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Space Pathing questions [solved]
Posted: Sun May 16, 2010 10:04 am
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.
Re: Space Pathing questions
Posted: Sun May 16, 2010 12:14 pm
by 501st_commander
look in the docs - "Getting Started-Space notes"
Re: Space Pathing questions
Posted: Sun May 16, 2010 2:14 pm
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?
Re: Space Pathing questions
Posted: Sun May 16, 2010 2:18 pm
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.
Re: Space Pathing questions
Posted: Sun May 16, 2010 2:52 pm
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
Re: Space Pathing questions
Posted: Sun May 16, 2010 2:58 pm
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?
Re: Space Pathing questions
Posted: Sun May 16, 2010 3:17 pm
by DarthD.U.C.K.
i thought he meant the player since the ai usually gets into vehicles autoamtically, as you said
Re: Space Pathing questions
Posted: Sun May 16, 2010 6:14 pm
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.
Re: Space Pathing questions
Posted: Sun May 16, 2010 7:36 pm
by stardestroyer001
Thanks again MercuryNoodles. My only problem is that I don't understand what FlyerSplineFollowing.txt is saying. I use this in where?
Re: Space Pathing questions
Posted: Mon May 17, 2010 4:51 am
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.
Re: Space Pathing questions
Posted: Mon May 17, 2010 6:04 pm
by stardestroyer001
Ok, thanks again.