View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0001172 | FSSCP | gameplay | public | 2006-12-13 18:17 | 2010-11-12 12:23 |
Reporter | Axem | Assigned To | karajorma | ||
Priority | normal | Severity | tweak | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | 3.6.9 | ||||
Fixed in Version | 3.6.12 | ||||
Summary | 0001172: AI won't use Puncture Secondaries if told to Disable/Disarm | ||||
Description | If I order fighters with Puncture Secondaries (like a Stiletto), they won't use it at all if I tell them to Disable or Disarm a ship. Even if I try to force them to use it by using the good-secondary-time sexp. However if I tell them to attack the ship, they will right away begin to use their Stilettos. | ||||
Additional Information | Example mission attached. Beta Wing is armed with Stilettos, but they will attempt to disable to Argo by firing their primaries. | ||||
Tags | No tags attached. | ||||
2006-12-13 18:17
|
|
|
Is it like this in retail? |
|
Yes it is. Same behavior. |
|
Then we ought not to change it. We can add an AI profiles flag though. |
|
Are you sure about this? I have a wing ordered to disable a ship (with add-goal) in one my missions and have seen them firing Stilettos many times. |
|
* BUMP * So, are we going to do anything about this one? It would be nice, if it was something to be fixed, if somebody would actually claim it already. |
|
Not going to work on this. |
|
They do use stilettos when ordered to destroy a subsystem, not when you order them in the mission to disable or disarm though. At least as far as this test mission goes. They should at least be using them when told to disable, since that's just an order to attack the engine subsystems. I'm not sure if stilletos should be preferred for turrets, cause I don't know if they should be more or less effective than other weapons. |
|
There are already a few AI profiles flags that modify firing behavior. See if one of them fixes this problem. |
|
*bump* Any news, or shall I close this? |
|
I never did get around to testing the AI profiles flags, I hoped someone else would since this particular bug never really concerned me, but I do admit it would be nice if it worked for sure, at least with a flag. |
|
Is anyone going to take a look to see if the AI Profile options fix this? |
|
After checking code (r5207) it seems like when mission starts game first unprotects the target ship (aigoals 3351) and then immediately reprotects it (aigoals 2703) as the argo is not a huge ship. And then game repeats the process for all three attackers. Though as the AI didn't really care of the OF_PROTECTED flag when using primaries they kept shooting at the target ship - it only affected secondaries. I have no idea how such issue should be fixed though. Also there seems to be rather odd logic in the actual secondary weapon selection criteria (aicode 8649) as the puncture secondaries are preferred only if the target in question is not a big or huge ship, not a bomber and the target subsystem has more than 100 hitpoints. Essentially meaning that they are never preferred. |
|
Hmmmm. I think I've stumbled upon a possible cause of this issue while looking for something else. aicode.cpp line 8811 has this if statement surrounding what looks like the secondary weapon firing code // Don't fire secondaries at a protected ship. if (!(En_objp->flags & OF_PROTECTED)) { I probably won't have a chance to look at this for a couple of days so if anyone else wants to. |
|
Right, because disable/disarm actually protects too doesn't it. Isn't the disable/protect thing what WCS has been trying to get changed too? |
|
Yep, as soon as you choose to disarm a non SIF_HUGE ship it will get protected. WCS already have this changed but it's with an ugly hack which basically turns off that behaviour for every single ship in the mission. From a quick glance primaries seem to go through aicode.cpp 5769 which checks if an enemy ship is protected and then uses only puncture weapons if the enemies hull is low. If secondary weapons lack a counterpart then it's pretty much explained why they aren't working. |
|
Since we have an objecttypes flag to handle this now, I'm marking this as fixed. |
Date Modified | Username | Field | Change |
---|---|---|---|
2006-12-13 18:17 | Axem | New Issue | |
2006-12-13 18:17 | Axem | File Added: _stilettotest.fs2 | |
2006-12-22 06:10 | Goober5000 | Note Added: 0007316 | |
2006-12-22 14:32 | Axem | Note Added: 0007317 | |
2006-12-22 20:02 | Goober5000 | Note Added: 0007318 | |
2006-12-22 21:33 | CP5670 | Note Added: 0007319 | |
2008-03-21 22:54 | taylor | Note Added: 0009003 | |
2008-04-04 19:23 | taylor | Status | new => assigned |
2008-04-04 19:23 | taylor | Assigned To | => taylor |
2008-07-17 16:36 | taylor | Note Added: 0009471 | |
2008-07-17 16:36 | taylor | Assigned To | taylor => |
2008-07-17 16:36 | taylor | Status | assigned => new |
2008-08-06 20:09 | karajorma | Status | new => assigned |
2008-08-06 20:09 | karajorma | Assigned To | => karajorma |
2008-12-06 23:27 | chief1983 | Note Added: 0010376 | |
2008-12-07 00:11 | Goober5000 | Note Added: 0010378 | |
2009-01-20 04:49 | Goober5000 | Note Added: 0010567 | |
2009-01-20 05:58 | chief1983 | Note Added: 0010580 | |
2009-04-25 16:26 | karajorma | Note Added: 0010847 | |
2009-05-09 14:07 | Wanderer | Note Added: 0010875 | |
2010-02-19 12:12 | karajorma | Note Added: 0011700 | |
2010-02-19 15:35 | chief1983 | Note Added: 0011701 | |
2010-02-19 15:46 | karajorma | Note Added: 0011702 | |
2010-02-19 15:47 | karajorma | Note Edited: 0011702 | |
2010-11-12 12:23 | The_E | Note Added: 0012451 | |
2010-11-12 12:23 | The_E | Status | assigned => resolved |
2010-11-12 12:23 | The_E | Fixed in Version | => 3.6.12 |
2010-11-12 12:23 | The_E | Resolution | open => fixed |