Space Pathing questions [solved]

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stardestroyer001
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Space Pathing questions [solved]

Post by stardestroyer001 »

This is my first time planning, and I have a few questions about it:

1) How do I get infantry to enter starfighters?
2) How do I get those fighters to take off?
3) How do I get fighters to travel to a higher/lower "altitude" using planning (raise hub? connection?)
4) How do I make fighters roll?

Thanks in advance.
Last edited by stardestroyer001 on Wed Jul 21, 2010 5:21 pm, edited 1 time in total.
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Re: Space Pathing questions

Post by 501st_commander »

look in the docs - "Getting Started-Space notes"
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Re: Space Pathing questions

Post by stardestroyer001 »

I did, it told me to redirect to FlyerSplineFollowing.txt. I read the whole thing through and it didn't answer my questions. How do I get infantry to enter starfighters, how to launch those starfighters, and to get a path that directs starfighters to climb to a higher altitude?
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Re: Space Pathing questions

Post by CressAlbane »

Well, try making a path to the starfighters?
The infantry normally have this "OMG A VEHICLE" instinct that kicks in when they spot one, forcing them to head right to it.
In my experience, anyway.
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Re: Space Pathing questions

Post by DarthD.U.C.K. »

Oh look what i found in the FAQ-thread: forcing player into vehicle
you should probably do a bit more research
and it is no coincidence that "research" has "search" in it
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Re: Space Pathing questions

Post by CressAlbane »

That's for forcing all players to spawn into vehicles.
He wants his AI to walk to the vehicle and get in.
I think.
EDIT: Oh, and, do you have landing regions?
EDIT2: Wait, is this a land or space map?
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Re: Space Pathing questions

Post by DarthD.U.C.K. »

i thought he meant the player since the ai usually gets into vehicles autoamtically, as you said
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Re: Space Pathing questions

Post by MercuryNoodles »

The questions are in relation to planning.

1) Vehicles have a call radius defined in the mission lua. Infantry will only try to enter a vehicle if they are within that, so you only really need to do planning that leads them to and from the hangar.

2) A pilotable fighter takes off on it's own, usually within seconds of a bot entering the pilot position. This is hardcoded AI behavior.

3) Hubs and connections have infinite height. It's in the docs. If you want a fighter to fly at a specific "altitude", use flyer splines, as they offer precise controls. You should take another look at that doc, since it opens a lot of possibilities.

4) Like #2, it's something bots do on their own. I'm pretty sure this is also hardcoded.
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Re: Space Pathing questions

Post by stardestroyer001 »

Thanks again MercuryNoodles. My only problem is that I don't understand what FlyerSplineFollowing.txt is saying. I use this in where?
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Re: Space Pathing questions

Post by MercuryNoodles »

You use CR splines (if I remember correctly) in ZE to create paths for your flyers. There are properties you can attribute to these paths and their nodes in ZE. There are also a few odf lines that can be used for addition control. It's all in that file. Use a sandbox map to see what you can do with them, and that should help you understand how they work, if you're finding the doc too confusing. It's a lot of info to take in at once, so take your time, and reread it as needed.
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Re: Space Pathing questions

Post by stardestroyer001 »

Ok, thanks again.
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