After thinking on how to do this, I think I finally did it. Probably needs more smoother or fluid movement which might or might not be possible. But, we will see!
The frigate (strikecraft) tend to sometimes get stuck on the ship its attacking. Currently in the process of working this out.
http://files.filefront.com/Work+in+progress+for+fightavi/;12115293;/fileinfo.html
Work_in_progress_for_fight.avi
High acceleration, low deceleration?
Ya i'm trying to get it right but its always this rigid feel to it. Maybe i'm spoiled with homeworld2.
Looks great! Actually moving ships ! Dream come true... only thing I think I noticed is that we don't see you ship firing.. + it goes through other ships...! Interesting!
Ya the thing is , the ship moves too fast and due to how the targeting and firing system works it becomes buggy. I might change the weapons to missiles which probably look a lot better.
Good luck with that
Can we know how did you accomplish this? Invisible controller ships and the frigate models attached? Have you worked out a solution for other associated problems, like ships being unable to phase on their own and dissapearing as they "dock"?
Ya, the kamikaze ability that the scouts get for advent I changed it so they wont die when they try to ram the target. Using the same stats as the fighter's speed I put that into the info file. Also make sure the line in kamikaze ability that says being able to pass through targets make sure thats true. Also, combine with the kodiak sprint ability it will speed up while in fight.Hope this helps.
The model is the vasari fighter model I replace the frigate model with this one. Not the other way around.
And to say..this man of a Kiedjor..is the same one helping me out on my first ever mod!
I'm too spoiled
Have to say it again though! KIEDJOR========YOUR SUBMARINE ROCKS!
+1 karma
Thanks man! I'll return favor give you +1 karma
That's an ingenious solution. I feel bad that you have to jump through such hoops to make that work. If I get some free time I'll look into how easy it would be to add a parameter to the frigate entity files to have them select the fighter physics. I can guarantee they won't behave exactly how everyone wants moving frigates to work but atleast it'll be much easier to get to that state. Perhaps with the right value tweaks it'll be pretty good.
Wow man that would be great!
That would be sweet
HOLY SHIT!
Blair Fraser in person...*faints*! The maker, designer and producer of the no.1 game on my top ten list (You're good to have outranked Exile 3: The Ruined World') The world's BEST RPG!!!
I bow to you!
Justin
*fans ShadowMastiff* Breathe, man, breathe...
That would be awesome, by the way. Kiedjor's solution is quite innovative, I wouldn't have thought of that, but having this ability supported by the engine would be even better! And once again, hat's off to Kiedjor for the best solution to static battles problem so far.
Ty manshooter! I cant wait for your mod it kicks ass! I love the addon aswell!
I was working on something similar to this as well. I was able to get pretty good moving battles by playing around with the acceleration settings but I never could solve the ships smacking into one another when you've got many bunched up. Still it looks cool. See here at about 1:10 into the video http://www.youtube.com/watch?v=rMFt4XjTeH8
I thought about changing the deceleration rates to make the battles "moving" but had no idea how! Does the AI do alright with it? I imagined telling ships to go somehwere and they would constantly travel in circles trying to get there and never stopping.
How bad do they bump into each other? Is it constant? Is it aesthetic only or does it change gameplay significantly?
EDIT
Blair mensioned that everyone wants moving frigates. What about capital ships? Would they still function with a low deceleration?
With 1.1 (1.096 as of now) are ships able to fire while moving?
Well, its not just frigates. Everyone wants to be able to mod ship AI, PERIOD. So if someone (like Major Stress) wants to make a fighter-like capital (like the Defiant) he can. Plus I'm sure DANMAN could use it too. Well, basically every Sins modder would find a use for it.
i just thought about something cause Kiedjor way seem defiant and smaller ship like
but SteelFin way seem more likely for larger ships
a mix betwen both would look awsome
i'm just trhowing an idea i have no idea on how the ai work in sins is it possible to change the way the A.I behave or write a new one or we are stuck with those we have?
if we could get the A.I. to have a "battle speed" insead of the classic get in range stop and fire?
for the ships smacking into each other my idea may seem stupid but it simplicity make it the closer to reality cause a ship will inevitably smack into an other in a battle so if there is a way to make collision deal dmg to ships then just let them take dmg until they die
It seems the v1.1 seems to make the method i was working a lot more worse and i'm not sure whats causing it.
The thing about large ships they collide way too easily. Which screws up the flight. Smaller ships seems to work way better cause well they are smaller.
It's been requested for Entrenchment that we allow frigates to optionally use fighter physics and attack pattern logic. I'll be looking into seeing how feasible it is and do my best to hook it up. Hopefully before beta 1.
How did you solve the problem of ships stuttering violently back and forth in place when they are moving slowly, or stopped? That has been the issue i have been having in trying to implement fighter type movement.
The ships stuttering has only started for me post 1.05 and I haven't yet figured out why or how to fix it. I am using the same acceleration values as I did with 1.05.
Ideally I wanted to create a ship ability like the scout explore that allows one to go into evasive manuver mode which would essentially set the acceleration/deceleration settings so they move in battle. The AI would then turn it on automatically only in battle too rather then how I have it now where its always on. I can't do it that way though because changing deceleration is not possible through an ability as far as I can tell. Only some of the acceleration parameters like linear speed can be changed.
Just make them negative values. It LinearAcceleration is a negative, then it means it obviously must have less acceleration.
I'd like to know if the dev's have looked into moving ships yet. Mr. Fraser said he'd look into it, I'd love to know what progress has been made. I am trying to make a pds style mod and that requires lots of things soase doesn't support yet without masive juryrigging:
1. targetable ship sections on capitals
2. Ships that can spawn other ships
3. Tracking turrets
4. of course ship motion during combat, any naval commander will tell you "a stationary ship is a dead ship."
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