View topic - gunship aim behaviour



All times are UTC + 1 hour


Post new topic Reply to topic  [ 25 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: gunship aim behaviour
PostPosted: 01 Nov 2009, 08:59 
User avatar

Joined: 30 Jun 2008, 23:08
Location: Germany
the picture represents the current behaviour of a gunship, that is aiming on a target on a cliff. this is really annoying - could it be fixed, so that the gunship wont shoot at the cliff while its over the lower ground?



Image


Attachments:
Unbenannt.JPG [20.06 KiB]
Downloaded 336 times
Top
 Offline Profile  
 
 Post subject: Re: gunship aim behaviour
PostPosted: 01 Nov 2009, 10:45 

Joined: 19 May 2009, 20:10
It's because they fly at a certain height above the ground where they are. Azure_Rampart is a nice example for that, too.
Changing the height might lead to balance issues.


Top
 Offline Profile  
 
 Post subject: Re: gunship aim behaviour
PostPosted: 01 Nov 2009, 12:29 
Moderator

Joined: 12 Oct 2007, 08:24
I don't think balance should be centred around broken gunship behaviour. Games can always rebalance their gunships if flying higher when shooting over cliffs is a massive issue, or a new tag could be added to choose between the behaviours.


Top
 Offline Profile  
 
 Post subject: Re: gunship aim behaviour
PostPosted: 01 Nov 2009, 13:00 
User avatar

Joined: 30 Jun 2008, 23:08
Location: Germany
sorry for double post within /features, i thought i puttet in there

edit: and i dont think its a balance issue, its a failure


Top
 Offline Profile  
 
 Post subject: Re: gunship aim behaviour
PostPosted: 01 Nov 2009, 13:49 

Joined: 19 May 2009, 20:10
The problem that a plane can't shoot uphill things is no a balance issue. But possible solutions might be. E.g. (if attacking) plan flies so high that it is above the target -> you could exploit such a simple implementation by attacking some point on a high mountain and so overfly enemy territory without being able to be shot.


Top
 Offline Profile  
 
 Post subject: Re: gunship aim behaviour
PostPosted: 01 Nov 2009, 20:09 

Joined: 27 Aug 2009, 17:08
Would it be difficult to put gunship weapons on turrets that can only pivot vertically, but not side-to-side? This way, the gunship still has to be facing its target, but if there is a height difference, the turrets can compensate?

Attached is a crappy picture. Prpl LaZ0rs r turrits.
Attachment:
zomgunship.png [84.81 KiB]
Downloaded 45 times


Top
 Offline Profile  
 
 Post subject: Re: gunship aim behaviour
PostPosted: 01 Nov 2009, 21:38 
User avatar

Joined: 23 Nov 2005, 06:16
Location: Dunedin, New Zealand
Wouldn't it be better if gunships assumed the their attack height above the height of the unit they're attacking rather than above the ground directly below them?Image


Attachments:
Unbenannt.JPG [23.07 KiB]
Downloaded 269 times
Top
 Offline Profile  
 
 Post subject: Re: gunship aim behaviour
PostPosted: 01 Nov 2009, 21:50 
User avatar

Joined: 13 Jan 2008, 19:40
Location: New Zealand
Das Bruce wrote:
Wouldn't it be better if gunships assumed the their attack height above the height of the unit they're attacking rather than above the ground directly below them?

+1
Quote:
you could exploit such a simple implementation by attacking some point on a high mountain and so overfly enemy territory without being able to be shot.

Could be avoided by only allowing them to rise when they area near their target, and have a faster fall rate when their height is more than it should be and their not attacking.


Top
 Offline Profile  
 
 Post subject: Re: gunship aim behaviour
PostPosted: 01 Nov 2009, 21:52 
Spring Developer
User avatar

Joined: 22 Sep 2007, 08:51
+1 on AreaFire's idea.
more natural, more logical.

the other way:
imagine eg, the gunship is down the cliff, and X over ground, then you order it to attack, so it hasto lift up in place to be X over the unit to attack.. kind of silly.
plus i dont see hte pro of this.


Top
 Offline Profile  
 
 Post subject: Re: gunship aim behaviour
PostPosted: 01 Nov 2009, 22:16 
User avatar

Joined: 30 Jun 2008, 23:08
Location: Germany
Das Bruce wrote:
Wouldn't it be better if gunships assumed the their attack height above the height of the unit they're attacking rather than above the ground directly below them?



+1, thats what i thought and should be easy to fix or?


Top
 Offline Profile  
 
 Post subject: Re: gunship aim behaviour
PostPosted: 01 Nov 2009, 22:55 

Joined: 27 Jun 2009, 00:32
Location: Germany
Well if you'd want to measure the attack height just based on the target's height level you're going to have the problem like the other way round. If you're attacking a target next to a cliff or even in some kind of "hole" you'll get new problems. Either the gunship will scratch over the ground of the cliff (as it's told to fly low) or it won't hit the target in the hole / ditch because it's not flying high enough to hit it...

So you'd need sort of a dynamic behaviour which only takes over when the current behaviour would fail...

But maybe it would be more easy to do some traces to check if there is a line of fire and if not make the gunship circle back / more fast until the target can be fired at again...

The pivot the weapon thing is no solution though as it doesn't change that the hill simply is in the line of fire once the gunship crosses the cliff - there's no help in weapon aiming which even already should have been applied anyway (didn't check the respective TA scripts lately)...


Top
 Offline Profile  
 
 Post subject: Re: gunship aim behaviour
PostPosted: 01 Nov 2009, 23:30 
Community Lead & Spring Developer

Joined: 01 Jun 2005, 10:36
Location: The Netherlands
Measure gunship height relative to max(height of ground below gunship, height of target)


Top
 Offline Profile  
 
 Post subject: Re: gunship aim behaviour
PostPosted: 02 Nov 2009, 22:09 

Joined: 19 May 2009, 20:10
Tobi wrote:
Measure gunship height relative to max(height of ground below gunship, height of target)

You still need to do this dynamically depending on distance to target or else it could be exploited.


Top
 Offline Profile  
 
 Post subject: Re: gunship aim behaviour
PostPosted: 02 Nov 2009, 22:19 
User avatar

Joined: 23 Oct 2004, 00:43
I really would just rather see aircraft climbing higher to attack targets on hills in general - gunships are particularly bad, but they're hardly unique in this problem. Aiming upwards is fail, because the unit will pound shells into a mountainside.


Top
 Offline Profile  
 
 Post subject: Re: gunship aim behaviour
PostPosted: 03 Nov 2009, 11:14 
Moderator

Joined: 12 Oct 2007, 08:24
SirMaverick wrote:
Tobi wrote:
Measure gunship height relative to max(height of ground below gunship, height of target)

You still need to do this dynamically depending on distance to target or else it could be exploited.
Well of course you would only do that when the target is in range and the gunship is firing.


Top
 Offline Profile  
 
 Post subject: Re: gunship aim behaviour
PostPosted: 03 Nov 2009, 13:23 
Community Lead & Spring Developer

Joined: 01 Jun 2005, 10:36
Location: The Netherlands
Yes, that's what I meant. Only use this maximum when in firing range (two dimensionally), use just the ground height otherwise.


Top
 Offline Profile  
 
 Post subject: Re: gunship aim behaviour
PostPosted: 03 Nov 2009, 22:30 
Redacted
User avatar

Joined: 08 Jan 2007, 06:13
Location: Don't be silly. If there's no machine heaven, where do all the toasters go?
Tobi wrote:
Measure gunship height relative to max(height of ground below gunship, height of target)

Watch two gunships attack each other.


Top
 Online Profile  
 
 Post subject: Re: gunship aim behaviour
PostPosted: 04 Nov 2009, 09:51 
User avatar

Joined: 30 Jun 2008, 23:08
Location: Germany
lurker wrote:
Tobi wrote:
Measure gunship height relative to max(height of ground below gunship, height of target)

Watch two gunships attack each other.

is there a mod, where gunships are able to attack air?


Top
 Offline Profile  
 
 Post subject: Re: gunship aim behaviour
PostPosted: 04 Nov 2009, 10:40 
User avatar

Joined: 23 Nov 2005, 06:16
Location: Dunedin, New Zealand
There is no reason too assume there never will be, it would be a poor justification for any development decisions.


Top
 Offline Profile  
 
 Post subject: Re: gunship aim behaviour
PostPosted: 04 Nov 2009, 14:00 
Moderator
User avatar

Joined: 25 Jun 2006, 07:44
Location: Germany
manolo_ wrote:
lurker wrote:
Tobi wrote:
Measure gunship height relative to max(height of ground below gunship, height of target)

Watch two gunships attack each other.

is there a mod, where gunships are able to attack air?

THIS.


Top
 Offline Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 25 posts ]  Go to page 1, 2  Next

All times are UTC + 1 hour


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group

Site layout created by Roflcopter.