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Help needed in getting A.I. WW1 Bombers to actually 'bomb' something


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GSHWK_Houndstone_Hawk
Posted (edited)

I could really use some expertese in my WW1 bombing mission. Basically I can't seem to get the ai HP 0-400's to drop anything at all. In fact they don't even seem too fussed in actually 'flying' over the target.

I've made sure to set the bombing commanf to 'high', tried a force complete etc.

I've tried differing heights, different loadouts, ensured there's at least 5km from the initial waypoint to the command attack area ... nothing seems to resolve things.

 

I want the bombers to drop their ordnance onto target within the initial pass before heading onto WP2 etc.

I'm using similar logic to a previous setup of mine involving WW2 bombers which work a treat (obviously I've tailored height etc to suit the WW1 era).

I've included a practice mission along with a diagram I made to show the logic I'm using. Hopefully someone with 5 mins of time can see something glaringly obvious.

 

The example will spawn the bombers when the Fokker D7s come into range of the player's airfield.

It's worth pointing out that I've tried both WW2 factions (Great Britain vs Germany) as well as WW1 factions (Great Britain WW1 vs Germany WW1) and same results.

 

Any help or suggestions would be really appreciative as per usual.

 

Regards.

 

HH

ai_bombers.jpg

WW1FactionsTest.rar

Edited by GSHWK_Houndstone_Hawk
  • GSHWK_Houndstone_Hawk changed the title to Help needed in getting A.I. WW1 Bombers to actually 'bomb' something
AEthelraedUnraed
Posted

At least one possible problem I see, is that WP1, the waypoint before the AttackGround, links to another waypoint at the same time as linking to the AttackGround. It should only link to the AttackGround waypoint. It is possible that WP2 is only assigned after the AttackGround is assigned, thereby overriding the bomb command.

 

For starting the next waypoint (WP2), I would recommend a simple CheckZone object-linked to the bombers, placed just after the target. The problem with an OnDamaged command, is that the AI might screw up their bombing run and miss the target completely.

 

Also, I would assign a Medium priority to everything, otherwise the bombers' gunners won't fire.

 

One other small thing (although not related to your problem): you only need to object-link the flight leader, linking the other aircraft as well has no effect :)

 

Nice job on your diagram, btw!

  • Thanks 1
Posted (edited)

@AEthelraedUnraed is correct. You have your ai confused. Do they bomb or do they do a ground attack - since both are pulsing right after your plane entities reach waypoint 1. 

 

I do disagree with @AEthelraedUnraed about using a Checkzone after they've dropped bombs. Instead, I would use onbingobombs -> Force Complete -> to next waypoint (waypoint 2). This will force the planes to drop their bombs until they have no more bombs, then they'll head to waypoint 2. Here's an example with pictures:

 

 

 

Edited by Sketch
  • Thanks 1
AEthelraedUnraed
Posted
7 minutes ago, Sketch said:

@AEthelraedUnraed is correct. You have your ai confused. Do they bomb or do they do a ground attack - since both are pulsing right after your plane entities reach waypoint 1. 

 

I do disagree with @AEthelraedUnraed about using a Checkzone after they've dropped bombs. Instead, I would use onbingobombs -> Force Complete -> to next waypoint (waypoint 2). This will force the planes to drop their bombs until they have no more bombs, then they'll head to waypoint 2. Here's an example with pictures:

 

 

 

Of course I use OnBingoBombs in combination with a ForceComplete too. Perhaps that wasn't quite clear.

 

The problem with *only* using OnBingoBombs though, is that occasionally the AI fails to drop their bombs, for whatever reason. In that case, a CheckZone placed behind the target (linked to a ForceComplete and a Waypoint after a small delay) forces them to drop their bombs and proceed anyhow, rather than fly circles around the target. 

  • Thanks 1
  • Upvote 1
Zooropa_Fly
Posted

 

Bombing.thumb.jpg.8f979206994b697d1b7bdb73015d07a0.jpg

 

 

Here's how I did it recently - in the context of this plane being one of many activating-in throughout the map.

Re. yours - I'd make the attack time longer. 10 mins whatever, doesn't really matter since the 'bingo bombs' forces it complete.

 

S!

 

 

  • Like 1
GSHWK_Houndstone_Hawk
Posted

Thank you all. I've had success using all of the above tips so many thanks to you all indeed. I had to end up starting from scratch but well worth it especially with the helpful knowlwdge I've gleened from this.

 

HH

 

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