Minor Break Through

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wdboyd
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Minor Break Through

Post by wdboyd »

Salutations,

I can now get my AI controlled Hover Tanks to remain on the ground! [:)]

Oh Joy, Rapture. [:D]

Gee.... I need to get a life. But then again... it obviously doesn't take much to make me happy. [:'(]
"Time is a great teacher, but unfortunately it kills all its pupils!"
MQG
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RE: Minor Break Through

Post by MQG »

Nice job..that info will come in handy soon.
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wdboyd
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RE: Minor Break Through

Post by wdboyd »

Yes, now if I can figure out how to enable them to follow a nav route. Now they just go straight ahead on their originally assigned direction. Albeit, along the ground.

This isn't a problem with a player controlled ground vehicle, only the AI.

I'll just have to keep experimenting. [:'(]
"Time is a great teacher, but unfortunately it kills all its pupils!"
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Dragonlead
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RE: Minor Break Through

Post by Dragonlead »

wdboyd,

How'd you do it?

V/R
USAF Ret.
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wdboyd
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RE: Minor Break Through

Post by wdboyd »

Salutations,

I'm an old retired Marine. I love Starshatter but wanted more ground action. That was my motivation. [;)]

I simply wanted moving ground targets. They would bring another challenge and dimension to the simulation.

How? Trial and Error and more Trial and Error. Mostly Error. I also got a suggestion from someone else that didn't give me the result I wanted but put me on the right track.

I gave up once before but came back to it. I kept deleting and adding things to the LCA basic .def until the AI controlled craft performed pretty much the way I wanted. An added benefit was the fact that a player could control the ground vehicle.

I did it by wanting to and not giving up and it was ultimately possibe within the simulation.

I'm afraid the hard coding of the LCA prevents them from following nav routes with the maneuvering limitations I had to set. [:'(]
"Time is a great teacher, but unfortunately it kills all its pupils!"
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Duken
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RE: Minor Break Through

Post by Duken »

ORIGINAL: wdboyd
I simply wanted moving ground targets. They would bring another challenge and dimension to the simulation.
[sarcasm]well you succeeded[/sarcasm]
ORIGINAL: wdboyd
I'm afraid the hard coding of the LCA prevents them from following nav routes with the maneuvering limitations I had to set. [:'(]
Is it just the LCA that's hardcoded? Or will Milo have to patch the game?
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wdboyd
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RE: Minor Break Through

Post by wdboyd »

The LCA is the only known flyable craft capable of being set to altitude zero(0) and not automatically explode on a planets surface. It has obviously been coded differently than the other craft in the simulation.

The games buildings are actually designated as SHIPs but they can't move once placed regardless of any deffing. I suspect the games ground aspect was added as an afterthought. Starshatter is primarily a tactical space compat simulation. As indicated, even the games buildings are deffed as ships.

Don't expect any further patches. [:'(]
"Time is a great teacher, but unfortunately it kills all its pupils!"
Adonnay
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RE: Minor Break Through

Post by Adonnay »

Sounds interesting... even if they don't move you can simulate a kind of aggression force with a lot of tanks scattered around an airport or city. And if they can even shoot at you that's great.
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wdboyd
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RE: Minor Break Through

Post by wdboyd »

Oh... like mentioned above, they can be made to move but only along their initial heading.

Setting up a turret is doable. Adding a Mk7 launcher to them should be doable and it should fire.

A player controlled craft can be driven normally. [;)]
"Time is a great teacher, but unfortunately it kills all its pupils!"
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