View unanswered posts | View active topics It is currently Mon Dec 09, 2019 8:03 am

Reply to topic  [ 4 posts ] 
Author Message
User avatar

Joined: Sun Oct 11, 2015 6:07 pm
Posts: 49
Reply with quote
Basically have an AI that doesn't use your ships's targeting to lock onto an enemy.

I tried something like this:
      name="Mine Layer",
      blurb="Seeker mines (WIP)",

To make a mine that will only track if something is in it's sensor range, but I don't think it's possible; because it uses the player's target as a destination (which can be far outside of it's sensor range). It would be neat to have homing mines like this, and I think there are other possibilities as well.

Edit: Just to be clear, the thread is about an AI behavior that doesn't use the parent(s) (or players?) target as it's own, and instead only detects and fires/proceeds at anything in it's sensor range.

Sun May 01, 2016 6:49 pm

Joined: Thu Jan 14, 2016 2:21 pm
Posts: 94
Reply with quote
NO_PARENT should already do this by it not being considered a child. You'd need to not have the WANDER tag on the faction though (but put it on any normal ship cores which you want to wander about to compensate)

My mods
  • The Triumvirate - Triangles with shotguns and ablative armour
  • InfraSpatia - Disjointed aliens with spinal guns
  • Systems Coalition Remnant - Turbo-rectangles with stacking guns
  • Roiders - Cities and drills
Make your own with the Reassembly Web Development Kit!

Mon May 02, 2016 5:23 pm
User avatar

Joined: Sun Oct 11, 2015 6:07 pm
Posts: 49
Reply with quote
That doesn't seem to work.. even with |WANDER removed from the base faction's ai flags, it's there.... hm

maybe if I remove all AI and just add it to the blocks though...

Even with all AI removed, they pick up the 'FOLLOWER' ai flag the second they're launched.

Edit: I guess technically the flag I'm suggesting would need 2 phases as well, pre-launch (NOT_REMOTE) which is ready to engage the launched mode, which then turns into something like PROBING which is when it actually attempts to shoot/guide towards things in it's sensor range.

Edit2: Also as a side question for AI, I would think that missiles use a different AI than the base(mod) factions.lua, because otherwise they would attempt things like dodging..

Mon May 02, 2016 7:17 pm

Joined: Sat Jun 04, 2016 2:56 am
Posts: 10
Reply with quote
Would adding this help?



(Insert into your block properties, this is just an example)

Use the laser as the sensor, not for damage, but pull.

You will probably want it turreted, as you have the mines torqued.

You might need to drop the (THRUSTER) and/or (COMMAND) tags, though.

Otherwise it may automatically follow your ai commands like a drone.


Tue Jun 07, 2016 3:05 pm
Display posts from previous:  Sort by  
Reply to topic   [ 4 posts ] 

Who is online

Users browsing this forum: No registered users and 3 guests

You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group
Designed by ST Software