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Computer Fire-Control Issue

Posted: Sun Apr 11, 2004 8:28 pm
by DamoclesX
For some reason, when the computer uses the BWA destroyer it wont fire the missiles, only the main guns, does anybody have ANY idea what could cause this? I attached the BWA def file and one of the missile def files, all the missiles use the same basic def format.

You can fire the missiles just fine, and they work, if you use the ship youself.

SHIP

//
name: BWA_DD_Atlas
display_name: BWA_DD_Atlas
class: Destroyer
//

//
beauty: "beauty.pcx"
//

//
detail_0: "CUBE.mag"
feature_0: 30
//



//
detail_1: "BODYL.mag"
detail_1: "END.mag"
feature_1: 13
//


//
detail_2: "BODYM.mag"
detail_2: "END.mag"
feature_2: 3
//



//
detail_3: "BODY.mag"
detail_3: "END.mag"
detail_3: "HANGER.mag"
feature_3: 1.5
//

//





// Scale

scale: 4
explosion_scale: 2
//

// Performance

mass: 1.3e7
integrity: 2.5e6
repair_teams: 3

vlimit: 65
trans_x: 1e8
trans_y: 1e8
trans_z: 1e8

roll_rate: 2
yaw_rate: 5
pitch_rate: 5

drag: 0.0004
roll_drag: 1.5
pitch_drag: 1.5
yaw_drag: 1.5


detet: 250000 //Range it can be picked up at

acs: 3 //Radar Cross Section

//
splash_radius: 2000

// View
chase: (0,-1250,366)
bridge: (0, 292,0)
//


//
power: {
type: Fusion,
design: "Fusion Reactor",
max_output: 1e8,

loc: (100, 0, 0),
size: 12,
hull_factor: 0.3,
explosion: 7
}
//


//
drive: {
type: Fusion,
name: "Fusion Drive",
design: "Fusion Drive",
thrust: 3e6,
scale: 6,


//port: (99, 63, -135), //X,Z,Y
port: (72, 63, -135), //X,Z,Y
port: (126, 63, -135), //X,Z,Y

port: (99,28, -135), //X,Z,Y
port: (66, 28, -135), //X,Z,Y
port: (137,28, -135), //X,Z,Y


//port: (99,-10, -135), //X,Z,Y
port: (72, -10, -135), //X,Z,Y
port: (126,-10, -135), //X,Z,Y

loc: (50, 0,0),
size: 12,
hull_factor: 0.3,
explosion: 7
}


// RAMDAR MISSILES
weapon: {
type: "BWA_D_SMOOTHBORE",
design: "Bolt Weapon",
name: "SMOOTHBORE",
abrv: "SMOOTHBORE",

elevation: 0.0,
azimuth: 0.0,

muzzle: (4,-4,165),
loc: (-30, -90, -23),

size: 12,
hull_factor: 0.2,
explosion: 2
}







// RAMDAR MISSILES
weapon: {
type: "BWA_D_NUKE",
design: "Missile Weapon",
name: "NUKE",
abrv: "NUKE",

elevation: 0.0,
azimuth: 0.0,


muzzle: (62,26,279),

//loc: (70, 0, 440),

size: 12,
hull_factor: 0.2,
explosion: 2
}

// RAMDAR MISSILES
weapon: {
type: "BWA_D_CLUSTER",
design: "Missile Weapon",
name: "CLUSTER",
abrv: "CLUSTER",

elevation: 0.0,
azimuth: 0.0,


muzzle: (-13,15,200),

//loc: (70, 0, 440),

size: 12,
hull_factor: 0.2,
explosion: 2
}

// RAMDAR MISSILES
weapon: {
type: "BWA_D_STRIKER",
design: "Missile Weapon",
name: "STRIKER",
abrv: "STRIKER",

elevation: 0.0,
azimuth: 0.0,


muzzle: (-123,28,275),

//loc: (70, 0, 440),

size: 12,
hull_factor: 0.2,
explosion: 2
}

// RAMDAR MISSILES
weapon: {
type: "BWA_D_STRIKER",
design: "Missile Weapon",
name: "STRIKER",
abrv: "STRIKER",

elevation: 0.0,
azimuth: 0.0,


muzzle: (-118,28,275),

//loc: (70, 0, 440),

size: 12,
hull_factor: 0.2,
explosion: 2
}

// RAMDAR MISSILES
weapon: {
type: "BWA_D_STRIKER",
design: "Missile Weapon",
name: "STRIKER",
abrv: "STRIKER",

elevation: 0.0,
azimuth: 0.0,

muzzle: (179,15,182),

//loc: (70, 0, 440),

size: 12,
hull_factor: 0.2,
explosion: 2
}









//
thruster: {
design: Thruster,
scale: 3,
loc: (0, 0, 0),

port_fore: (-12, 66,58),
port_fore: (-12, -19,58),
port_fore: (-12, -60,15),
port_fore: (179, -12,99),

port_aft: (-13, 66, -101),
port_aft: (-13, 26, -140),
port_aft: (-13, -60, -101),
port_aft: (180,30, -103),


port_top: (-138, 140,19),
port_top: (-107, 140,19),
port_top: (46, 123,-20),
port_top: (153, 123,-20),

port_bottom: (-138, -30,19),
port_bottom: (-107, -30,19),
port_bottom: (153, -14,-20),
port_bottom: (48, -14,-20),


port_left: (-230,28,83),
port_left: (-230,28,72),
port_left: (-230,28,-211),
port_left: (-230,28,-221),


port_right: (245,28,83),
port_right: (245,28,72),
port_right: (245,28,-211),
port_right: (245,28,-221),




size: 12,
hull_factor: 0.3
}
//



//
power: {
type: "Auxilliary Reactor",
design: "Auxilliary Reactor",
max_output: 1e6
}
//


//
power: {
type: Battery,
design: Battery,
max_output: 1000,
loc: (-50, 0, 0),
}
//


//
probe: {
type: "Sensor Drone",
abrv: "Probe",
muzzle: (0, 0, 211),
loc: (0, 0, 211),
size: 16,
hull_factor: 0.2
}
//


//
sensor: {
design: Sensor,
pcs: 20,
active_efficiency: 1e6,
passive_efficiency: 10e3,
range: 25e3,
range: 50e3,
range: 100e3,
range: 200e3,

loc: (0, 0, 0),
size: 12,
hull_factor: 0.1
}
//


//
computer: {
name: "Avionics Package",
abrv: "HUD",
type: 1,
design: Computer,

loc: (-100, 0,0),
size: 12,
hull_factor: 0.5
}
//


//
nav: {
loc: (150, 0, 0),
design: Computer,
size: 12,
hull_factor: 0.1
}
//


//
computer: {
name: "Flight Computer",
abrv: "Flight",
type: 2,
design: Computer,

loc: (20, 0, 0),
size: 12,
hull_factor: 0.2
}
//


// Front Flashers
navlight: {
scale: 0.6,
period: 6,

//
light: { loc: (4, 78, 245), pattern: 0x0000f0f0, type: 2 },
light: { loc: (119,78, 245), pattern: 0x0000f0f0, type: 2 },
light: { loc: (4, -27, 245), pattern: 0xf0f00000, type: 2 },
light: { loc: (119,-27, 245), pattern: 0xf0f00000, type: 2 },


light: { loc: (-63, 96, 163), pattern: 0x0000f0f0, type: 2 },
light: { loc: (-182,96, 163), pattern: 0x0000f0f0, type: 2 },
light: { loc: (-63, -42, 163), pattern: 0xf0f00000, type: 2 },
light: { loc: (-182,-42, 163), pattern: 0xf0f00000, type: 2 },
}
//


















//
death_spiral: {
time: 12,

//Front
explosion_type: 11,
explosion_time: 1,
explosion_loc: (150, 0, 0),
//Front
explosion_type: 12,
explosion_time: 2,
explosion_loc: (100, 0, 0),



//Left Blast Shield
explosion_type: 11,
explosion_time: 1,
explosion_loc: (50, 0, 0),


//Right Blast Shield
explosion_type: 11,
explosion_time: 1,
explosion_loc: (0, 0, 0),
//Right Blast Shield
explosion_type: 12,
explosion_time: 2,
explosion_loc: (-50, 0, 0),


// Front Left
explosion_type: 11,
explosion_time: 1,
explosion_loc: (-100, 0, 0),


// Front Right
explosion_type: 11,
explosion_time: 1,
explosion_loc: (-150, 0, 0),

// Middle Nova 1
explosion_type: 13,
explosion_time: 1,
explosion_loc: (0, 0, 0),



// Front Left
explosion_type: 11,
explosion_time: 1,
explosion_loc: (0, 0, 0),


// Front Right
explosion_type: 11,
explosion_time: 1,
explosion_loc: (0, 0, 0),


final_type: 13, // LARGE_EXPLOSION
final_loc: (0, 0,0),

final_type: 13, // NUKE_EXPLOSION
final_scale: 2,
final_loc: (50, 0, 0),

final_type: 13, // LARGE_BURST
final_loc: (-50, 0, 0),


final_type: 13, // LARGE_EXPLOSION
final_loc: (-100, 0, 0),

final_type: 13, // NUKE_EXPLOSION
final_scale: 2,
final_loc: (150, 0, 0),

final_type: 13, // LARGE_BURST
final_loc: (0, 0, 0),




debris: "CUBE.mag",
debris_loc: (0, 0, 0),
debris_mass: 15000,
debris_count: 26,
debris_life: 6,
debris_fire: (1,1,1),


debris: "BWAD1.mag",
debris_loc: (0, 0, 200),
debris_mass: 3000,
debris_count: 1,
debris_life: 6,
debris_fire: (1,1,1),



debris: "BWAD2.mag",
debris_loc: (0, 0, -200),
debris_mass: 10000,
debris_count: 1,
debris_life: 6,
debris_fire: (1,1,1),



debris: "BWAD3.mag",
debris_loc: (0, 0, 100),
debris_mass: 15000,
debris_count: 1,
debris_life: 6,
debris_fire: (1,1,1),




debris: "BWAD4.mag",
debris_loc: (0, 100, 100),
debris_mass: 20000,
debris_count: 1,
debris_life: 6,
debris_fire: (1,1,1),



}

map: {
sprite: "m0.pcx",
sprite: "m1.pcx",
sprite: "m2.pcx",
sprite: "m3.pcx",
sprite: "m4.pcx",
sprite: "m5.pcx",
sprite: "m6.pcx",
sprite: "m7.pcx"
}









// EOF //


WEAPON

drone: {
name: "BWA_D_NUKE",
group: NUKE,
target_type: 0x0000fff0,
value: 5,



integrity: 100,
damage: 200000,
speed: 1500,



capacity: 10,
refire_delay: 2,
charge: 1,
min_charge: 0.9,


life: 10,
eject: (0,0,3000),

mass: 20,
carry_mass: 10,
carry_resist: 10,


thrust: 8000,
drag: 0.004,





roll_drag: 0.4,
pitch_drag: 0.4,
yaw_drag: 0.4,


roll_rate: 200,
pitch_rate: 200,
yaw_rate: 200,

guided: 1,
lethal_radius: 100,
syncro: false,
self_aiming: true,

aim_az_max: 0.78,
aim_el_max: 0.78,

spread_az: 0,
spread_el: 0,

min_range: 1000,
max_range: 50000,
max_track: 100000,







visible_stores: false,

graphic_type: 1, // solid
scale: 0.6,
light: 50,
light_color: (210, 157, 13),
model: "BWA_D_MISS/MISS.mag",
trail: "BWA_D_MISS/SMOKE.pcx",
trail_width: 20,
flare: "BWA_D_MISS/MISSILEFLAIR.pcx",
flare_scale: 0.5,
sound: "BWA_D_MISS/MISS.wav",
sound_min_dist: 1e3,
sound_max_dist: 10e3

}

RE: Computer Fire-Control Issue

Posted: Sun Apr 11, 2004 11:13 pm
by Pheonix Starflare
my first guess would be that the target_type: value is off. I assume you're trying to fire at big capships? I'd check to make sure you didnt miss an 'f' in there somewhere.
Sorry i can't be of more help, i never really figured those filters out myself.

RE: Computer Fire-Control Issue

Posted: Tue Apr 13, 2004 5:45 pm
by DamoclesX
damn was not that, this is getting really annoying

RE: Computer Fire-Control Issue

Posted: Tue Apr 13, 2004 11:04 pm
by Lord QDaan
I don't know what's causing that, but I do have two questions:
Why are the system locations commented out?
How is the ship's mass calculated if you have a carry_mass specified but unlimited ammo?

Oh, and why is it a drone instead of a missile? Would that have anything to do with it? I don't know how the AI handles drones.

RE: Computer Fire-Control Issue

Posted: Wed Apr 14, 2004 5:15 pm
by DamoclesX
How is the ship's mass calculated if you have a carry_mass specified but unlimited ammo?

locs are commented case you dont need them for this setup, I cant remember why but it works better this way, the problem is, this ship is setup the same as the uec destroyer, and it DOES fire its missiles, also the def files for the missiles are the same, just a few changes for the performance, its really starting to annoy me, I have to go back to square 1 I think and start over with the missiles for the bwa

RE: Computer Fire-Control Issue

Posted: Thu Apr 15, 2004 6:39 am
by TheDeadlyShoe
Well, here's an (OLD!!!) missile def of mine that worked when i used it.
WEAPON

drone: {
name: "lasmissile",
group: "Thor",
target_type: 0x0000fff0,
value: 3,
ammo: 35,
capacity: 2,
recharge_rate: 2,
refire_delay: 0.5,
salvo_delay: 26,
charge: 1,
min_charge: 1,
damage: 100,
speed: 4e3,
life: 45,
guided: 2,
mass: 10,
thrust: 14e3,
drag: 0.2,
roll_rate: 10,
pitch_rate: 10,
yaw_rate: 10,
roll_drag: 1,
pitch_drag: 1,
yaw_drag: 1,
syncro: false,
self_aiming: true,
aim_az_max: 1.5,
aim_el_max: 0.5,
spread_az: 0.7,
spread_el: 0.7,
min_range: 15e3,
max_range: 120e3,
max_track: 120e3,
visible_stores: false,
graphic_type: 1,
model: "rocket2.mag",
det_range: 8e3,
det_count: 5,
det_child: "laserspawn",
det_spread: 0.6,
explosion: 4,
scale: 6,
flare: "yellowflare.pcx",
flare_scale: 0.5
}
I suggest... add an explosion, change guided to 2, up the max range and max track, up min charge to 1, confirm that the default reactor configuarion can provide power to the missiles with shields at 100%. Mind that Max Range doesnt play nearly as much part in defining range as Life and Speed do.

RE: Computer Fire-Control Issue

Posted: Sun Apr 18, 2004 4:39 pm
by Mehrunes
Will it fire the missiles you have for the other ship if you change the design?

RE: Computer Fire-Control Issue

Posted: Sun Apr 18, 2004 6:56 pm
by DamoclesX
I couldnt fix it, so I killed all those files and re-built them using the uec weapons that were working, no clue at ALL what was causing this.


Now I"m just having problems making them fire at the right range, the computer likes to fire at 29k while their range is actually 40k, not good when the uec fires at its range, that is 80k lol

RE: Computer Fire-Control Issue

Posted: Mon Apr 19, 2004 4:41 am
by John DiCamillo
The AI knows that shots at extreme weapon range are likely to miss, so they usually will hold their fire until about 75% of max range. This behavior can change based on how agressive and how experienced the AI is set to be.

RE: Computer Fire-Control Issue

Posted: Mon Apr 19, 2004 4:50 am
by DamoclesX
Interesting

how do you set ai agressive and experiences? or is that coded

RE: Computer Fire-Control Issue

Posted: Mon Apr 19, 2004 4:53 am
by cirlin
Speaking of AI, is there a way to edit it? I have a set of ships designed heavily around broadside weapons, but the AI very rairly uses them. About the only time they do is when I stray very close in and happen to pass right through their firing arc. Although, to be honest, I'm a little nervous about them figuring that out, I almost always end up in the red at the end of a fight as it is :)