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Flyer spline issues (again...)

Posted: Wed Dec 03, 2014 8:42 am
by Locutus
Hey folks,

once again I'm stuck with flyer splines on a space map and need your help.
Maybe the following is more a request than anything so if you admins feel this should go in the All Purpose Request Thread feel free to merge.

So, currently Wolf and I are working a little race map which follows the plot introduced in the Stargate SG-1 episode Space Race.
The scripting works admirably well and I have basically implemented the complete race functionality for this map. The issue I'm stuck with is the behaviour of the AI fighters.

In order to complete the race course I want the fighters to follow certain splines.
The good news: The racers actually do follow the splines in a basic way
The bad news: Sometimes they show totally erratic flight behaviour.

Let me illustrate that with the following picture:
Hidden/Spoiler:
Image
On the right side you can see how the path is set up in ZeroEditor. On the left side you can see the path the flyers are actually flying.
So on the current maps I have two major issues:

- Fighters tend to show very ugly movement when leaving/entering new splines
- When following splines fighters sometimes show a weird flight behaviour when approaching nodes (This seems to be appear more frequently when being forced to fly a turn but it seems to have a random component)

Now, I have tried a lot to get rid of this - most of all by trying to change path parameters, by adjusting the node facing and by playing around with the flyer odf. Nothing helped.
Since I have reached a dead end in my progress I am asking the more advanced modders among you to take a look a look at my issue.

I have uploaded the source of the map and I would be really thankful if you could take a look and probably try out a few things by yourself. I'm confident that the issue can be found as vanilla maps don't share my problems.

[Download Source] (49MB)
Notes:
Hidden/Spoiler:
This pack contains all the source files except for most the models that were used to munge Version 2.2 of the Stargate: Battlefront Pegasus mod.

How to use this:
1) Munge a new space map, "SG1", all eras, all modes
2) Go to your freshly munged ...\data_SG1\Worlds and delete the SG1 folder inside
3) Copy this folder over your freshly munged data_SG1 folder overwriting all files
4) The source files don't contain any models. If you want top open the included maps in ZE you have to add placeholder meshes in the odfs.

The Race map is located in the world2 folder so please open the wld file located in world2.
I removed a few unnecessary models but the important stuff is still there. The side used for this race map (ingame: "The Loop of Kon Garat") is called "RAC", you can ignore TAU and WRT.

Feel free to take a look at the scripts (or any other parts) and feel free to take whatever script parts you need without giving credits.
However, if you intend to make a space map that uses a very similar frigate or race system it would be nice if you contacted us first.

Thank you for taking a look:)
Thanks in advance:)