanted to use aircraft class in my units.

i know that in PB4, theres an option like this:

[CraftClass]
PathingType = -1 // -1 = auto, 0 = Hover, 1 = Walker, 2 = Person, 3 = Tracked, 4 = Flyer
AvoidType = -1 // -1 = auto, 0 = None, 1 = force, 2 = plan

maybe try playing with that if you have to use the scout/tank/other aiNames
Title: Re: Aircraft question
Post by: mrtwosheds on July 04, 2008, 02:51:41 PM
GSH has put some aircraft improvements into pb4.

QuoteIs there any way to stop an aircraft class unit from redeploying after its target has been destroyed (without dll)??

I want a unit that stays in the air - but using AirCraftFriend/Enemy AI process.

I already have a way to get it to deploy by itself.

Make sure you test this in a proper game, not in the editor, the behaviour seems to be different.
My Dalek aircraft do land after destroying their target, if you have not pressed (7) force morph, if you have they carry on flying about and bombing stuff. They still get stuck on the ground if they go to low though.