Edit: 12-17-13
Worked on alternate move script.
http://pastebin.com/tTw0fyxq
replace contents of ufo.move.capital.combat.alt with the pastebin version.
New Features: Different AI for different ship types. Sucellis aims straight for enemy and stops about 3 km away to keep blasting. Still don't have a good way to stay on target after stopping, but it sorta works.
Taranis seems to work decently, moves oddly but gets in weapon range and shoots.
Balor should stop further out and support ships should stop around 10km away.
Version .1 of UFO Xperimental COMbat mod is out, primary code is still Mad Joker's UFO AI Modifications by me.
Highly experimental at this point, expect loads of issues and some things not to be working. Back up saves before using, seriously.
Features in .10
Single targeting algorithm passes move targets to captain and attack targets to defence officer. Pings only when set to agressive, or under attack and scans up to the ships max radar range.
Movement SHOULD be smoother. Uses get_safe_pos like the new vanilla move scripts to make sure the position isn't within other objects, and only changes positions if the target ship is more than 3km from the spatial position. Expect your ships to keep quite a bit of range at present.
Turret weapons and missiles should all be used properly, I don't think any cap ships have primary weapons but if so those should work as well.
Things not working:
Drones, I want to make some custom behavior for using drones so I've removed that section at present.
Custom Ship movement: At present all ships use the same move and same shoot behaviors. Customizing that for specific ships was the original purpose of this mod but has been delayed by trying to centralize decision making.
Changing mode to offensive while boosting: Weird stuff happens man.
Next steps:
There are two things that I really want to get in, custom behavior for missile boats and support ships and secondly Fleet based target selection.
Fleet behavior SHOULD be easier so I think I'll do that first.
[Mod] UFO XCOM
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[Mod] UFO XCOM
Last edited by Kierk on Tue, 17. Dec 13, 10:35, edited 1 time in total.
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Link to Nexus: http://www.nexusmods.com/xrebirth/mods/328/
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Actually, both the Sucellus (IHC Cannon) and the Balor (Novadrone launchers) have primary weapons, and they're currently very badly used by vanilla AI. This mod will be a (much needed) buff for the Sucellus as soon as you give it custom movement, and I suspect the Balor will gain survivability too. I'll be watching this.
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Thanks for putting up the nexus link, totally forgot. Put up an optional move script for sucellis with primary weapon, balor weapon is missiles which is actually considered a secondary weapon. Primary weapons have a 10 degree arc, secondary have 180 degree arc. If interested please test the new move script. Note that this replaces default behavior for all ships with sucellis specific behavior, will implement behavior choosing for diff ship types in the next day or so.
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it works well when not yet run into 4.1(3.1)km with the enemy
but
when it does run in to the enemy, and the enemy stops moving(damage engine for ex)
it stucks there using it's small weapons but not rotating to aim with the main gun (HIC)
code: <do_elseif value="this.ship.distanceto.{$oMoveTarget} lt 3km">
<stop_moving object="this.ship" />
could it be fixed? Guess should add a rotation code too? (cause I'm not a programmer)
BTW, when selecting the "follow me" , game crashes too
and with the new update, the UFO menu position should be change( go check the MadJoker UFO posts for solving this problem)
but
when it does run in to the enemy, and the enemy stops moving(damage engine for ex)
it stucks there using it's small weapons but not rotating to aim with the main gun (HIC)
code: <do_elseif value="this.ship.distanceto.{$oMoveTarget} lt 3km">
<stop_moving object="this.ship" />
could it be fixed? Guess should add a rotation code too? (cause I'm not a programmer)
BTW, when selecting the "follow me" , game crashes too
and with the new update, the UFO menu position should be change( go check the MadJoker UFO posts for solving this problem)