Posted: Wed Jun 16, 2021 5:42 pm Post subject:
Aircrafts flying up and down on HQ bug
So harriers and black hawks try to take off then land back on the airforce command HQ. They look desynced like when some try to take off others land back. Sometimes the aircrafts remain floating in midair. I have a feeling this is also causing game crashes at some point. Anyone knows what is causing this behavior? QUICK_EDIT
Were those planes controlled by AI or by you? _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
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Posted: Wed Jun 16, 2021 8:50 pm Post subject:
Re: Aircrafts flying up and down on HQ bug
Zorbung wrote:
So harriers and black hawks try to take off then land back on the airforce command HQ. They look desynced like when some try to take off others land back. Sometimes the aircrafts remain floating in midair. I have a feeling this is also causing game crashes at some point. Anyone knows what is causing this behavior?
Since the AI is dumb like a rock it tries to carry out an attack script when it doesn't have full ammo so it is forced to land resulting in the 'bunny hop' effect. If you add more aircraft attack scripts you'll start to see this occur more frequently.
FS-21 from CnC Reloaded helped to implement a fix in Phobos in the form of a new script action to fix this: https://github.com/Phobos-developers/Phobos/pull/151 with a code example and further information can be found here:
most likely its caused by what AG has mentioned. aircraft scripts are usually nothing more than an attack mission and then the teamtype
is disbanded and recruited again later by the AI. so this happens, on occasion, when the AI tries to recruit the team to attack before it has
been sitting long enough to refill ammo. if it keeps happening, try editing the teams script to have a guard area(time) action before the attack
mission to pad out the 'sitting time' _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
This makes sense, I kinda suspected it's the ammo too. Thank you both very much, I'll try both ways. But how to install Phobos? I see there's a phobos.dll but how to launch it with syringe along with Ares 3.0? QUICK_EDIT
The only real solution is more pad spaces, either by enlarging the building to accommodate more, or making the AI build a second one. Then the AI can build enough teams simultaneously to avoid trying to recruit freshly used planes. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
thats not really going to solve the problem because once the plane attacks its team has finished its script and
is going to be disbanded and await recruitment; the AI isnt going to distinguish between the plane from a team
disbanded 10 seconds ago and a plane thats been sitting on the pad all day in terms of recruitability. whats worse
is that giving the AI multiple aircraft factories is going to make it clone aircraft. _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
thats not really going to solve the problem because once the plane attacks its team has finished its script and
is going to be disbanded and await recruitment; the AI isnt going to distinguish between the plane from a team
disbanded 10 seconds ago and a plane thats been sitting on the pad all day in terms of recruitability.
I can confirm that's not working. In fact if there was only 1 HQ I could live with it, but seeing like 10+ aircrafts hopping like that is really ugly. QUICK_EDIT
All sizes between 2-10 but I've seen Ares AI making up to 5 HQ so there can be 20 aircrafts. It seems guard before anything else is an easy fix.
I may be wrong with some of this but I think there's also a targeting issue, here's some script tests:
Code:
Guard Area 10 ; reload cooldown
Regroup At Friendly Base ; this screws up the attack, planes fly to regroup point then return home fully loaded,
; they no longer continue the script; same for Scout
Attack Target Type <something> ; primary target
Repeat Until Success
Attack Target Type <anything> ; secondary target, covers loss of primary target to keep the script alive; without this
; they may get stuck in midair sometimes
I think complex scripts won't work cuz aircrafts can't follow waypoints or something. QUICK_EDIT
Yes aircraft can only attack one target and return, asking them to do more won't work, with the exception that homing weapons with ammo >1 will allow it to keep striking the target until it runs out or the target dies. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
If you are already using Ares, then just download last stable build of Phobos and drop the phobos.dll into game folder just like ares.dll.
Hey thanks, that sounds very easy. But how does that even work, is syringe loading any .dll in the folder or what?
E1 Elite wrote:
Your mention of Repeat Until success is just register success, it won't repeat. The Attack targettype script is self repeating in general.
That always got me confused because some attacks just won't work without a "repeat" (like Boris won't keep the target lit up), while for other stuff is just "report success" QUICK_EDIT
Attack targettype (0,n) are inherently repetitive. Register success (49,0) just registers a success for its associated AITrigger, it has nothing to do with repeat. QUICK_EDIT
...
MPlayer_Defeated: frame 76580, house id 4, MapIsClear set to true
MPlayer_Defeated() - Opponent Computer has been defeated
MPlayer_Defeated() - Alive = 5, Humans = 1
Release_Mouse()
Exception handler fired!
Exception C00000FD at 0065A87A
Ok I've identified the crash too. When the aircrafts are hopping up and down, for a very short time the HQ has empty spots and it may build other aircrafts there. Now there can be overlapping aircrafts, the ones sitting and the ones still hopping. If the HQ is destroyed at this moment the game will crash with the error above, no message nothing, just crash to desktop, even except.txt is 0 bytes. This is with Ares 3.0. QUICK_EDIT
Just to let you know, I just tried Phobos (build #13) a few moments ago with lots of scripts like this:
Code:
Wait Until Ammo Is Full (73,0)
Guard 10
Attack Target Type <various stuff for each script>
Report Success
Attack Target Type <Anything>
and I was getting happy with the results when close to the end of the game I noticed 1 plane wobbling like that again... I don't think the new script action is working, at least not 100%. Or maybe there's another issue with aircrafts besides ammo? QUICK_EDIT
If you notice Phobos issues go on Discord or reply on github
People do not frequently check the forums. _________________ Last edited by Allied General on Sat Jun 19, 2021 4:16 pm; edited 1 time in total QUICK_EDIT
Wait Until Ammo Is Full (73,0)
Guard 10
Attack Target Type <various stuff for each script>
Wait Until Ammo Is Full (73,0)
Report Success
Attack Target Type <Anything>
Wait Until Ammo Is Full (73,0)
Wait Until Ammo Is Full (73,0)
Guard 10
Attack Target Type <various stuff for each script>
Wait Until Ammo Is Full (73,0)
Report Success
Attack Target Type <Anything>
Wait Until Ammo Is Full (73,0)
Guard 10 works with aircrafts? I never noticed any change in the landed aircrafts so I should try again that thing.
@Zorbung
As they told you, AI with aircrafts is a bit tricky when it comes to recruit aircrafts that ended the script but is still flying.
A workaround is to put very low trigger average & max priorities so AI will not use very often the script and the aircraft will have time for landing and wait, empowering your ares mod with Phobos (0.2 and will come out very soon)
Then here I post some examples I used in my AI to have the same aircraft team attacking non-stop after each ammo reload or the aircrafts are destroyed, in a similar way the ground vehicles attack until they got destroyed in vanilla game.
[B0001066-G]
Name=Basic building attack tactic for aircrafts
0=73,0 , wait until full ammo; Phobos 0.2 feature
1=0,2 ; attack buildings
2=6,1 ; repeat from line 0
This one for vehicles:
[B0001063-G]
Name=Basic vehicles attack tactic for aircrafts
0=73,0 , wait until full ammo; Phobos 0.2 feature
1=0,5 ; attack vehicles
2=6,1 ; repeat from line 0 _________________ C&C:Reloaded > GDI, Nod, Allies, Soviets & Yuri... & TS terrain!
[ Discord ] [ ModDB ] [ YouTube Channel ] [ Telegram Channel ] [ Official Forums@Revora ] QUICK_EDIT
As they told you, AI with aircrafts is a bit tricky when it comes to recruit aircrafts that ended the script but is still flying.
You mean aircrafts can get recruited while flying back home? I never thought of that... I thought they're only recruited after they land. That could explain many issues. QUICK_EDIT
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