Sometimes, when you order a wingman like Buster (in UGW) or Volkov to attack, they go too far from the playership. I want to be able to dictate the distance they go from the playership, but have no clue how to do this whatsoever.
I have an idea with ShpOrder 'approach, but there's no documentation on what it does on the Wiki nor on Xelerus.
Also, ships get blown by a station's explosion when you order them to attack. I want to be able to stop that from happening. I also have no clue on how to implement this either.
As with the Dynamic Systems thread, I will not be able to implement suggestions... yet.
Oh, and if any of the admins feel to merge the three threads I created, go ahead.
Example:
Yeah. Not cool Buster, not cool.
Wingmen Going Too Far
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Last edited by RPC on Sat Mar 12, 2011 2:55 am, edited 1 time in total.
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- Aury
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AFAIK, we don't have the fine control needed to do that without completely scrapping the existing wingmen framework and writing a new one in t-lisp.
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- ThePrivateer
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off-topic a bit, but I tried to add a wingman to a mod of mine once. Utter disaster - I couldn't get it to work out all. -_-
That aside, I have noticed occaisionally that wingmen do fly off too far -- they should have a setting that would permit them to attack an enemy then return after they have gone a certain amount of ls -- like how enemy ships follow you and then fly back to guard their station.
That aside, I have noticed occaisionally that wingmen do fly off too far -- they should have a setting that would permit them to attack an enemy then return after they have gone a certain amount of ls -- like how enemy ships follow you and then fly back to guard their station.
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I've noticed that sometimes if you order a wingman to attack itself, it sometimes spins off.
I think the in game ones have a failsafe, but not all the modded ones. It is quite fun to watch.

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- Aury
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Yeah, the vanilla wingmen are programmed not to try attacking themselves. I think its mostly old version wingmen from .99c and before that have this issue.
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Back in .98 or something I accidentally told Volkov to attack himself. He spun out, but I was busy fighting and I thought he wouldn't go too far. I press "C" and nothing happened. The idiot decided to chase himself out into interstellar space. I think he's reached the core by now though... and he didn't even use the "cheating" stargates 

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- Aury
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yeah, I just find some out-of-the-way location & have them wait there. Boom - perfect score on the CSC missions. 

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Modifying wingmen behaviour is a simple task of overwriting the event handler they inherit from.
IT would be a trivial addition to add some code to prevent them from moving too far off.
Stick that in the <onBehavior> event, as the first check in the switch.
IT would be a trivial addition to add some code to prevent them from moving too far off.
Code: Select all
(and
(gr (objGetDistance gSource gPlayerShip) 100)
(not (eq behavior 'waiting))
)
(block nil
(shpCancelOrders gSource)
(shpOrder gSource "escort" gPlayerShip 10)
)
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- Aury
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I think that a distance of 200-300ls is more reasonable.
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