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JordanLongstaff

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Reply with quote  #1 
Here's my current mission scripting project: a standardized field test designed specifically to challenge the operative and teamwork skills of all five stations of the ship. The design is a maze; the player starts in the center and must make their way around the obstacles and through the maze and dock at the station at the end. However, there are enemies trying to slow the player's progress through the maze. There are also ally ships that are in need of rescuing along the way. Thus, in addition to docking at the station, the players also have to save all of the ally ships and defeat all of the enemies.

Known issues:
* The enemies and ally ship in sector E5 do not correctly follow their AI. They are told to continue flying at heading 90, but oftentimes they will go heading 0 instead.
* The ally ships refuse to accept orders, making them impossible to control, which is a must for succeeding the test.
* The Skaraan ships appear to sometimes have special abilities other than the ones given to them explicitly by the mission; this breaks the validity of the test.

 
Attached Files
zip MISS_TSNFieldTest.zip (2.67 KB, 3 views)

Fish Evans

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Reply with quote  #2 
Looks like it might be fun!

ensure you add:

Code:
<add_ai type="FOLLOW_COMMS_ORDERS" name="?" />


to get the Friendly to follow comms orders.

with reguards to the special abilitys you need to specificaly clear all abilitys and add yours:

Code:
<set_special name="SD02" clear="clear" ability="Tractor" />
<set_special name="SD02" ability="Cloak" />
JordanLongstaff

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Reply with quote  #3 
I did add FOLLOW_COMMS_ORDERS to all the NPC ships, and they're still not following orders. I tried to add clear directives for the unwanted Skaraan specials, but they're not quite the same as yours. I will try changing them.
JordanLongstaff

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Reply with quote  #4 
OK, I made a couple of changes, and I've fixed the "disobeying orders" error and the Skaraan specials error. However, there are still some problems, which may simply require more diligence in managing AI.

* Despite saying that they will accept orders, Destroyer DES11 and Escort ESC12 still only continue along their own path.
* Mines apparently do not work; ally and enemy ships that come too close do not explode.

 
Attached Files
zip MISS_TSNFieldTest.zip (2.58 KB, 1 views)

Fish Evans

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Reply with quote  #5 
the brain stack order is important, later commands are considered more important then earlyer ones, so by putting the fly at 270 after the follow comms orders it is effectivly over rideing that instruction as the fly at 270 is an always true command. re orderng the AI commands should fix that.

a single mine is not usealy enough to destroy anything but the weakest ships
JordanLongstaff

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Reply with quote  #6 
Quote:
Originally Posted by Fish Evans
a single mine is not usealy enough to destroy anything but the weakest ships


But the mines should still detonate, right? My point was that the mines weren't going off. But by now I think that's no longer an issue.
Mike Substelny

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Reply with quote  #7 
I've never known mines to fail to detonate. Sometimes it can appear that a mine failed to detonate on the LRS or GM screen when in fact the ship actually moved on the Z axis and passed far above or below the mine, but I don't see anything in your script that would cause that.

Are you still having any troubles with this script?

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"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
JordanLongstaff

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Reply with quote  #8 
I think the mines are working by now. I'll attach the latest version of my script. Currently the known issues are that I think DES11 and ESC12 are still not turning when I want them to even though they claim to be following orders, and the ships in the lower right corner are not going exactly in direction 90 like I want. SCI05 should be heading straight for the black hole and the Kralien ships should be chasing SCI05.

I think there might also be some seam issues with the corners of the mine walls, but that should be fixable with some adjustments.

 
Attached Files
zip MISS_TSNFieldTest.zip (2.48 KB, 2 views)

Mike Substelny

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Reply with quote  #9 
For DES11 ans ESC12 you've added the FOLLOW_COMMS_ORDERS block at the top of the brain stack instead of the bottom. That means they will only follow orders if they cannot do anything else in the brain stack. But since you put a DIR_THROTTLE block lower in the brain stack they will try to follow orders, then the orders will be overridden by heading in directions 270 and 90 respectively.

In the same way, SCI05 will do nothing but head in direction 90.

If you want the Kraliens to chase SCI05 you should probably use a TARGET_THROTTLE block.

Remember, you can always use F7 to see what the brain stacks are doing.

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"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
JordanLongstaff

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Reply with quote  #10 
Quote:
Originally Posted by Mike Substelny
For DES11 ans ESC12 you've added the FOLLOW_COMMS_ORDERS block at the top of the brain stack instead of the bottom. That means they will only follow orders if they cannot do anything else in the brain stack. But since you put a DIR_THROTTLE block lower in the brain stack they will try to follow orders, then the orders will be overridden by heading in directions 270 and 90 respectively.

In the same way, SCI05 will do nothing but head in direction 90.


So does that mean that all I have to do is move FOLLOW_COMMS_ORDERS down in the brain stack? Or should I actually change DIR_THROTTLE to something else?
Mike Substelny

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Reply with quote  #11 
Just move it down. I always put FOLLOW_COMMS_ORDERS at the bottom of the brainstack, but there can be times when you want one or two things below it.
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"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
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Shadrach88

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Reply with quote  #12 

Have all of the bugs been fixed with this script?

 

I would love to try it out if so. 

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