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Is is possible to have AI aircrafts in Deathmatch?


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#1 EAF_Starfire

EAF_Starfire
  • Member
  • Posts: 83
  • Location:NOE

Posted 09 September 2017 - 20:55

Is it possible to have AI aircrafts flying around in a Deathmatch mission hosted on the Dedicated server?

 

I ask becourse I have managed to an AI aircraft to takeoff and land in a Single player mission, but I have no such luck with a Deathmatch mission.  


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"....Perspective only comes from knowing more than you need to know"
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#2 JimTM

JimTM
  • Founder
  • Posts: 1392
  • Location:Canada

Posted 09 September 2017 - 21:10

Yes, you can have AI flying routes in deathmatch. If you have too many though, it may impact the performance of your mission.

 

Can you post your deathmatch mission and I can have a look.


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#3 EAF_Starfire

EAF_Starfire
  • Member
  • Posts: 83
  • Location:NOE

Posted 09 September 2017 - 22:08

This one is a copy of my Single player test, but I did this after not getting it to work on an open (Kuban) map for navigation. That mission is to large for the forum so I have pasted a link.
 
 
Thanks for want to look at my mission files.
 

# Mission File Version = 1.0;
 
Options
{
  LCName = 0;
  LCDesc = 1;
  LCAuthor = 2;
  PlayerConfig = "";
  MultiplayerPlaneConfig = "LuaScripts\WorldObjects\Planes\i16t24.txt";
  MultiplayerPlaneConfig = "LuaScripts\WorldObjects\Planes\lagg3s29.txt";
  Time = 12:30:0;
  Date = 25.8.1942;
  HMap = "graphics\LANDSCAPE_summer\height.hini";
  Textures = "graphics\LANDSCAPE_summer\textures.tini";
  Forests = "graphics\LANDSCAPE_summer\trees\woods.wds";
  Layers = "";
  GuiMap = "lapino-summer";
  SeasonPrefix = "su";
  MissionType = 2;
  AqmId = 0;
  CloudLevel = 500;
  CloudHeight = 200;
  PrecLevel = 0;
  PrecType = 0;
  CloudConfig = "summer\00_clear_00\sky.ini";
  SeaState = 0;
  Turbulence = 0;
  TempPressLevel = 0;
  Temperature = 25;
  Pressure = 760;
  WindLayers
  {
    0 :     0 :     0;
    500 :     0 :     0;
    1000 :     0 :     0;
    2000 :     0 :     0;
    5000 :     0 :     0;
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  Countries
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    0 : 0;
    101 : 1;
    201 : 2;
  }
}
 
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  Country = 0;
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  Durability = 5000;
  DamageReport = 50;
  DamageThreshold = 1;
  DeleteAfterDeath = 1;
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    Desc = "";
    Durability = 5000;
    DamageReport = 50;
    DamageThreshold = 1;
    DeleteAfterDeath = 1;
  }
  
 
}
 
 
 
Plane
{
  Name = "LaGG-3_01";
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  Spotter = -1;
  Fuel = 0.5;
}
 
 
 
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{
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  Name = "Plane entity";
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MCU_CMD_TakeOff
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MCU_Waypoint
{
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}
 
 
 
MCU_Waypoint
{
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}
 
 
 
MCU_Waypoint
{
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  Objects = [31];
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}
 
 
 
MCU_Waypoint
{
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MCU_CMD_Land
{
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  Name = "command Land";
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MCU_TR_MissionBegin
{
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  Name = "Translator Mission Begin";
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MCU_Timer
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  Random = 50;
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Block
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  Durability = 25000;
  DamageReport = 50;
  DamageThreshold = 1;
  DeleteAfterDeath = 1;
}
 
 
 
Block
{
  Name = "Block";
  Index = 48;
  LinkTrId = 0;
  XPos = 22960.940;
  YPos = 149.887;
  ZPos = 31166.782;
  XOri = 0.00;
  YOri = 227.90;
  ZOri = 0.00;
  Model = "graphics\blocks\static_t34-76.mgm";
  Script = "LuaScripts\WorldObjects\Blocks\static_t34-76.txt";
  Country = 0;
  Desc = "";
  Durability = 25000;
  DamageReport = 50;
  DamageThreshold = 1;
  DeleteAfterDeath = 1;
}
 
 
 
Block
{
  Name = "Block";
  Index = 49;
  LinkTrId = 0;
  XPos = 22877.775;
  YPos = 149.887;
  ZPos = 31127.648;
  XOri = 0.00;
  YOri = 56.02;
  ZOri = 0.00;
  Model = "graphics\blocks\static_t70.mgm";
  Script = "LuaScripts\WorldObjects\Blocks\static_t70.txt";
  Country = 0;
  Desc = "";
  Durability = 25000;
  DamageReport = 50;
  DamageThreshold = 1;
  DeleteAfterDeath = 1;
}
 
 
 
Airfield
{
  Name = "Airfield";
  Index = 50;
  LinkTrId = 51;
  XPos = 22781.328;
  YPos = 149.887;
  ZPos = 31138.963;
  XOri = 0.00;
  YOri = 0.00;
  ZOri = 0.00;
  Model = "graphics\airfields\fakefield.mgm";
  Script = "LuaScripts\WorldObjects\Airfields\fakefield.txt";
  Country = 101;
  Desc = "";
  Durability = 25000;
  DamageReport = 50;
  DamageThreshold = 1;
  DeleteAfterDeath = 1;
  Callsign = 0;
  Callnum = 0;
  Planes
  {
    Plane
    {
      SetIndex = 0;
      Number = 10;
      AILevel = 2;
      StartInAir = 2;
      Engageable = 1;
      Vulnerable = 1;
      LimitAmmo = 1;
      AIRTBDecision = 1;
      Renewable = 1;
      PayloadId = 0;
      WMMask = 1;
      Fuel = 1;
      RouteTime = 0;
      RenewTime = 1800;
      Altitude = 500;
      Spotter = -1;
      Model = "graphics\planes\i16t24\i16t24.mgm";
      Script = "LuaScripts\WorldObjects\Planes\i16t24.txt";
      Name = "";
      Skin = "";
      AvMods = "";
      AvSkins = "";
      AvPayloads = "";
      Callsign = 0;
      Callnum = 0;
    }
  }
  ReturnPlanes = 0;
  Hydrodrome = 0;
  RepairFriendlies = 0;
  RearmFriendlies = 0;
  RefuelFriendlies = 0;
  RepairTime = 0;
  RearmTime = 0;
  RefuelTime = 0;
  MaintenanceRadius = 1000;
}
 
 
 
MCU_TR_Entity
{
  Index = 51;
  Name = "Airfield entity";
  Desc = "";
  Targets = [];
  Objects = [];
  XPos = 22781.328;
  YPos = 150.087;
  ZPos = 31138.963;
  XOri = 0.00;
  YOri = 0.00;
  ZOri = 0.00;
  Enabled = 1;
  MisObjID = 50;
}
 
 
# end of file

 

 


Edited by EAF_Starfire, 09 September 2017 - 22:10.

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#4 JimTM

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Posted 09 September 2017 - 22:58

Can you provide more details on the problem in deathmatch please. Is it both the Ju-52 and the Pe-2 having the problem? What is the problem; taking off, landing, flying the route properly? Any other details?


Edited by JimTM, 09 September 2017 - 23:01.

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#5 Habu

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Posted 10 September 2017 - 06:40

Jim, i didn't have a look in the mission, but check the taxi path, something tell me that the problem is here. ;)


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#6 EAF_Starfire

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Posted 12 September 2017 - 20:25

Can you provide more details on the problem in deathmatch please. Is it both the Ju-52 and the Pe-2 having the problem? What is the problem; taking off, landing, flying the route properly? Any other details?

The problem is that they won't spawn in multiplayer.

I checked both the Ju52 and the Pe2; Same problem.

 

I suspect that I am using a wrong combination of triggers.

The current one are _Translator Mission Begin -> Trigger Timer (3min) -> command Take off


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#7 Habu

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Posted 12 September 2017 - 20:40

The combination seems goods.

 

Are your planes define as Entities ?

 

Do you use advanced properties of the leader and use the On plane took off link to the first waypoint ?

 

Which link do you use to link the command takeoff to the leader's plane. You link an Entity, so you have to use an Add Object.


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#8 JimTM

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Posted 12 September 2017 - 21:43

The problem is that they won't spawn in multiplayer.

I checked both the Ju52 and the Pe2; Same problem.

 

I suspect that I am using a wrong combination of triggers.

The current one are _Translator Mission Begin -> Trigger Timer (3min) -> command Take off

 

As Habu mentions, your MCU combination seems good. Also, your links and advanced properties are good.

 

Try selecting each plane and clicking the "Set on Ground" button (green down arrow in toolbar). When I looked at each plane, they were half buried in the ground.


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#9 EAF_Starfire

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Posted 13 September 2017 - 06:40

Jim, i didn't have a look in the mission, but check the taxi path, something tell me that the problem is here. ;)

Does the Taxi path affect the AI aircraft even if they dont taxi?


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#10 EAF_Starfire

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Posted 13 September 2017 - 07:00

The combination seems goods.

 

Are your planes define as Entities ?

 

Do you use advanced properties of the leader and use the On plane took off link to the first waypoint ?

 

Which link do you use to link the command takeoff to the leader's plane. You link an Entity, so you have to use an Add Object.

 

Lets drop troubleshoting on the Pe2 and concentrate on the Ju52. If we can get the Ju52 to fly, I will have a place to start for ALL future AI flight  ;)

 

Are your planes define as Entities ? Yes!

Do you use advanced properties of the leader? Yes! (Both flights are singletons)

and use the On plane took off link to the first waypoint ? Yes!

Which link do you use to link the command takeoff to the leader's plane? Object Link!

You link an Entity, so you have to use an Add Object.

Do you use advanced properties of the leader and use the On plane took off link to the first waypoint ?


As Habu mentions, your MCU combination seems good. Also, your links and advanced properties are good.

 

Try selecting each plane and clicking the "Set on Ground" button (green down arrow in toolbar). When I looked at each plane, they were half buried in the ground.

 

Set on ground enabled on the aircraft! Check!

 

(Thx. Dident knew about this button  :salute:  )


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#11 Habu

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Posted 13 September 2017 - 07:00

Yes, because in the taxi path, you have the take off and landing path. But if it was teh problem, you'll see planes which do no't respect the runway and take off in the nature.

 

May you enclose your mission, it will be easier to find the problem for us.

 

I read again what you wrote.

 

Is the problem a spawn problem, do you use spawn, activated command, or none of these.


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#12 JimTM

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Posted 13 September 2017 - 17:29

...

 

May you enclose your mission, it will be easier to find the problem for us.

 

...

 

Habu, you can get the mission from the link here.


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#13 Habu

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Posted 13 September 2017 - 17:51

Jim, i think he did some change. I would like to work on the last version.


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#14 EAF_Starfire

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Posted 13 September 2017 - 18:31

Habu are right. I'm out of town tonight but I will make a link for it tomorrow.
Thanks again, Guys
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#15 EAF_Starfire

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Posted 14 September 2017 - 05:24

Link to the newest version

(Version 30)

 

https://www.dropbox....nNav30.zip?dl=0


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#16 Habu

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Posted 14 September 2017 - 08:26

Ok, as i though and wrotte in my first post, the problem is in the taxi path. The PE2 begin to takeoff but out the taxiway.

 

I enclose 2 missions which are your mission which work now (i tested the debug 01 on my server).

 

The 2 missions are the same, but there is one which use group. You have to learn to use group. If you don't when you build future mission which will be more complex, it will be awfull to find one element and to debug it.

 

Kuban_nav_training_v30_debug_01 = your mission without groups

 

Kuban_nav_training_v30_debug_PX = Your mission with groups.

 

https://www.dropbox....bug_01.zip?dl=0

 

Here are what i found too :

 

1- In multiplayer : Do not put the Airfiled (player spawn) in shelter. it works for one player, but the second player will spawn into the sheleter and his plane will be damaged. It's cool but useless in multiplayer (you could do it when the coop mod will be there, if it works like in RoF). I changed the location of the spawn on Krasnodar airfield. It will be easier to select it in MP when you zoom.

 

2- I edit the taxi path for both airfield on krasnodar. (that was the problem for you AI)

 

3- In the Advanced properties of you PE2 :

  • I uncheck Cooperative start : Do not use that untill the coop mod will be there, and never use it for AI.
  • I set the AI return plane. With that option, the plane will go on its own to an airfield to land if it's damaged, low fuel, etc, even if you don't give it any Landing command.

4- No group in your mission.

 

5- i set the Timer for te take off order to 5 minutes, because with less time when you enter the server, you see nothing. And teh PE2 begin to move outside teh rinway, then crash into a shelter, then disappear. So you can't see nothing, and can't detect the real problem.


Edited by Habu, 14 September 2017 - 08:30.

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#17 EAF_Starfire

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Posted 14 September 2017 - 12:16

Thanks!

That was a lot of hard lessons I wouldent have found on my own.

 

I need to learn to work with different spawn triggers so the AI wont be depending on the mission start, but can start when a human spawns in (eye candy).


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#18 JimTM

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Posted 14 September 2017 - 12:29

Thanks!
That was a lot of hard lessons I wouldent have found on my own.
 
I need to learn to work with different spawn triggers so the AI wont be depending on the mission start, but can start when a human spawns in (eye candy).


You'll need the OnPlaneSpawned event from an airfield object to detect when a human spawns in.
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#19 Habu

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Posted 14 September 2017 - 13:18

Thanks!

That was a lot of hard lessons I wouldent have found on my own.

 

I need to learn to work with different spawn triggers so the AI wont be depending on the mission start, but can start when a human spawns in (eye candy).

You want to go to fast. ;)

 

About your new problem, you have to think about it.

 

Question : I want to activate the Ai when my player spawn

Answer : Use the Complex trigger

 

Question : but if i have 2 players which spawn ?

Answer : 2 solutions :

  • Use a counter and deactivate the complex trigger
  • Use a named planed in the filter of the complex trigger

Edited by Habu, 14 September 2017 - 13:18.

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#20 EAF_Starfire

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Posted 14 September 2017 - 17:22

Thanks for the tip JimTM. 

I had expected to do some reading, but I apriciate the timesaving shortcuts :salute: 

 

@HABU

Fast and fast....

My choice of timer trigger was due to some reading in the two mission building pdf's I found in the forum. I went with it because it looked like the easiest way to learn about it.

All I wanted was a quick success I could build on.

 

I was quite sure that it would be possible to control AI actions by human spawns as I essentially think that the limits are our idears. I we can think it! We can do it! All it takes is time and effort.

But I need to learn baby steps. To learn/get the logic.

 

Besides building some training senaries for the Dserver , I plan on building a library of Demo missions. That way I can always see how the basics are done.

So one baby step of the time  :-)


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#21 EAF_Starfire

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Posted 14 September 2017 - 17:42

@HABU

You forgot the mission files (.Mission)


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#22 JimTM

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Posted 14 September 2017 - 17:56

Thanks for the tip JimTM. 

I had expected to do some reading, but I apriciate the timesaving shortcuts :salute:

 

...

 

You're welcome Starfire. 

 

You can also use the complex trigger translator, as Habu mentions. For that, you need the OnObjectSpawned event from the translator.


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#23 Habu

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Posted 14 September 2017 - 18:02

First thing before testing trigger, learn the group. If you know that, you can earn many time in the buiding process.

 

  • How to do a group

Put any element on the map. then, Left click and select all these element. Thn right click and select Group

  • How to work in a group

The active group is in bold, by default when you load the mission, the ttitle of the mission is in bold. To work with a specific group, Slect the group in the left colon, then right click and select Set group as working. If it's ok, you should see the name of the group in bold.

  • Save a group as library

Select the icon of the group (be carefull to not move it), To go qickly to the icon, select the name of the group in the left column, then right click and select Move camera to object.

Right click on it, then select Save selection to files and give a name which talk to you and that path Data/Mission, it's teh same location where you have the single mission (even if you want to use it for multiplayer, do not use any other sub directory)

If all right well, Use the button group in the right column. You should see the name you gave at the previous point.

 

  • How to use group in the library

Click on the button Groups on the right colonn, then click on the object and click on the map. As you can do when you want to put any plane/vehicles, elements,... on the map.

 

For exemple, have a look on the version of the mission i debug.

 

1- Go to the PE2 location quickly

2- Do a group with your PE2 and all it need to fly, waypoint order (do not add airfield and windsocks). To select elements, you can use left click, or like with the windows explorer, hold the control key.

3- Save the group (using the icon of the group) in the bibliotheque

4- Move the map to another airfield.

5- Go in the Group button.

6- Select the name of the group you did.

7- Clik on the map

8- Adjust the group position

9- In the left column, select the group (Set group as working)

10- Select the plane and finish to position it on the runway. And Use the button Set on ground (icons on the top of the editor).

11- Adjust the waypoint.

 

Here it is, you have another Ai which will take off and which work in a few click without to build from scratch.

 

Another trick.

 

You have the AI group with the PE2.

 

After point 11

12- Select the planes, or planes in the group.

13- On the properties windows of the planes, you have the button Model. Use it and Select a JU52.

14- You should see a JU52 on the runway.

15- Use the button Set on ground

 

I think that's all. ;)


Edited by Habu, 14 September 2017 - 18:08.

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#24 Habu

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Posted 14 September 2017 - 18:07

@HABU

You forgot the mission files (.Mission)

You don't need it.

 

Mission file in Bos have 2 formats .mission and .msnbin. You can run a mission with only one of that file + the language file. By default the . mission will be load if both files are present. Loading a .mission take more time.

 

You have the msnbin, and you can open it with the editor.

 

In the editor do Open, then in the field, writte the first key of the mission name, for you K, you should have some proposition, then select the file which finished by msnbin (it will take more time to open). Once you open it, save, and the mission file will be created.

 

With that, you can open any multiplayer mission you joined.


Edited by Habu, 14 September 2017 - 18:09.

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