Page 1 of 1

AI glitch with semi-turreted weapons

Posted: Sat Apr 28, 2007 3:12 pm
by kaypy
It seems that the AI cant tell the difference between semi-turreted and turreted weapons. That is, if an NPC has a semiturreted weapon, they will fire it regardless of whether their target is in their arc of fire.

(This isnt really noticable in the regular version due to not many semiturreted weapons existing, but it shows up in mods)

PS It's most evident with ships heading to stations or patrolling (ie when they aren't trying to face the target)

Posted: Sat Apr 28, 2007 7:42 pm
by Blitz
Hmm... so I wasn't imagining it. I noticed this when I was using my 18 degree swivel mod. I was switching ships in the intro screen when I noticed a cometfall fire its missiles without facing its opponent. I believe this happens only with ships with the "standoff" AI style as all other ships will attempt to face the enemy. I may be wrong about this though.

On a related note, part-omni and full-omni weapons do not work with any Auton. I already posted about this on the UTF but I'll copy it here.

The URL is http://z8.invisionfree.com/Transcendenc ... topic=2005
Blitz on the UTF wrote:I've been playing with my 18 degree swivel mod again and just noticed that the autons do not work properly with it.

All of the auton's shots seem to go in only one direction. Initially this is 90 degrees right (i.e. the direction your ship faces when you start a new game). When the auton starts attacking, it turns towards the target but all the shots it fires go in only one direction. This happens only when a target is not defined. Using the targeting ROM to make the auton attack a specific enemy gives the expected result. However, this lasts only as long as the auton attacks that target. For example, I order my auton to attack a Corsair at a pirate cache. If the last shot fired by the auton at the Corsair is towards the top of the screen, all its remaining shots go upwards until another target is defined.

There could be something wrong with my mod or this could be a problem with how the game treats swivel weapons. I beleive its the latter. In any case, I wish to know for sure and if there is any way to fix it.

I'm attaching the mod I was using along with a debug ship. If you want to see this problem for yourself, use the debug ship. Start a new game, launch an auton and fly towards the nearest Charon pirate cache. Don't target or shoot anything.
The file is on the UTF.
I'd like it if this was fixed too.

Posted: Mon May 14, 2007 3:11 am
by Kamikaze
I cannot fix your mod, but another thing I have noticed with semiturreted weapons involves using them on player ships. After destroying a ship with my Dwarg Xiphon cannon (20 degree swivel stock) if I don't let up firing, I can turn the exact opposite direction of the last shot and it'll keep firing in that direction.

Happens with omni weapons too, but the semiturret shouldn't be able to fire outside of its firing arcs.

Posted: Tue May 15, 2007 9:33 am
by Blitz
Kamikaze wrote:I cannot fix your mod, but another thing I have noticed with semiturreted weapons involves using them on player ships. After destroying a ship with my Dwarg Xiphon cannon (20 degree swivel stock) if I don't let up firing, I can turn the exact opposite direction of the last shot and it'll keep firing in that direction.

Happens with omni weapons too, but the semiturret shouldn't be able to fire outside of its firing arcs.
Not possible to fix it. It is a limitation in the game engine rather than a problem with the mod and we can't edit the game engine.

Posted: Sun May 20, 2007 3:17 pm
by george moromisato
Thanks, everyone. I've fixed this in 0.98.

Posted: Wed May 23, 2007 6:32 pm
by Yugi
Ooh, first time you've shown signs of still existing in a while :P

Speaking of 0.98, when will you be releasing it? I need it! I CRAVE it!
Would it come out quicker if you opened a donation scheme? :)

Posted: Wed May 23, 2007 7:13 pm
by evilbob
Yugi, Ever heard the phrase "Good things come to those who wait"? because we're gonna have to wait.