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Aircraft Class question?

Started by BNG Da BZ Fool, October 04, 2008, 09:39:19 PM

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BNG Da BZ Fool

This class seems to lack much in the way of commander control. I can get pilots into them, but they seem to do little more then shoot at the enemy from the ground as the enemy pass directly in front of them. Does 1.3 and above address this class so that aircraft AI can actually respond to commands like follow me, attack and pick me up?

Also, is there a sub class for like helicopter types? Also, can aircraft have turrets? I played around with one type that had turrets in the XSI; I believe it was one named ivfight.xsi I thought it was pretty cool. l took apart another one called fvismcs.xsi in my modeler realized that the ship had several other models in the same file. The other ships were a mortar bike, Scion scout, sentry, part of a rocket tank, and a portion of the ISDF walker. When I tried it in the map editor I had a major AV; probably due to too many replicated hp_points generated from each of the combined models. Is this class worth bothering with or is the game just not optimized for aircraft types? Tanks, BNG.
When I'm not in hot water with the community I'm usually making models for BZII. I've made a few models for other peeps. BNG.

bigbadbogie

Yes - you can command them in pb4a.

They have always been able to be commanded but are far better now with updated AI.
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

TheJamsh

I have no idea what version you where playing BNG, but i do know that aircraft class has seen some improvements, not much however because people kept whining at GSH too much.

nexties, there is no sub class for helicopters. best bet is too use a well-tuned hovercraft or morphtank class. (morphtank enables them to deploy see =]) there is also no aircraft hover turret thing available. (or the aircraft equivalent of assault hover i think you meant...)

you shouldnt have gotten an av with that fighter, i know exactly which one you mean, and i use it all the time, i did have to play with it in threed a little tho to get rid of said extra HP's.

the game isnt optimized for aircraft classes im afraid.there are three people to speak to with it really..

Zero Angel can work wonders with ODF tuning values with AI. he has a website too. go ahead and ask.
SeanTheGreat seems to have them working well in his mod called bztron (even if most on this board dislike him). www.bz2md.com for that
BigBadBoogie! im pretty sure he did some magic with them in that air battle in QFmod.

let me know what you get though! i want to experiment heavily with aircrafts when i get to that stage of serenesis mod.


BZII Expansion Pack Development Leader. Coming Soon.

General BlackDragon

yes, 1.3 adds more ai perameters to make them stay at an altitude and some other stuff.



*****General BlackDragon*****

TheJamsh

could someone post all the aircraft odf entries here maybe so we can find it easily? ive never been able to find much about them in the changelogs


BZII Expansion Pack Development Leader. Coming Soon.

General BlackDragon

- Again, aircraft changes. Further restricted state changes. Added

[AirCraftClass]
OverWaterFlying = true
OverWaterLanded = true

   If these values are true, then water height on the map is taken
into consideration. The flying value is used during takeoff, flying
and landed states. [NM]


- Added

[AircraftClass]
MaxTakeoffSpeed = 5.0

   Aircraft will not be able to take off unless their velocity is
under this. [NM]

- Aircraft now support the force deployed/undeployed user controls.
Further raised them off the ground when flying. Also added

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

   This is based on MorphTankFriend/Enemy, and seems to be useful
enough in minimal testing to build an item, have it go near the
droppoint, and attack items when told to. Don't start demanding much
more, like realistic strafing. [NM]

- Added

[AirCraftClass]
aiAltitude = x // default = minAltitude + 25% of dist between min, maxAltitude
LiftSpring = 12.5 // all craft/pilots, during takeoff/landing
AILiftSpring = 2.0 // AI craft ONLY, when flying to get to aiAltitude.

   aiAltitude is the aititude that the AI will try and fly at. If the
item it's targeted at is higher, it'll try and fly at that
height. [NM]

- Fix for issue noted in comments on mantis #828. Added

[AirCraftClass]
AltitudeLookahead = 2.0 // Parallels BomberClass::AltitudeLookahead.

   This setting is used by the AI when flying, only. Looks ahead the
certain # of seconds, and takes the maximum ground height of the
samples as the "current" ground height. Code used to use a value of
0.0, effectively. Also, clamped both AltitudeLookahead values to the 0
.. 10.0 range -- values outside of that are clamped to the closer
endpoint. Compiles, but is untested. [NM]

- Fix for mantis #828. Added

[CraftClass]
AircraftAttackMustDeploy = false // == true for any Aircraft

   If this is true, and if the AirCraftAttack code is used (I believe
that's used if aiName = "AirCraftFriend" and aiName2 =
"AirCraftEnemy"), and if the craft has an attack order while it's
sitting on the ground, it'll request a deploy (take off). This check
is done before the weapon range checks. [NM]

- Fix for an issue noted on pb4 boards. Added

[AirCraftClass]
AlwaysDeployed = false
AlwaysUndeployed = false

   Note: setting both to true is probably a bad idea. If either of
these is true, then requests to change state are ignored. Compiles,
but is untested. [NM]




*****General BlackDragon*****

BNG Da BZ Fool

Very cool. Just about the only 1.2 flying type with AI control seems to be the Cerberi Talon, but even that one has a fixed flight altitude parameter making it somewhat unsuitable for an aircraft type. My favorite so far is the ivsgull, ivsgoose and ivfight, but I had to tweak the ivfight.odf settings to get it to stop wiggling when making turns; the craft looks like in was derived from modified ISDF turret parts with some tweaks.

Are there any 1.3 mods that have some decent ODF's? I heard QF mod has some, but are there any other mods with a variety of AI commandable aircraft types as I'd like to experiment with ones capable of dive bombing targets and just generally harrassing the enemy bases.
When I'm not in hot water with the community I'm usually making models for BZII. I've made a few models for other peeps. BNG.

General BlackDragon

I do have my own Puddle Jumpers wich are aircraft class and behave good...one sec...


[GameObjectClass]
baseName = "avpdlj"
geometryName = "ivpdlj00.xsi"
geometryScale = 0.02
cockpitName = "ivscout_cockpit.xsi"
classLabel = "aircraft"
animCount = 1
animName1 = "deploy"
animFile1 = "ivpdlj_morph.xsi"
scrapValue = 0
scrapCost = 20
customCost = 20
powerCost = 2
buildTime = 35.0
customTime = 45.0
maxHealth = 3000
maxAmmo = 2000
addHealth = 0
addAmmo = 0
unitName = "Puddle Jumper"
aiName = "AirCraftFriend"
aiName2 = "AirCraftEnemy"
//canDetect = 0
canInteract = 1
needPilot = 1

heatSignature = 0.0
imageSignature = 0.0
radarSignature = 0.0

limitClass1 = "avpdlj"
limitClass1Count = 8
limitClass1Text = "No More Jumpers in Bay"

isAssault = 1

armorClass = L

/////// weapons ///////////////////

weaponMask = 00111
weaponHard1 = "HP_ROCKET_1"
weaponName1 = "gadrone_a"
weaponAssault1 = 0
weaponHard2 = "HP_ROCKET_2"
weaponName2 = "gadrone_a"
weaponAssault2 = 0
weaponHard3 = "HP_SPECIAL_1"
weaponName3 = "gcloak_c"
weaponAssault3 = 0
weaponHard4 = "HP_SPECIAL_2"
weaponName4 = "gcloak_a"
weaponAssault4 = 0
weaponHard5 = "HP_SPECIAL_1"
weaponName5 = "gpjshld"
weaponAssault5 = 1

//////////////////////////////////

//lightHard1 = "hp_light_1"
//lightName1 = "spotblue2"
//lightHard2 = "hp_light_2"
//lightName2 = "spotblue2"
//lightHard3 = "hp_light_3"
//lightName3 = "spotblue2"
//lightHard4 = "hp_light_4"
//lightName4 = "spotblue2"

[CraftClass]
rangeScan = 750.0f
periodScan = 0.0f
velocJam = 10.0f
engageRange = 800
PathingType = 4

braccelFactor = 0.05f;
strafeFactor = 0.1f;
steerFactor = 1.0f;
omegaFactor = 0.4f;
velFactor = 0.2f;

avoidSpeed = 40;
topSpeed = 80;

[AirCraftClass]
MaxTakeoffSpeed = 2.0
OverWaterFlying = true //change to false to make submersable
OverWaterLanded = true
aiAltitude = 75
LiftSpring = 12.5
AILiftSpring = 2.0

[AirCraftClass]

velocSet(L) = -62.7 // minimum velocity
velocSet(M) = 0.0 // cruising velocity
velocSet(H) = 120.4 // maximum velocity
accelThrust = 86.8 // thrust acceleration
accelBrake = 105.0 // brake acceleration
accelDrag = 86.3 // drag acceleration //34
omegaSteer(L) = 1.0 // steer turn rate at minimum
omegaSteer(M) = 1.6 // steer turn rate at cruising
omegaSteer(H) = 0.8 // steer turn rate at maximum
omegaStrafe(L) = 0.0 // airbrake turn rate at minimum
omegaStrafe(M) = 0.0 // airbrake turn rate at cruising
omegaStrafe(H) = 0.0 // airbrake turn rate at maximum
alphaSteer = 13.0 // steering angular acceleration
alphaStrafe = 10.0 // airbrake angular acceleration
minAltitude = 75.0 // minimum altitude
maxAltitude = 300 // maximum altitude
alphaLevel = 4.8 // leveling angular acceleration
alphaDamp = 12.0 // damping angular acceleration
pitchPitch = 2.0 // maximum pitch angle //3
rollSteer = 1.8 // maximum roll angle from steering
rollStrafe = 2.5 // maximum roll angle from airbraking
accelJump = 1.5
timeDeploy = 3.0 // time to deploy
timeUndeploy = 4.0 // time to undeploy
soundDeploy = "iapc04.wav"
soundUndeploy = "iapc4.wav"

soundThrust = "pdljeng.wav"
soundTurbo = "pdljeng.wav" //imiss03a.wav



Replace etc specific parts, (weapons, models sounds) with your own, but that's a fairly nice menuverable aircraft, fast, rolls when u hit strafe, ai flies pretty okay. Although I would put homing missiles of some kind on them, not actual guns cause they're probably still not a great shot.



*****General BlackDragon*****

bigbadbogie

Does the deploy animation work?
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

General BlackDragon

If I recall, No. But I may not have done the model right. But, off hand, I would guess no rather then yes.



*****General BlackDragon*****

Zero Angel

#10
Helicopters usually rely on the other bz2 classes to emulate them and need some trickery. Theres a few classlabels you can use to emulate helicopter behavior:

MorphTank or wingman classes
Hover units are affected by terrain, so I don't recommend them if you want to make a convincing helicopter. But if you want to do it anyways you will want to have the jump thrusters set to a negative value, and make the special weapon into one which provides upwards thrust (like a jetpack), so that way you have good up/down controls. You might also want to set switchMask = 00000 to prevent the weapons from changing to/from combat/assualt versions.

SAV and APC classes
These two classes can change height quickly, by pressing the deploy ('c') key. You probably didnt know this, but the APC class can be equipped with weapons as well as weapons (like machineguns) and even given an AI which will attack with these weapons and pick you up.

These are also similar, but with two major differences. The SAV class will be able to move while deployed and undeployed (the 1.3 'fury' unit is an example of this) -- whereas the APC class cannot move while deployed, but can deploy any kind of object (like pods, soldiers, daywreckers, even buildings). AI's which understand the deploy command (like MorphTankFriend/Enemy) seem to work best with these classes.
QuoteAwareness, Teamwork, Discipline
Constantly apply these principles, and you will succeed in a lot of things, especially BZ2 team strat.
{bac}Zero Angel
Victory through superior aggression

General BlackDragon

There is also a wingman/hoverassault classes, you can use to make the jump button go down, and give them a jetpack like weapon to go up, and the hoverassualt can have a turret. (Like 1.3 the Fury Heavy Assault Tank)



*****General BlackDragon*****

TheJamsh

Quote from: Zero Angel on October 06, 2008, 09:21:00 AM
Helicopters usually rely on the other bz2 classes to emulate them and need some trickery. Theres a few classlabels you can use to emulate helicopter behavior:

MorphTank or wingman classes
Hover units are affected by terrain, so I don't recommend them if you want to make a convincing helicopter. But if you want to do it anyways you will want to have the jump thrusters set to a negative value, and make the special weapon into one which provides upwards thrust (like a jetpack), so that way you have good up/down controls. You might also want to set switchMask = 00000 to prevent the weapons from changing to/from combat/assualt versions.

SAV and APC classes
These two classes can change height quickly, by pressing the deploy ('c') key. You probably didnt know this, but the APC class can be equipped with weapons as well as weapons (like machineguns) and even given an AI which will attack with these weapons and pick you up.

These are also similar, but with two major differences. The SAV class will be able to move while deployed and undeployed (the 1.3 'fury' unit is an example of this) -- whereas the APC class cannot move while deployed, but can deploy any kind of object (like pods, soldiers, daywreckers, even buildings). AI's which understand the deploy command (like MorphTankFriend/Enemy) seem to work best with these classes.


REALLY interested in that stuff, and i didnt know about switch class... care to go into further detail about what you got there?


BZII Expansion Pack Development Leader. Coming Soon.

Zero Angel

Well, SwitchMask is specifically for morphtank units, and I believe goes under [MorphTankClass] (or maybe [CraftClass]) -- It works on the same principle as WeaponMask, where the last entry controls the first weapons hardpoint. The default configuration for Switchmask is 11111 -- so all weapons will change when the ship morphs.

The APC and SAV stuff is pretty straightforward. Take an unit of that class that almost does what you want, and modify it so that it does exactly what you want. :)

Look at this: http://zeroangel.overminddl1.com/reference/bz2ai.php#aicombat

The AI's that say 'Morph to Attack', are the ones you most likely want to use for helicopter type units. I havent mentioned the AirCraftFriend/Enemy class there, nor have experimented with it much -- as it is a brand new AI type -- but it works similar to MorphTankFriend/Enemy AI.
QuoteAwareness, Teamwork, Discipline
Constantly apply these principles, and you will succeed in a lot of things, especially BZ2 team strat.
{bac}Zero Angel
Victory through superior aggression

General BlackDragon




*****General BlackDragon*****