AI Wingmen Tutorial + Sample Mod
-
Well, considering that I’ve seen screenshots of your wingmen implementation off this work in the Discovery forums, I’m assuming you’ll agree that it really isn’t that hard once you do the DLL edits (which is just text-based overwrites, not even real hex-editing) - the rest is pretty basic INI coding. =P
Again though, feedback! I want feedback! XD
It’s impossible to judge my own tutorials. -
No, Jong, he wants other people to comment on how well the tutorial is written. If the tutorial is too difficult to understand, people won’t be able to use his knowledge.
By the looks of things, you understood the tutorial well, Jong. And, in terms of explaining, Fox, it was laid out very well.
-
What’s your mean feedback, fox ?
Like Nieckey say make a video ?
Yup we want video’s images… if its possible even posters and huge billboards…
On a serious note, I understand Fox, he just wants to see that his tutorial was understood and that people were able to use it, so give him the credits and show on screenshots or show a video if its possible.
And I think others would like to see it as well, people who are thinking of implementing it in their mod, show them how it works with visual content without them modding all the way figuring out it would be something to us in their mods, or not at all. -
1st off… thanks for sharing this great feature fox, its opened a whole new window for ppl’s mods and idea’s.
im currently making missions against battleships and these wingmen are exactly whats needed to help kill these mass lumps of armor
ive tried to implement ur tutorials with no bother and no headaches.
But my bs formations are giving me my major hassles… anyways i’ll make a screenshot or a video when ive sorted this problem out.untill then … thanks again
-
Thanks Sushi and Worfeh.
In fact I think Fox’s tutorials is easy and great, before he post the tutorials in here, I was use it to finish my mod.
So if any I can help just let me know, I’ll do my best. ;D
And I think if I make a video can’t be help anything, because that’s only show my mod with wingmen, right ?
-
Ok so here is my video… you cant really tell that i have the wingmen helping me, but they are…
btw i did this in like 5 mins so sorry its so crap -
Yes, I’d simply like to know that my tutorials were informative enough to help people implement these concepts. I’ve never written tutorials on anything before FL, so it’s tough to know when I’m saying too much in the tutorial, or too little, etc.
Nice to see people are able to get this working without headaches. And Khayman, that’s quite a lot of Battleships. lol
-
Honestly, I don’t think you can have too much information in a tutorial. I’d rather have more information than I need than less. The tutorial is very easy to follow and the diction you use is easy enough to understand for anyone with a grasp of the English language. It’s really well done, Fox. I hope you can make more so I can learn a trick or two from you
-
Nice to see people are able to get this working without headaches. And Khayman, that’s quite a lot of Battleships. lol
yea lol gonna make some of em fighters i think… or maybe gunboats ;D
-
New version up, with very minor tweaks made to how wingmen react to nearby hostile ships, and slight rewrite of certain tutorial sections.
Just curious, haven’t seen anything on this recently. Any more success (or failure) stories of implementation? lol
-
I think people may have been pre-occupied witht he holidays and stuff foxeh ^^ i havent tried it yet lol
-
Great tutorial, I think of using it in my mod. Actually it WILL be in the mod. Thanx for sharing. Credits will be mentioned.
P.S. We have our own flag. ;D
-
Im gonna “impliment” this into XLR when i get home… so i’ll let u know results after some “testing”… full report in about 48 hours… ;D
but just even for the idea and for sharing it… Fox… you rock!! I’ve played Flak88 and loved it, pulled out alota hair trying to figure out how this was done… hehe now its my turn to “play”
-
Wow, totally forgot something in the tutorials - if you open up content.dll in a hex editor and overwrite “gcs_fidget_patrolrumor” and “gcs_fidget_patrolsimple” (just search for them) with 0x00’s (blanks), it will make the cloaked follow ship hush and stop spouting rumors every 10 seconds, which can get real annoying if using wingmen for long distances (seriously, “Don’t fall asleep on me, out here you’ll get us killed” makes me puke now). Once in a long while you will still get the “what’s your status” query aimed at the wingmen, however this can be useful as your wingmen will report back their hull status, which is nice to know if you’re too lazy to check. Also, assuming wingmen are the only NPCs using patrol_path, this shouldn’t affect any other ship types, and trust me - your players will appreciate it. =P
-
Hello,
Let me start by saying this is mod is totally awsome,been wishing for something like this for a long time.
Great work Fox,the tutorial was well written and easy to understand,even for first time editors like myself.I have a few questions…about intergration into other mods,is it possible to have this work with Discovery 4.85?
Me and a friend play on a LAN server and with just the two of us we’ve been wanting something like this.The tutorial was easy to follow i went through everything step by step and double checked,however…
Each time i’ve tried to implement it the game goes completely haywire,i’ve gone through the entire process step by step around 5-6 times now,and each time it causes either the client to crash upon loading the game.
Or if i can connect it causes the server to crash aswell…Not quite sure if it’s something i’m doing wrong,or if it just plain doesn’t work with Disc 4.85.I do realize it’s not officially supported by the mod,but i just think it would be great to be able to have wingmen since it’s just me and my friend that play.
If anyone could give me any insight as to what may be going wrong,i would be very grateful,thank you
-
It won’t work with Discovery unless you follow the tutorials, becuase the mod will overwrite the Discovery changes. You’ll have to manually add each of the files to the end of the Discovery files.
Also, is there any way to make an NPC scan for and recognize a piece of equipment as contraband? They currently ignore a tractor beam/ID that I added to their contraband list…
-Seth