Page 1 of 2

Applying nochase category to fighter planes

Posted: 17 Jul 2007, 05:59
by smartie
Pretty much what the subject says. The no chase category doesn't apply to fighter airplanes even if the weapons are set only to shoot at air. It doenst' sound like a very big problem, but it makes it impossible to set your fighters on patrol if there are any enemy units around.

Posted: 19 Jul 2007, 03:53
by MadRat
+1

Isn't it on the MTR?

Re: Applying nochase category to fighter planes

Posted: 15 Jan 2008, 01:25
by Fri13
smartie wrote: It doenst' sound like a very big problem, but it makes it impossible to set your fighters on patrol if there are any enemy units around.
It is big problem. Player has units patrolling AIR and units starts chasing ground units whate are taken care by other units.

Re: Applying nochase category to fighter planes

Posted: 22 Jan 2008, 05:18
by kiki
makes for easy destruction of enemy air patrol. Whatever they exploit against you, you can exploit against them. Remeber that maxim.

Re: Applying nochase category to fighter planes

Posted: 22 Jan 2008, 09:27
by Forboding Angel
Problem is, some of use use bombers that aren't really bombers (iirc, EE is like this, evo does it, maybe gundam too but I'm not usre on that one), because, bomber flight and fight patters are 100% phailure. It is a little frustrating when gunships or fighters (and by extention, bombers) lock on to an air target that they can't attack. Fix plox!

Re: Applying nochase category to fighter planes

Posted: 22 Jan 2008, 10:19
by KDR_11k
Of course, assuming valid targets from the role a unit had in OTA is stupid anyway.

Re: Applying nochase category to fighter planes

Posted: 22 Jan 2008, 15:44
by MadRat
So do people propose perhaps to recycle old interceptor=1 tag for vtol fighters; if interceptor=0 a unit in flight does not chase other air units?

Re: Applying nochase category to fighter planes

Posted: 22 Jan 2008, 17:59
by KDR_11k
No, that is TOTAL nonsense. NoChaseCategory is fine.

Re: Applying nochase category to fighter planes

Posted: 24 Jan 2008, 01:56
by MadRat
Isn't the problem more of a target lock issue, where it just won't give up trying to defend itself and continues chasing something that attacked it already?

Re: Applying nochase category to fighter planes

Posted: 24 Jan 2008, 03:35
by manored
kiki wrote:makes for easy destruction of enemy air patrol. Whatever they exploit against you, you can exploit against them. Remeber that maxim.
This is true but if something is expoitable and you cant prevent it then everone must do it thus reducing the strategy options and making the game less fun... like, if everone start exploiting the AI weakness to kill fighter patrols then people will have to stop making fighter patrols.

Re: Applying nochase category to fighter planes

Posted: 24 Jan 2008, 09:45
by KDR_11k
MadRat wrote:Isn't the problem more of a target lock issue, where it just won't give up trying to defend itself and continues chasing something that attacked it already?
Has nothing to do with defending, the plane just picks a target independent of its weapons.

Re: Applying nochase category to fighter planes

Posted: 24 Jan 2008, 13:08
by ILMTitan
I'm going to start working on this.

Re: Applying nochase category to fighter planes

Posted: 29 Jan 2008, 05:55
by ILMTitan
Just committed something that should fix this. Revision 5418.

Re: Applying nochase category to fighter planes

Posted: 29 Jan 2008, 07:45
by MadRat
I don't see anything in the change log. Was it complicated?

https://springrts.com/svn/spring ... ngelog.txt

Re: Applying nochase category to fighter planes

Posted: 29 Jan 2008, 08:16
by yuritch
svn log says there was a commit (no one updated the changelog.txt though):

Code: Select all

Revision: 5418
Author: przybyjw
Date: 06:45:38, 29.01.2008
Message:
Have fighting, patrolling and guarding aircraft and guarding ground units follow noChaseCatagory.
----
Modified : /trunk/rts/Sim/Units/CommandAI/AirCAI.cpp
Modified : /trunk/rts/Sim/Units/CommandAI/AirCAI.h
Modified : /trunk/rts/Sim/Units/CommandAI/MobileCAI.cpp
Modified : /trunk/rts/Sim/Units/CommandAI/MobileCAI.h
Big thanks for that, now I need to compile an svn Spring to see if this indeed fixed fighter problems :-)

Re: Applying nochase category to fighter planes

Posted: 29 Jan 2008, 08:21
by lurker
The changelog generally gets updated in big batches by whoever feels like it, such as tombom.

Re: Applying nochase category to fighter planes

Posted: 29 Jan 2008, 10:24
by Tobi
yuritch wrote:now I need to compile an svn Spring to see if this indeed fixed fighter problems :-)
http://buildbot.no-ip.org/~buildbot/spring

;-)

Re: Applying nochase category to fighter planes

Posted: 01 Feb 2008, 18:18
by Argh
Tested this, and I found that now Fighters and Bombers automatically attack Neutral Units, which they shouldn't do unless given a specific order.

Re: Applying nochase category to fighter planes

Posted: 02 Feb 2008, 02:40
by ILMTitan
After looking over the code, it is not apparent why this would be happening, and in fact appears that it should not be.

Just to be clear, while executing a fight or patrol command, the aircraft is being given a command to attack the neutral unit, as evidenced by, with shift held down, a line from the aircraft to the neutral, which has an attack symbol hovering over it? That opposed to the aircraft simply firing at neutral units while flying by (a different problem I am still willing to look into).

If you can confirm, could you post or PM me your test mod/map/whatever so I can test?

Also, I haven't put it in the changelog yet because it is not definitively fixed, and I am considering other, somewhat related changes.

Re: Applying nochase category to fighter planes

Posted: 02 Feb 2008, 16:56
by Argh
while executing a fight or patrol command, the aircraft is being given a command to attack the neutral unit, as evidenced by, with shift held down, a line from the aircraft to the neutral
Yes, that's what is happening. I'll send you a copy of the latest build of P.U.R.E., so that you can see it.