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Posted: Tue Mar 20, 2007 11:17 am
by LittleBear
Haven't had that problem with the killplayerAI myself, but JS reported in playtesting that the Soin Sisters somtimes ignored him and went to the planet instead, so seems an intermitant bug. Not sure why, as KillPlayerAI is a very simple AI. (It does what it says on the tin! They always attack the player and never run away). Could use the holdkillplayerAI. This is the same, but the ships wait where they are spawned until they detect the player. I used this one where I wanted the ships to act as "guards" around a stationary object (such as the Repair Base), as otherwise by the time the player arrived they'd have gone, not finding the player when spawned as he's still at the w/s point or Main Station and so heading for the planet and being out of scanner range to find him when he did arrive.

Posted: Tue Mar 20, 2007 12:15 pm
by Commander McLane
Thanks, LittleBear. Then I think I have to live with it.

Currenty I am spawning two bounty hunters at the witchpoint, so they find me immediatly. Also both of them immediatly fire their full load of missiles on me, but then usually only one of them attacks me with his laser as well. The other seems to lose interest and heads for the planet. Even if I fire at him I cannot make him attack me again (but his AI constantly passes through performAttack). Sometimes when I get in front of him I can make him attack me. Odd.

Posted: Sat Mar 24, 2007 11:57 am
by Commander McLane
Implemented the random possibility to clear yourself by bribing a CalGop official in a main-station in an Anarchy system. (There can however be a catch to it, just to make it more interesting...)

To do: Fully implement the two awesome asteroid models Killer Wolf has made. I can promise everybody a surprise, because they have a wonderful feature that nobody might expect. :lol:

"Fully implement" means mostly that I still have to sort out an escorting problem. At least the Hacker Outpost shall be escorted by Sentinel Asteroids, but I haven't yet managed to make them really escort the outpost.

After finishing that I can upload the new version (0.9?, 1.0?) to Oosat2 (for the time being far to big for the wikisat).

Posted: Sat Mar 24, 2007 12:23 pm
by CaptKev
Commander McLane wrote:
To do: Fully implement the two awesome asteroid models Killer Wolf has made. I can promise everybody a surprise, because they have a wonderful feature that nobody might expect. :lol:
Now I'm intrigued :!:

Posted: Fri Apr 06, 2007 12:43 am
by julyy
I love this thread ;)

Posted: Sat Apr 07, 2007 6:59 am
by Commander McLane
Thanks, julyy! I hope you're going to love the OXP as well.

:D :D :D :D :D

Posted: Sat Apr 07, 2007 10:51 pm
by julyy
Commander McLane wrote:
Thanks, julyy! I hope you're going to love the OXP as well.

:D :D :D :D :D
Absolutley :!::!::!::!:

Posted: Sat Jun 02, 2007 11:19 pm
by Arexack_Heretic
I saw a possible problem in the henchmanAIs they do not really wait for the player, instead they continuously scan for him.

This may not be immediately visible, for as soon as player comes close, they will blurt the message and turn pirate.

It may be better on systemresources to have a pauseAI: 10 in the UPDATE section.

Posted: Sun Jun 03, 2007 9:46 am
by Commander McLane
Okay, sounds reasonable. Thanks for the hint! :)

P.S. And I see your planet is "scourged" now! :wink:

P.P.S. Nice signature!