PatrickAWlson Posted December 17, 2015 Posted December 17, 2015 Can somebody explain the details of this parameter. What base does the AI return to? Where it took off from? What if it was spawned? Can a be be designated? Under what conditions does the AI return to base? Can the conditions be specified? What does the rest of the flight do if the leader returns to base?
SYN_Haashashin Posted December 17, 2015 Posted December 17, 2015 Hi Pat, I will try to do some lil testing this weekend but I think that the best is to contact Viks or Vaal and ask them for colaboration. I actually think that is Viks the one working with the ME from the dev. team.
JimTM Posted December 17, 2015 Posted December 17, 2015 (edited) Hi Pat, If you select "AI Return to Base Decision", and the AI plane runs out of ammo or is critically damaged (50% or more damage), it returns to the nearest friendly airfield object (including air spawns) and lands. This behavior applies to planes that are spawned or enabled by default. I haven't tried testing formations yet. RTB decision works in SP or MP. Cheers! Edited December 17, 2015 by JimTM 2
JimTM Posted December 17, 2015 Posted December 17, 2015 (edited) I tried an RTB test on a three-plane AI formation, using the damage command (minor) to apply damage to one plane in the formation until the critical damage point. Damage to either the leader or a wingman caused the damaged plane to RTB, but the reaction of the other planes varied in further tests as follows: - Damage leader -> leader RTBed, #2 became new leader and #3 followed #2 on new course. - Damage leader -> leader and #2 RTBed and #3 flew off somewhere else. - Damage #2 -> #2 RTBed alone and #1 and #3 RTBed in formation. 1 and 3 landed together and collided. 2 landed alone and collided with 1 and 3. Probably taxi path needed to avoid collisions. Edited December 17, 2015 by JimTM
PatrickAWlson Posted December 21, 2015 Author Posted December 21, 2015 Thanks Jim. Did they return to the base that they took off from or to any friendly location? How does the game even know that a base is there? The reason for the questions: Planes in PWCG do not take off, therefore they do not have a home base in the mission. If the AI flies back to any base that would be great. The second is just curiosity and probably only answerable by a developer. Airbases in BoS are just collections of buildings (unlike RoF where a base is an identifiable object). I'm curious as to how the AI knows what a base is.
JimTM Posted December 21, 2015 Posted December 21, 2015 (edited) Hi Pat, The AI return to the nearest friendly "fakefield" or "fakefield_rwnspawn" airfield object (including an air spawn), whether or not they took off from the airfield. I haven't tested whether AI will return to a "fakevehiclefield" (for tanks spawns). The airfield object does not even have to have planes available or a taxi path defined. Cheers! Edited December 21, 2015 by JimTM
PatrickAWlson Posted December 25, 2015 Author Posted December 25, 2015 Can you explain fakefield? I have never heard of that. Appreciate the explanation. I am really clueless about the details of this parameter. Understanding it is gong to make a big difference in PWCG.
JimTM Posted December 25, 2015 Posted December 25, 2015 (edited) If you select the airfield object category in the editor interface object library, there are three "fakefield" type objects that you can choose. The first two are for spawning multi-player pilot planes or defining an AI taxi path to and from the runway. For a single-player RTB scenario, you can just place an airfield object without planes and with or without a AI taxi path. The airfield object properties includes a "Planes" button (for adding spawn planes) and an "Add chart" button (for creating a taxi path). The spawn pattern is shown below the object you select in the object library. You can set the airfield object in the air for an air spawn. The third object in the airfields library is for spawning player-controlled tanks. To give you more detail, I can post an extract from my upcoming manual once I return home tomorrow. Edited December 25, 2015 by JimTM
Sokol1 Posted December 25, 2015 Posted December 25, 2015 (edited) Looks like is: fakefield_rwnspawn = aircraft spawn over runway (tarmac). fakefield = aircraft spawn in any place, e.g. for air start near the target, or for spawn in runway park area. Edited December 25, 2015 by Sokol1
PatrickAWlson Posted December 29, 2015 Author Posted December 29, 2015 (edited) Asking a favor: any chance that somebody can cut and paste from a mission file? It sounds like all I need is "fakefield" objects placed on the runway of airfields. I just don't have a good example of a fakefield object as it appears in a mission file. Once I get a clue I will make this a high priority addition to the next PWCG release. Edited December 29, 2015 by PatrickAWlson
JimTM Posted December 29, 2015 Posted December 29, 2015 (edited) Hi Pat, Here's a test mission that includes two fakefield objects for spawning on two ramps. JimTM-TestAirfieldAvailability2.zip The test makes the German ramp starts unavailable (Behavior command, Float= -1), then available again (Behavior command, Float= 0), then changes them to Russian ramp starts (Behavior command, Country=Russia, Float= 1). Note that the fakefield ramp spawns are placed on the left side of the ramps (looking South West) because the spawn pattern starts at the left and proceeds to the right in a single line (pattern shown below the object selected in the object library). You can place the ramp starts on the runway if you like. The choice of the airfield object (fakefield, fakefield_rnwspawn) determines the pattern used for planes spawning in. Cheers! Edited December 29, 2015 by JimTM 1
JimTM Posted December 29, 2015 Posted December 29, 2015 (edited) ...and here's a SP test mission for the AI RTB functionality: JimTM-TestAI-RTB-Decision2.zip The player starts behind an AI formation. Minor damage is repeatedly applied to the formation leader until he RTBs to the closest friendly fakefield object (German AI Airfield 2). Note that the fakefield objects in this case do not contain plane sets (used for multi-player) and only the farthest one has an AI taxi path. You can add taxi paths if you like and also add plane sets in multi-player; the RTB functionality is not affected by either option. Edited December 29, 2015 by JimTM 1
Jason_Williams Posted December 29, 2015 Posted December 29, 2015 Thanks Jim for helping out Pat. I tried to explain the fakefield issue to him previously, but I did not do a very good job. Jason 1
PatrickAWlson Posted December 30, 2015 Author Posted December 30, 2015 Thanks Jim. Appreciate the assist.
JimTM Posted December 30, 2015 Posted December 30, 2015 You're welcome Pat. I hope the RTB works for you in PWCG. Thanks for your work on that. 1
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now