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A New AI Flag (NOT_REMOTE) 
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Joined: Sun Oct 11, 2015 6:07 pm
Posts: 49
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Basically have an AI that doesn't use your ships's targeting to lock onto an enemy.

I tried something like this:
Code:
   {9077,
      shape=RECT_LAUNCHER1,
      scale=2,
      name="Mine Layer",
      features=LAUNCHER,
      group=140,
      points=134,
      durability=0.500,
      blurb="Seeker mines (WIP)",
      density=0.150,
      fillColor=0x173a72,
      fillColor1=0x2a4246,
      lineColor=0x0c110b,
      replicateBlock=
      {command={faction=140,sensorRadius=700,flags=NO_PARENT},
         shape=HEPTAGON,
         features=COMMAND|THRUSTER|TORQUER|EXPLODE,
         group=140,
         lifetime=60.000,
         points=11,
         durability=0.500,
         density=0.150,
         fillColor=0x205079,
         fillColor1=0x207089,
         lineColor=0x3390eb,
         thrusterForce=100.000,
         thrusterColor=0x900000ff,
         thrusterColor1=0x90505050,
         torquerTorque=26000.000,
         explodeDamage=275.000,
         explodeRadius=30.000},
      launcherPower=50.000,
      launcherOutSpeed=40.000},


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
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Joined: Thu Jan 14, 2016 2:21 pm
Posts: 94
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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)

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Mon May 02, 2016 5:23 pm
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Joined: Sun Oct 11, 2015 6:07 pm
Posts: 49
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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
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Joined: Sat Jun 04, 2016 2:56 am
Posts: 10
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Would adding this help?
Code:

{
   {
      1,
      group=0,
      features=LAUNCHER,
      replicateBlock={
         group=0,
         features=COMMAND|LASER,
         command={
         },
         laser={
            linearForce=-100,
         },
      },
   },

}

(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.

Cheers.


Tue Jun 07, 2016 3:05 pm
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