Realistic Fighters

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Shapeshifters
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Realistic Fighters

Post by Shapeshifters »

Is it possible to make a fighter that actually flies around the enemies ship, while it attacks? I've been trying myself, with no success: My attempts where to see if I could make my ship basically fly straight into the enemy ship with AI range 10, but then, have too much power and go right through the enemy ship. Apparently, my ship managed to perfectly stop itself in front with its invisible space brakes. Before I make further attempts I need to know if it really is.
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Post by SHAD0Wdump »

Acceleration also handles deceleration.Lower it to where the ship will need to build up a attack run,note this will likely result in fighters bouncing around the sandbox,but whacha gonna do?
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Post by ArcaneDude »

The key is negative AI range. Set it to something like -600 and see what happens. It doesn't always work, IIRC, so you may wanna test it a bit.
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Post by SHAD0Wdump »

ArcaneDude wrote:The key is negative AI range. Set it to something like -600 and see what happens. It doesn't always work, IIRC, so you may wanna test it a bit.
The current version fixes that? I thought the shipmaker wouldn't take negatives anymore.
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Post by Skull13 »

Correct. That was the first thing that I tried. It doesn't work.
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Post by Homer »

It takes negatives for me. for realistic fighters the way i do it is i take a small civillian core then put a beamer on and make it a turret to a fighter sprite with Missile launchers that fires shells and it pretty much acts like a fighter. Hope that helps :D
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Post by X-14 »

Skull13 wrote:Correct. That was the first thing that I tried. It doesn't work.
I has this tried, too. I haven't problems with the negative AI-Range.
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Post by VictimOfPepperoni »

ArcaneDude wrote:The key is negative AI range. Set it to something like -600 and see what happens. It doesn't always work, IIRC, so you may wanna test it a bit.
What happens exactly when you do that?
Oh well.

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Post by Slayer0019 »

VictimOfPepperoni wrote:
ArcaneDude wrote:The key is negative AI range. Set it to something like -600 and see what happens. It doesn't always work, IIRC, so you may wanna test it a bit.
What happens exactly when you do that?
AI Range is how far the ship want to be from its target. Negative AI range means your ship wants to be behind its target. So it'll fly over and past the enemy ship, realizes that relative to itself it is no longer behind the enemy ship,and swings back around to try it again. It really only works on ships with low acceleration because they get more swing on each pass, but it does work.
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Post by VictimOfPepperoni »

Okay... so to create a fighter swarming around an enemy ship i just have to give it high speed, low acceleration and an AI range of lower than zero? (Does it make a difference when you put -600 instead of -10?)
Oh well.

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Post by Anna »

An AI range of less than 0 isn't even necessary. Just using Flanking AI works just as well if not better, largely.
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Post by VictimOfPepperoni »

Anna wrote:An AI range of less than 0 isn't even necessary. Just using Flanking AI works just as well if not better, largely.
...what does Flanking AI do exactly? Gosh we really need an AI guide here on the forums... or is there already one?
Oh well.

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Post by Anna »

Flanking AI basically tries to circle around behind the enemy too shoot it in the rear.
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Post by ODST »

In my experience, flanking AI doesn't really cause fighter-like movement. Fighters make passes on their target and swing around. Flanking AI sits in a spot, shoots, then moves side ways left or right, maybe 300 pixels, and repeats.
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Post by Anna »

ODST wrote:In my experience, flanking AI doesn't really cause fighter-like movement. Fighters make passes on their target and swing around. Flanking AI sits in a spot, shoots, then moves side ways left or right, maybe 300 pixels, and repeats.
That's why you combine it with low accel and high speed. It results n random flanking passes.
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