Hoverattack stay in place?

Hoverattack stay in place?

Requests for features in the spring code.

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KDR_11k
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Joined: 25 Jun 2006, 08:44

Hoverattack stay in place?

Post by KDR_11k »

I've got a gunship with a huge range on its weapons (4096), with airhoverfactor=0 and hoverattack=1 it behaves pretty well most of the time. But the trouble starts when it gets an attack order, it tries to move to its maximum weapon range and doesn't even stop there, it flies right off the map. Currently I have to move it where I want it and hope it automatically shoots at the right targets. Can we have a tag for gunships that tells them not to bother with that attack dance and just stay in place? Because that's what gunships do in every other game.
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Snipawolf
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Post by Snipawolf »

I think it tries to circle its foe while flying, so you need to kill its range :(
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AF
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Post by AF »

He shouldnt have to.

+1 KDR
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Snipawolf
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Post by Snipawolf »

Yeah, just make it stay where it is to fire...

+1 :P
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Argh
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Post by Argh »

In the next version of Spring, you'll be able to kill its maxvelocity with a scripting call, which should take care of that problem.
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VonGratz
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Re: Hoverattack stay in place?

Post by VonGratz »

KDR_11k wrote: ......But the trouble starts when it gets an attack order, it tries to move to its maximum weapon range and doesn't even stop there, it flies right off the map.
Ive tested for my mod an ARM cruising missile plane with a large range and its ok.When I get back to my house I can send you the file.Please send a PM with your e-mail.
VonGratz :wink:
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KDR_11k
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Post by KDR_11k »

Plane or gunship? The two behave differently. With a plane I'd simply set attackrunlength but a gunship always wants to stay at max range.

Argh: That'd be bad, it needs to be able to keep moving since it gets blown out of the sky if it doesn't move while under enemy fire. It's dead in no time without proper micro and that's the way I want to keep it. Wipes out an entire tank platoon in no time but dies just as fast if you don't move it around to avoid enemy fire. Never mind that the script wouldn't be able to tell if the gunship has a move order or an attack order so it might lock the gunship down because it spotted an enemy along its path.
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KDR_11k
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Post by KDR_11k »

Hm, strange, they behave properly now (at least they don't fly away, they still do their little dance). Maybe I set the acceleration and brake rate too low when I first tested it.
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VonGratz
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Post by VonGratz »

KDR_11k wrote:Plane or gunship? The two behave differently. With a plane I'd simply set attackrunlength but a gunship always wants to stay at max range.
canhover=1 plane with cruise missiles.It avoid the flight of the plane after launch their weapons through the enemy lines.They destroyed a large attacking fleet and I resolved to rebalance it. :lol:
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VonGratz
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Post by VonGratz »

OK..Im back to my house.Send your e-mail capable for anex via PM if you would be interested :wink:
VonGratz
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KDR_11k
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Post by KDR_11k »

Naah, it works now.
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