Gambit21 Posted August 4, 2018 Posted August 4, 2018 ...a dogfight led by an AI fight leader (Player flight) Right now I have 2 conditions feeding into a counter (set to 2) All enemies dead (or critical damage) ----------------------------------------> COUNTER set to 1 < --------------------------------------------------- Leader Bingo main guns RTB Sequence I suppose the best way to manage this is to see that some help shows up part of the way into the fight, to make sure that the player's side ultimately wins, and provides an avenue of escape if there are still a few enemy aircraft about. Any other ideas? I could also cheat it by causing 'critical damage' to fighters at a certain point...I'd rather not do that. Need to test.
Gambit21 Posted August 4, 2018 Author Posted August 4, 2018 ...looks like adding a 3rd condition, proximity trigger/far for enemy aircraft would be advisable as well. Since AI leaving/heading home might cause neither of the above conditions to fire.
SYN_Vander Posted August 4, 2018 Posted August 4, 2018 I often use an attackzone with a certain range, ie 6-10 km or so in combination with priority “high”. That way the AI plane will only attack within the designated circle and the player can attempt to flee. If the player manages to get out of the circle he will not be followed...
Sketch Posted August 4, 2018 Posted August 4, 2018 First image: Above the spitfire group is my OnAttacked -> If spitfires get attacked, they give a random message to the player every 3 minutes and 30 seconds. (As to not overload the player with "Oh noes, I'm being attacked!" every 5 seconds) To the right of the spitfires is my OnKilled section -> If a spitfire gets shot, the 109's give a random cocky message and a spitfire gives a random "I've been shot down!" message. Additionally, the counters count out how many kills have occurred. Right now I only have the fourth counter connected to my end the mission logic Second Image: My end the game logic. Pretty self explanatory. Third Image: This is my outOfAmmo logic. It gets turned off if all four spits are destroyed (obviously). However, you can turn it off earlier if you want. Just connect it to the appropriate counter. You can also give more waypoints, and/or landing logic. I only made a single waypoint for demo purposes. Fourth Image: This is my "Stay in the Combat Area" logic. Same as @SYN_Vander suggested. The spits will return to the center waypoint if they exit the checkzone. Only bad thing about this is the spits will do everything in their power to return to the center point before fighting back. To fix this, remove the forceCompletes and lower the requirement for the waypoint. The spits may not behave the way you want if you make those changes though. Fifth Image: All of the logic combined. Here is the group file to play with. Let me know if you need anything else. AiSpitfireGroup.zip
Gambit21 Posted August 4, 2018 Author Posted August 4, 2018 Thanks guys, Sketch, I'll take a look at that group right now - thank you!
Gambit21 Posted August 12, 2018 Author Posted August 12, 2018 (edited) Hey Sketch...working on my own logic group. Do you find that using a Force Complete - Low "Guns free" helps in some way? I haven't used that MCU with air attacks, but if there's a reason I should I will. Edited August 12, 2018 by Gambit21
Sketch Posted August 13, 2018 Posted August 13, 2018 Heh, as you know, the Ai isn't the best. I don't know what will happen, if anything. My best guess is the Ai will stop doing whatever and attempt to fufill another method, if two methods are conflicting.
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