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Naval AI with terrain & friendly avoidance, evasive maneuvers [2017-01-18]
2017-02-09, 06:22 PM
Post: #31
RE: Naval AI with terrain & friendly avoidance, evasive maneuvers [2017-01-18]
(2017-02-09 02:27 PM)Shaun Wrote:  This is great! Just needs support for paddles

I personally don't use paddle ships that often (or rather: at all Tongue), so probably not something I would prioritize. (Though there's a few things in the code that probably have to happen first, which I will look into soon.)

What would be needed to support them? Just driving spin blocks oriented left/right?

(2017-02-09 06:03 PM)CptLego Wrote:  @OP is it possible to set up a lua controller to switch shield mode from reflect to laser absorb? in adventure i dont really have that ability on other ships only the one im on and ofcourse i cant warp to the ship or get 3rd person view so they are truely independant.

I know this pain. But what would be used as a trigger to switch the shield mode? Lua can't read the laser detector. And unfortunately, the complex controller doesn't work over remote control.

(And there's a roundabout way for Lua to detect laser hits, but it requires: 1) no fuel engines, and 2) no resource sharing. Which seems lame...)

What I end up doing is putting two ACBs near the remote ships' "build origin" (you know, when you select a ship and hit "build" -- the place where the cursor starts). Then I just manually go to build mode and then hit the appropriate ACB.

Yeah, it's cheesy, but there doesn't seem to be any other way.

Other alternative to to teleport over and switch it yourself (by binding a key to those ACBs), which I usually do for my larger ships.

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2017-02-10, 12:37 PM
Post: #32
RE: Naval AI with terrain & friendly avoidance, evasive maneuvers [2017-01-18]
(2017-02-09 06:22 PM)ZerothAngel Wrote:  
(2017-02-09 02:27 PM)Shaun Wrote:  This is great! Just needs support for paddles

I personally don't use paddle ships that often (or rather: at all Tongue), so probably not something I would prioritize. (Though there's a few things in the code that probably have to happen first, which I will look into soon.)

What would be needed to support them? Just driving spin blocks oriented left/right?

(2017-02-09 06:03 PM)CptLego Wrote:  @OP is it possible to set up a lua controller to switch shield mode from reflect to laser absorb? in adventure i dont really have that ability on other ships only the one im on and ofcourse i cant warp to the ship or get 3rd person view so they are truely independant.

I know this pain. But what would be used as a trigger to switch the shield mode? Lua can't read the laser detector. And unfortunately, the complex controller doesn't work over remote control.

(And there's a roundabout way for Lua to detect laser hits, but it requires: 1) no fuel engines, and 2) no resource sharing. Which seems lame...)

What I end up doing is putting two ACBs near the remote ships' "build origin" (you know, when you select a ship and hit "build" -- the place where the cursor starts). Then I just manually go to build mode and then hit the appropriate ACB.

Yeah, it's cheesy, but there doesn't seem to be any other way.

Other alternative to to teleport over and switch it yourself (by binding a key to those ACBs), which I usually do for my larger ships.

That build origin is a damn good idea, i hadnt thought of that. thanks for the reply
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