AI Wingmen Tutorial + Sample Mod
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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
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I think people may have been pre-occupied witht he holidays and stuff foxeh ^^ i havent tried it yet lol
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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
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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”
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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
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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
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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
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One thing I’d really like to know is; is it possible to “spawn” the wingmen from your ship via key press? I’d really love to add Drones to specific ship classes and even have Battleships and Carriers (like the carriers from discovery) actually function as such. Would love to get in a scrap with a bunch of gunboats and scramble the bombers.
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Griff wrote:
One thing I’d really like to know is; is it possible to “spawn” the wingmen from your ship via key press? I’d really love to add Drones to specific ship classes and even have Battleships and Carriers (like the carriers from discovery) actually function as such. Would love to get in a scrap with a bunch of gunboats and scramble the bombers.High aim m8!
“Me also wonders” what are the chances to spawn one type of patrolp_escort for example with only one formation that exists (Order - Jun’ko Zane, Order - King and Order - Orillion)?
- The 3 buddies always on the tail!
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Help with Server crash while being in wingman systems!
Faulting application name: FLServer.exe, time stamp: 0x3ecbb13e Faulting module name: Content.dll, time stamp: 0x3ecbb142 Exception code: 0xc0000005
Here is the mod add-on (change .zip to .flmod)
[EDIT] *Solved!
http://www.youtube.com/watch?v=ErdA1mo7_U4 -
And how is solved btw?
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patrolp_order.ini
[EncounterFormation]
ship_by_class = 1, 1, sc_follow
pilot_job = wingman_job
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allow_simultaneous_creation = false
zone_creation_distance = 0
times_to_create = 1changed to:
[EncounterFormation]
ship_by_class = 1, 1, sc_follow
pilot_job = follow_job
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allow_simultaneous_creation = no
zone_creation_distance = 0
times_to_create = infiniteAs all can notice, only rank 19 (leader, in this case patriot / cloaked) talks to you and after 100+ modifications came to situation he finally scanned me! Was rly happy, after days working out when they finally attached to me! Not shore does the pilot job did that, but working code looks like that. I checked whole 88flakv127_01-23-11_rc135_beta mod and used those details from it.
BTW, all NPCs are server side, so thats why in my mod is nothing related to those wingmans - except names in .dlls and faction_prop.ini entries - sry, more control and adjustments without need for client updates.
Still have to figure out how to delete these # numbers on names, while this is as I assumed it is!http://www.youtube.com/watch?v=-TkLoH9J54c&feature=youtu.be
P.S. Holobands grants you dock to Freeport 7 where Sexy Juni waits alone to reward you
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Oh thx! Btw seems to be between “false” and “no” there is difference- it is for Unused Features topic
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@sumanuti thx alot again! Checked - really helped and saved my time