Beebop Posted August 3, 2020 Posted August 3, 2020 (edited) I have a friendly sub. I want it to be completely defenseless. When attacking destroyers engage it, the sub currently fires torpedoes at the incoming ships, sometimes just before they are in range to attack. I am unsure of how to set the Sub AI level. As I understand it Low means they will fire with less accuracy and High means they use The Force. I set it to low, it still fires torps and they are quite accurate. Which level should be used for a stationary ship to minimize or preferably eliminate it's ability to defend itself? I have looked through the Manual but it seems to only address AI Level in terms of aircraft. I have found nothing addressing AI Level of ships or vehicles. I used the search function and believe I found every reference to "AI". I might have missed something. If so please advise by Topic and/or Page No. I also tried Object Linking a Force Complete MCU to the sub set on High. IIRC 'High' turns linked objects Off. In my case the sub still fired. If all else fails can I/should I place an object in the path of the subs tubes to prevent (via a collision box?) the sub from shooting? TIA Edited August 3, 2020 by Beebop
DD_FT- Posted August 3, 2020 Posted August 3, 2020 So, I'm guessing there's no 'load out' option for the Sub? Because, if there was, you could set it to 'empty'? (I do not know - mentioning this just in case ...)
Beebop Posted August 3, 2020 Author Posted August 3, 2020 Ships do not have that option available to them. Here are the Advanced Options for Ships:
Gambit21 Posted August 3, 2020 Posted August 3, 2020 Just give it waypoints with priority set to “High”
Beebop Posted August 3, 2020 Author Posted August 3, 2020 (edited) 4 hours ago, Beebop said: Which level should be used for a stationary ship to minimize or preferably eliminate it's ability to defend itself? I guess I wasn't clear enough. The ship is stationary. It's not moving, it's not going to move. I'm sure the Dev's didn't foresee this kind of use of a ship as there are no static ship objects like there are for almost all other vehicles although one would reasonably assume that there would be a need for them in ports where they were docked. This is another of my (way) off-beat missions.* The concept is the allies are raising a sunken Russian sub because it is suspected it contains new technology and the player must fend off Russian attempts to stop them. WARNING! Overactive imagination engaged:. The "Recovery " ship doesn't fire back as the "Derricks" are in it's line of fire (?). The "Support" ship is unarmed. The sub fires from it's stern tube. Because torpedoes can turn after being fired? These certainly do. * In 1946 I made a dozen 'Saturday Matinee' type missions called "Jungle Adventures" http://www.mission4today.com/index.php?name=Downloads&file=details&id=5401 along with a series of similar "Chance Hardman Adventures" http://www.mission4today.com/index.php?name=Downloads&file=details&id=5454 http://www.mission4today.com/index.php?name=Downloads&file=details&id=5488 so these "weirdo" type missions are in my mission building DNA. I realize there is little hope for me ? but if I can make this mission work...... I'd appreciate any advice. Edited August 3, 2020 by Beebop
Gambit21 Posted August 3, 2020 Posted August 3, 2020 I’ll show you later if I have time - not a promise. Force complete also has worked for me in the past FYI. First thing I’d like to know is whether or not your logic is even set up correctly.
Beebop Posted August 3, 2020 Author Posted August 3, 2020 Fair enough. Here's how I set up the Force Complete: In a previous post I showed the subs Advanced Properites.
Gambit21 Posted August 3, 2020 Posted August 3, 2020 There is no input to your Force Complete. Remeber, everything needs “power” except complex triggers which don’t need and input to be active. So pipe in a Mission Begin to 2 Sec timer to your Force Complete MCU. First step to problem solving is debugging your logic
Beebop Posted August 3, 2020 Author Posted August 3, 2020 (edited) DOH! ? OK. Thanks. I should pay more attention to the manual's directions, i.e. From the Manual: Force Complete Command Input A target link from another MCU or a message link from an object. The key here is since it has an Input direction, it needs one. Again, there are so many things that need to be done to get things to work in the ME as it is so much more powerful. the 1946 FMB was like a Lego set in comparison to this. Thanks again for your patience with an old geezer.? I'll report back a little later on how that worked out Edited August 4, 2020 by Beebop 1
Beebop Posted August 4, 2020 Author Posted August 4, 2020 It works fine, with one small, non-essential issue. The Destroyers waited an extra minute or two to start their attack. They still do a complete job if unopposed but the extra time might take off some of the urgency for the player to defend the recovery team that I intended. Is it possible that the Destroyer AI could sense that the sub was not going to attack? I know it might be a bit farfetched to give that kind of sentience to an AI routine but computers are getting more powerful. It's a small issue and the important part is the Force Complete does it's job. Thanks again for all your help. I hope some other mission builder with a similar issue reads this and gets some insight into how things work. 1
IckyATLAS Posted August 11, 2020 Posted August 11, 2020 First time I see this support ship. It escaped my radar. When was this ship added to the list?
Beebop Posted August 11, 2020 Author Posted August 11, 2020 The "Support Ship" is a river barge from Flying Circus if I'm correct. In the Ships menu they are called "peniche" There are 4 flavors, "penichea" "penicheb", Armed British, "penichegb" Armed German, "penicheger" Peniche a and b are unarmed. The British and German peniche mount 20mm (?) AA guns and are quite deadly. The armed barges fly flags so that makes sense to have one of each but I don't understand why we needed an 'a' and 'b' unarmed barge when you can just set a coalition for it. All of them look exactly alike. There are British and German peniche with an "80_" prefix. I don't know what that means. If you place one on a map there is no visible object. (when choosing planes in a Complex Trigger you also have ones with an "80_" prefix.) I can find no documentation of what the "80_" prefix objects are for or how to use them. The "peniche" in the screenshot is an unarmed one.
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