brawler type aircraft.. - Page 2

brawler type aircraft..

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: brawler type aircraft..

Post by smoth »

Forb figured it out.

Apparently it was because both used a turret flag. Apparently having a turret on a brawler breaks something
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: brawler type aircraft..

Post by Argh »

Ah. Turret on Weapon1, or does it matter? I'll test with the chopper in P.U.R.E...
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smoth
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Re: brawler type aircraft..

Post by smoth »

not sure argh, seems like it loses unit targets if the turret flag is true. It can shoot ground targets fine but units it is more forgetful of.
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Argh
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Re: brawler type aircraft..

Post by Argh »

Just tested, with two weapons... no dice. Works for a little while, then quits, using a BeamLaser and a MissileLauncher :P

I'd quite forgotten about this- I always put my 'choppers on Patrol with Roam on. Nasty bug.

And I know that the fire-arc can't be it, either... hmm.
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smoth
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Re: brawler type aircraft..

Post by smoth »

yeah, I think something may be iffy with the turret=1 flag +hover unit.
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Argh
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Re: brawler type aircraft..

Post by Argh »

No, it borked, with turret 0 or 1. Turret 0 did help it straighten out its flight behavior a bit, and act more brawler-like, but it still "forgot" about targets, in my test.

Range seems to be one issue. Raising it helped a lot. Lemme look at turnrate, accel / decel...
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smoth
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Re: brawler type aircraft..

Post by smoth »

I am more upset that this bug has not been noticed yet, I seldom get to play spring and there are people playing it all the time who have not noticed it!?!
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Argh
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Re: brawler type aircraft..

Post by Argh »

LOL!!!!!


Try these settings, Smoth... it's hilarious:

Acceleration=0.25;
BrakeRate=7;
MaxVelocity=8;
turnRate=762;
CruiseAlt=100;
maxAcc=0.25;

That made them practically tip on their noses, trying (and mainly failing) to attack, among other hilarity. I suspect brakeRate is a big part of their behavior- I literally watched some of them land and take off again at a patrol point, with these settings.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: brawler type aircraft..

Post by smoth »

I'll have to try it tomorrow, it is late and I am tired of looking at this crap. I am going to play some xbox then go to bed. if all is well tomorrow I will get to work on gundam rather then play hunt the bug.

good luck in working on it.
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Argh
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Joined: 21 Feb 2005, 03:38

Re: brawler type aircraft..

Post by Argh »

Well, I've almost found it, I think. They can act totally normally (i.e., expected behavior) if they are ordered to attack the ground- it's when they're attacking a Unit that they break. Guess it's time to look at the source code...
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smoth
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Re: brawler type aircraft..

Post by smoth »

tired right now, about to go to bed, 2 cahracters left in dw:gudamn to clear YAY!

Confirming arghs post, my finds were in agreement and targeting the ground is perfectly ok unit targeting neeeds short bus. Ima sleppy night.
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Argh
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Re: brawler type aircraft..

Post by Argh »

It's the weapontype, apparently. Looked at the sourcecode, and it's irrelevant whether or not it's targetting a Unit. So, I tested with different weapons... EmgCannons and LaserCannons work correctly, most of the time, BeamLasers fail, as do MissileLaunchers. I'll test Cannons now...


<tests>

Cannons resulted in the best behavior. I never saw the choppers fail to engage, or "fall asleep".

I'm still not sure why, though. Guess it's time to look at the weapon code.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: brawler type aircraft..

Post by KDR_11k »

Cannons gain range if you're above the target, lasers lose range.
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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: brawler type aircraft..

Post by rattle »

I suspect brakeRate is a big part of their behavior
Speaking of which, only 1/10th will be used for braking (7 = 0.7).
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smoth
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Joined: 13 Jan 2005, 00:46

Re: brawler type aircraft..

Post by smoth »

BUCKING FUMP... can someone get some attention to this bug?
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: brawler type aircraft..

Post by Warlord Zsinj »

I'd like to note that I'm almost shedding tears of fury over my gunships. The bug is not quite the same though. My gunships will fly right up to their targets, so that their nose practically touches it. It will then twitch as it tries to fly in a circle. It's utterly ridiculous.

I've tried messing with the range, messing with the LOS, giving it a radar. I've tried essentially switching all of it's stats with that of the brawler (fbi and tdf) with no luck. I have no idea what the problem is.

Strangely, it will fire exactly the way it should (that is, from a distance) when ordered to fire at the ground, but when ordered to fire at a target (any target) it will break.

:evil:
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yuritch
Spring 1944 Developer
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Joined: 11 Oct 2005, 07:18

Re: brawler type aircraft..

Post by yuritch »

What's its weapon type? Is it the same as the Brawler (very unlikely as it uses OTA type EMG)? I've tried gunships that fire missiles, they seem to work fine in both 0.76b1 and svn...
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: brawler type aircraft..

Post by Warlord Zsinj »

It uses lasers (technically a beamlaser with less then constant fire time).

I tried giving it a burst fire emg style weapon like the brawler has (I literally copied over the brawler stats and renamed to suit) and it was still messed up.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Re: brawler type aircraft..

Post by Warlord Zsinj »

Just tested missiles, still broken.

:'(
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yuritch
Spring 1944 Developer
Posts: 1018
Joined: 11 Oct 2005, 07:18

Re: brawler type aircraft..

Post by yuritch »

Very strange. Do your gunships have enough brakerate to stop before flying over target?
My gunships have the following config: 3 weapons, weapon 1 - turreted OTA style laser AKA machinegun (beamweapon=1, beamlaser=0), weapons 2 and 3 - turreted missiles. Those helicopters tend to overfly the target unit if it wasn't in LOS, but if it was spotted by someone else, then they fire from max range. I've removed MaxAngleDif from all the weapons because while it prevents odd things (like launching missiles backwards), it does tend to break the ability to attack ground units - maybe that's what is wrong with your gunship.
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