Create way to scramble air units as interceptors - Page 3

Create way to scramble air units as interceptors

Requests for features in the spring code.

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Would having a way to scramble air interceptors add more depth to Spring?

Poll ended at 04 Aug 2007, 03:15

Yes
7
37%
No
10
53%
No opinion
2
11%
 
Total votes: 19

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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

People are just labelling lua as slow. Its slow compared to c++. BOS/COB is slow compared to c++. But remember its what you do in lua that makes it slow, and lua is faster than python. Heck even COB scripts can slow your comptuer down, a few of zwzsg script grinds a PC to a halt when several of some certain units are onscreen
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MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Post by MadRat »

Learning lua isn't a priority until the units are laid out. For once an outsider does understand what the fuck he is talking about. If you want to thread crap then continue as you want. It was a simple request. Quite frankly requests around here are 99% unlikely to ever be implemented. I don't expect this one, its just a trial balloon to see what others think would be helpful to the engine. A long term goal of mine is to have something like what I requested. Could care less if its now or five years in the future.

Fanger is one guy here that I'd like to thank because at least he provided a good example of how one should or could work, which is actually helpful to me far more than the off topic commentary from the left field. This forum was supposed to be about ideas and not about who is right or wrong. And guess what, Fanger gave his response without resorting to juvenile shit talk. Forboding Angel even made a nice response that didn't talk shit. zwzsg got off-topic but once again he didn't say anything outrageous. 1v0ry_k1ng and LathanStanley both put up good suggestions how to use current methods to juggle air groups.

BUT less than five people generally create a lot of unnecessary chaos in these forums with their responses. Its pretty obvious why there are so few outside contributors in the community outside of themselves. Every damn thread turns into "stop now and looksie at my mod because its good and your ideas suck". If anyone outside this select group of self-appointed prima donnas brings up a point of topic they get their thread mutilated with total bullshit responses. Who the hell cares what you turds think? The majority around here doesn't act like that for a reason. Because its bullshit. Please do this community a favor and go troll in your own caves for long awhile. You might just get forgotten.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Noone said "my mod is better than yours", what we're saying is that you can and should implement your mod's rules yourself.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

funny, because I don't see you doing anything to help anyone but yourself. Seriously, dude, you call me juvenile but turd isn't going to work on me. That went away with stuff like "I'm rubber your glue."

*edit* in other news I just bought cs3, so I am riding on a cloud. You are not going to piss me off either way. I'll keep trying to make my point with you*edit*

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Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Re: Create way to scramble air units as interceptors

Post by Guessmyname »

MadRat wrote:I like air units the most of any other unit in Spring. Unfortunately they don't really operate in a realistic way nor are they easy to micromanage when it comes to intercepting incoming enemy air units. Patrolling units works to some extent, but when I add in a fuel factor than this makes patrolling air units unworthwhile.
Spring's aircraft code is kinda borked - fiddle with aircraft stuff too much to make them operate more realistically (or just operate differently in general) usually ends up with them flying into things (though I do admit only trying this on dev version of spring)
MadRat wrote:Worse yet is when I find my air units are patrolling somewhere where not needed while the base gets pounded mercilessly.
Smaller patrol routes with more aircraft?
For example, if you have a group of fighters circling (as in, patrolling in a circular route) around your base, split this route into two or four parts, with an aircraft or two with a patrol route that just has them on that route.

In addition, using radar to spot incoming attacks and scrambling other fighters to go after them also helps
MadRat wrote:What would be better is a way to cue units into a queue for intercepting the bad guys, and tie this in with an easy to configure kill box.
I don't suppose an area-attack order on repeat would work?

EDIT: Fixed the quotes
Last edited by Guessmyname on 01 May 2007, 17:38, edited 1 time in total.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Throwing a request like that into this forum is silly. You dont see noobs posting threads here titled "A peewee with a 5dmg reduction for BA" or "Addition of the orcone to XTA".

This is a part of your mod and is perfectly possible, its requesting a feature you already have. lua is not hard to learn, its a small language and quite simple, and for what you want you need todo very little as shown in this pseudocode:

Code: Select all


list of aircraft
aircraft built:
    guard air tower

on update:
    foreach enemy aircraft
        if distance to nearest air tower is smaller than XYZ
            tell all units in list fo aircraft to attack it.
            exit loop
Its very simple, it could even be made simpler than that.

Now, despite the failings we still tried to help you. Even though what you asked for is almost the same as asking the devs to implement your walking script in c++ for you as an engine feature we tried to enlighten you. We tried to show you the entire idea was unnecesary and that it wasnt required anyway, we tried to show you that even then the idea is still doable without a dev, and that it would be in your best interests todo it that way as if there is an issue or you decide a little change is needed you dont have to wait possibly months for a minute 1 line code change.

Instead you insult people, you throw obscenities around, then you demand total respect. You make excuses and you dont listen.

There's no point posting here. You're just stamping you foot and yelling, because you want your own way, throwing a temper tantrum.
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MadRat
Posts: 532
Joined: 24 Oct 2006, 13:45

Post by MadRat »

Lua is not an option at this point. I havbe other priorities.

And, smoth, I didn't call anyone specifically a turd. Don't take it to mean I'm jumping on you. I just don't want off topic replies on a subject matter I am taking serious.

Guessmyname, the goal is to automate air defense with aircraft. I'm not sure an area attack wouldn't cause them to chase land units. Like you said the aircraft code is sort of bjorked and air-to-air only units still chase land units.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

My apologies, I misunderstood. This is my understanding of spring patches and whether or not something is likely to get patched.


you have a few options:

1: patch it yourself.
2: Check and see if anyone is working in that area.. ask that person if that person would mind adding your thing as a patch.
3: ask if it can be done in lua and possibly a tip on how to make said lua script.



However, these sort of very very specific behavior patches are bad. ESP aircraft anything. I am still confused about the fact that aircraft when you check groundheight in the script are registered as runing on the ground(funny eh) or why flying at certain heights causes aircraft to fly in circles.

There is a lot that need to be looked at in spring :\.


anyway, sorry for snapping, I misunderstood.
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