jollyjack Posted January 28, 2020 Posted January 28, 2020 (edited) Cycling is for bikes, but Cicling and Ai bombers targeting keeps me frustrated. Especially after a game update Ai behavior also seems to change. Looked allover manuals, various posts, and still at times i cannot get it working properly. Arggggh. In my recent experiment case i want a bomber mission to destroy a bridge, then move on chasing a moving train, then something else further down the waypoint track. Can't get the bombers follow the route properly, only with a single bombing job. Symptoms: Mostly right turning cicling before their suspected & planned nasty business. Or a straight Follow me down to Carlow (Irish Folksong) down the route without egg laying. Q: Maybe it's an idea to ask the experts to set up a separate (pinned?) column on Ai bombing setups and examples. Seen some nice examples and groups/missions. Alas from a piccy it's hard to see how bingobombs and interacting links are setup when using ForceComplete and counters are used. . Edited January 31, 2020 by jollyjack
CorvusX Posted January 29, 2020 Posted January 29, 2020 (edited) Hi, I guess you have used the MCU "Command Attack", try to use the "Command Attack area" and mark "attack ground" in the propperties to avoid the circeling at the last waypoint. Also make sure that plane and/or the last waypoint before the command MCU and Command Attack area are in the same hight (Y-Position). To avoid the straight flight it might help to place the last waypoint with a maximal distance of ~10km before the attack area marker (but also not to close). If nothing helps feel free to attach your mission file. If I remember right, there is also a bombing group that you can download here in the forum or take a look in the group sharing corner here: Edited January 29, 2020 by CorvusX 1
jollyjack Posted January 29, 2020 Author Posted January 29, 2020 (edited) Hi Corvus. Thnx, i also found some useful groups and missions posted in 2015 by Prangster on the Tangmere Pilots site. Needs a resave in some cases to get working. About AtackArea vs Attack. I was using attack, not the area. It seems attack needs more guidance and ass kicking indeed. But the circling bizz keeps me bizzi. Sometimes they do, sometimes they don't. Seems no real rules that control it. This Artificial Intelligence seems to clever for me to comprehend LoL. Asked this before: Most of Haas' links to groups 404 ... maybe someone can repost them somewhere? Edited January 29, 2020 by jollyjack
CorvusX Posted January 29, 2020 Posted January 29, 2020 (edited) Hi, against the ciceling I only can recomend to use always the "Attack area", I never had circeling problems with it. The problems that I run into from time to time are , that they ignoring the bombing itself at the moment they are near the target or that the bombers Ignore the position of the Attack area and keep on flying straight on after they reached the last waypoint before the "Attack Area". To avoid the thing about ignoring the path finding to the bombing area, I found out that the distance beteen waypoint and Atack area should not be to big nor to small. Something between 3 and 10 km should be ok. If they ignore the bombing command after reaching the target, it is mostly because of different high settings (Y-position). And I agree, to convince the AI to perform a propper bombrun can be frustrating. I add a Bomber group file (made by "No_85_Gramps" -thx to him for that-) that you can use for testing, for me It works. B25x3group.zip Edited January 29, 2020 by CorvusX 1
IckyATLAS Posted January 30, 2020 Posted January 30, 2020 If you do multiple actions, which means having multiple attackArea or Attack actions along the same flight path, then after each attack you need to stop the attack and go to the next waypoint you have defined for the continuation. This means that you need to trigger a Force Complete MCU that will stop the attack and then trigger the next waypoint. Either you use an OnEvent link from your leader that will trigger OnBingoBombs or whatever other reason, or you can start a Timer when AttackArea has triggered and that timer will trigger the Force Complete MCU. But you can also have an object that you want to destroy, and that if it gets damaged or destroyed will trigger an OnDamage or OnKilled event and linked to the Force Complete MCU. In this way the planes will stop attacking and continue only when the ground target is damaged or destroyed. You can combine this with a Timer so that after a while you stop attacking eve if the target is not hit. There are multiple possibilities to design the behaviour of the plane flight.
SCG_Darbzy Posted April 29, 2020 Posted April 29, 2020 Hi all, Sorry, but it's another noob problem. I'm trying to design a bomber escort mission for a Spitfire campaign I'm working on. Where possible I've been trying to use other people's templates to save time as I'm still finding the MCU system confusing. I've just spent a whole afternoon trying to modify No_85_Gramps template attached above by CorvusX (and pictured below) to bomb this airfield on my test map. There are some AAA sites there to be bombed and I want the bombers to simply make a single bomb run and then follow a waypoint out of the target area to simulate them heading home. Once I have Gramps' simple template working I plan to add more bombers to the flight and a Proximity Trigger to 'spawn in' the bombers once my flight gets to the RV point, rather than using the Mission Begin trigger as shown below. The problem I'm having is that two of the three bombers always seem break off and circle once they receive the order to attack and only one bomber hits the target. Then there is no further waypoints for him to follow anyway (that's a problem for later). When I have tried adding the extra waypoints after the attack that I want, the bombers ignore the attack and simply move on to my added waypoints. It's starting to boil my piss! Any help would be greatly appreciated. PS - Bomber formation is set to 'safe' distance in a V shape formation. The bomber spawn altitudes, waypoint and attack area are all set to 1500m at 400kmh. I've placed the waypoint before the target within '3 to 10km' as advised by CorvusX above. Attack area On the one time all the bombers hit the target I got incessant 'target destroyed' messages. I have no idea exactly what I did differently to make them all hit the target - I was only moving around the waypoint MCU. Assuming I figure out what I'm doing wrong, is there any problem having up to 12 bombers following the leader? Or should I have multiple groups of 3 following their own leaders? On waypoint logic, once the bombers reach their final waypoint do they circle or just keep going in the last known direction? Thanks... sorry again.
Zeev Posted April 29, 2020 Posted April 29, 2020 (edited) From my experience I have found that if you give the AI time to adjust its direction towards the target they will rush in, strike from the first time, maybe circle once to drop the second bomb and go home if triggered well (place count when enemy is killed). When I say "give time to adjust" is placing a bigger radius from the target to trigger the attack command and of course make the enemy visible (active) also from a big enough radius. I have tested this with P47 and P38. My mission is not yet posted but I can share it with you if you want. Edited April 29, 2020 by Zeev 1
SCG_Darbzy Posted April 30, 2020 Posted April 30, 2020 Thanks Zeev, I think I'm close to figuring it out. It's just frustrating as I can't consistently get them all to bomb on the first run. 1
DFLion Posted April 30, 2020 Posted April 30, 2020 Hi StG77_Darbzy, I had the same problem with my latest single mission 'Green Hearts 3 Protect the Turbo's over Achmer' Version 2. You are very welcome to copy my B25 bombers 'Bombing MCU's' over the city of Rheine in this mission through the mission builder. I solved the problem of the bombers all hitting the target, although they circle once then keep on going to the next waypoint. Read 'IckyAtlas's' post and 'Zeev's' post which explains the situation in more detail. DFLion 1
SCG_Darbzy Posted April 30, 2020 Posted April 30, 2020 Thanks guys, I've solved it. After 7.5 hours of frustration, they make one run, hit the target and go home...whew! 2
Zeev Posted April 30, 2020 Posted April 30, 2020 (edited) 14 hours ago, StG77_Darbzy said: Thanks guys, I've solved it. After 7.5 hours of frustration, they make one run, hit the target and go home...whew! Great! What was the problem? Edited April 30, 2020 by Zeev
Nadelbaum Posted April 30, 2020 Posted April 30, 2020 15 hours ago, StG77_Darbzy said: Thanks guys, I've solved it. After 7.5 hours of frustration, they make one run, hit the target and go home...whew! So directly hit the target and then to next waypoint? Not a single turn back to the target? I would also like to hear more...
SCG_Darbzy Posted May 1, 2020 Posted May 1, 2020 (edited) 15 hours ago, Zeev said: Great! What was the problem? The problem was getting the trigger to stop the bombers bombing to work and proceed to the next waypoint without going around again and again. I had to make the counter for targets destroyed to stop them bombing very low so that I could guarantee they would achieve it in one go and proceed to the next trigger waypoint. I have 9 x B25s in the flight and this means that they don't all get the chance to bomb, but at least they stay together and only make one 'bomb run'. There may be a better way but I'm happy with this for now. PS - I'm loving the mission editor, it sure has given me something to do during lockdown. Below is a night fighter co-op mission I made this morning. Stacks of fun! Edited May 1, 2020 by StG77_Darbzy 1
SCG_Darbzy Posted May 6, 2020 Posted May 6, 2020 On 5/2/2020 at 9:14 PM, Deacon352nd said: Please post this mission. Thanks. Here you go Deacon. Please note it's just a test Co-op with 3 BF110 slots I set up to see how the searchlights and flak would work. You start airborne East of Cologne, so just fly West and wait for the bombers. I didn't bother to set up a landing field with landing lights to finish. http://www.mediafire.com/folder/tt7qyqpyuss58/Nachtjager_Co-op
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