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Imps in hangar 1 won't get into vehicles (space) [Solved]
Posted: Mon Nov 22, 2010 6:46 pm
by Jaspo
I'm working on a space map that has two capital ships per side, each with a hanger with cp, spawn path, landing region, etc.
Everything works fine, the AI spawn everywhere and go to their fighters...
...except that in the default imp hangar, they just stand behind the fighters and don't hop in.
any guesses as to what the problem would be? The setup is the same for the Alliance and both hangars work fine for them.
Ubermode is enabled, and there are additional vehicle spawns.
Re: Imps in hangar 1 won't get into vehicles (space)
Posted: Mon Nov 22, 2010 10:57 pm
by Teancum
It's been awhile since I looked, but are the vehicle spawns tied to a team by default? Also check anything that should be team-related in general is set to it. It's likely that the AI don't think of the vehicles in the hanger as "theirs". Also, do you have flyer splines to direct the vehicles out of the hangar?
Sounds fairly dumb - but make sure your second hangar matches in configuration to the original - flyer splines, team alignment, etc.
Re: Imps in hangar 1 won't get into vehicles (space)
Posted: Mon Nov 22, 2010 11:53 pm
by MercuryNoodles
I've had a similar issue before, but I can't say that any specific thing I did actually solved the problem. The only things I can think of that might have any effect would be to recheck the memory pools to be sure there's enough memory for anything to do with the units, and make sure units are not being called by the flyers from other parts of the ship and getting stuck. The latter tends to be a problem because the unit will often try to take the most direct route to the flyer, which also happens to be through a wall most of the time, and nobody else tries to use the flyer because it's "reserved" for the unit being called to it. That can be solved by decreasing the SetAIVehicleNotifyRadius. However, it really may be just as simple as the AI just standing idle for whatever reason. They don't need splines, barriers, or planning in order to grab a ship, though it might help to have planning so that the AI doesn't suffer from lethargy, which may interfere with the AI's attraction to a ship. I'm not too sure on that one, but after setting up planning I've never had a major problem with AI jumping into the ships, except maybe the TIE fighter.
Re: Imps in hangar 1 won't get into vehicles (space)
Posted: Tue Nov 23, 2010 1:13 am
by Jaspo
It is very muchly specific to that hangar, I haven't seen one ship in it ever have a pilot hop in, let alone fly away. All other hangars are used in the expected manner. And, the pilots huddle around the rear-side of the ships, they aren't stuck behind a wall or anything.
But, perhaps the "designated pilots" are spawning at the other hangar's cp and then trying to get to the ships in the "lethargic" hangar...how would that problem be solved?
there are a few interesting-ish messages in the bfront2 log:
a bunch that look similar:
Message Severity: 2
.\Source\EntitySquadron.cpp(494)
Formation 0x971ad648 not found
and these, though I'm not sure how to fix them since trying to set them doesn't work:
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1069
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1706
Also, there are error messages indicating that the Imp transport is missing collision geometry, and that some of the turret explosions are missing, and that there are too many damage effects specified for various console props and xwings.
Not sure if any of that is out of the ordinary.
The only visible glitch ingame is a missing map texture for the imp transport.
As for the flyer splines, none of them start in the hangars, but they do start right outside the hangars. I'm not done putting them all in yet though.
Re: Imps in hangar 1 won't get into vehicles (space)
Posted: Tue Nov 23, 2010 1:40 pm
by MercuryNoodles
That's pretty much the same issue I came across with just two ships. The Rebels would use their flyers, but the Imps wouldn't on some occasions. The flyers shouldn't be able to call units as far as from another ship, unless it is actually on top of the other one. The default value for SetAIVehicleNotifyRadius is 100, IIRC. I'd be more concerned that the units might be getting stuck within the same ship, especially if there are custom interiors. It's really easy to tell which unit is being called to a flyer, since they often act as if the barriers don't exist while trying to make a beeline for it. This is why I set that parameter to 80, to keep the flyers from attracting units outside the hangar, like within my conference room CP, which is only a few meters away. Before I changed that parameter, I'd sometimes have all of the designated pilots trying to run through the conference room wall instead of going around, and noone would grab a flyer until I'd killed them, or the new pilots would be in the same room. D:
If it's not that, then I'd take a closer look at the memorypools to be sure there's enough memory allocated for everyone to run around. It might also be a good idea to run the debug executable, turn on the AI mode, and watch what exactly all of the bots are doing, and what states they're in.
None of those other things have any effect on whether a unit will jump into a flyer or not. None of those issues are in any way fatal.
The squadron error appears to be internal, by the look of it. There's not really anything you can do about that, to my knowledge.
If you really want to get rid of the ParticleTransformer errors, place their memory pools near the top within "function ScriptInit()". There's a line they need to be placed before, though I've forgotten which. I think it just needs to be before "ReadDataFile("ingame.lvl")", but don't quote me on that.
The transport missing collision geometry I couldn't speak to, but I'm using the Sentinel instead of the Theta, and it doesn't give me that error as I recall.
The missing explosions error will come come up regardless of whether the files exist or not, from what I remember, though it's possible I simply gave up with the solution right in front of me.
The too many damage effects error can be ignored, though you could remove some if the error really bothers you. It's mostly a warning that someone's going overboard with the effects, which would be useful for a dev trying to make a game playable for the systems that actually exist at the time.
The flyer splines, again, have no effect whatsoever on whether a unit uses a flyer. My maps so far have never had more than one flyer spline, and it has absolutely no effect on my units. They take flyers and fly whether the splines are present or not.
Re: Imps in hangar 1 won't get into vehicles (space)
Posted: Fri Feb 04, 2011 1:09 am
by Jaspo
This is a bump because I just now got around to fixing the map; the issue was resolved by setting the AI vehicle notification range to 30...not sure why it was necessary to add it to the script, but it solved the problem. Actually, setting it to 20 worked too, I just wanted to make sure they'll be willing to walk more or less the whole way across the hangar to get to the ships...although I don't know what distance the base value of 1 represents in this case. All I know is that 0.5 doesn't work at all. Just for the record.
And now, my übermode space map is almost complete...huzzah!
(Did I mention yet? It will serve as the default space battle map for Extended Galactic Conquest)
Re: Imps in hangar 1 won't get into vehicles (space)
Posted: Fri Feb 04, 2011 3:34 am
by AceMastermind
Jaspo wrote:...the issue was resolved by setting the AI vehicle notification range to 30...not sure why it was necessary to add it to the script, but it solved the problem.
You mean this line?
That line is already included in the default space
c or g_cmn.lua files unless you removed it beforehand or decided to remake the LUA from scratch otherwise you must have done something else that fixed the issue.
Re: Imps in hangar 1 won't get into vehicles (space)
Posted: Sun Feb 06, 2011 12:42 am
by Jaspo
Well, that's all I changed, so maybe 100 was too far and the ships from hangar 2 were calling the pilots from hangar 1. Idk. Well, there was one other thing...the landing region overlapped the hangar shield slightly so I decreased its length slightly so that it was entirely contained within the hangar object. But how would that make any difference?