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Improved logic for the balloons in MP missions


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#1 Deciman

Deciman
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Posted 20 June 2017 - 11:39

Hi guys

 

I've been working for weeks (felt like ages) on creating some kind of intelligent behavior

for the balloons in our roleplay campaign (Aviators of War).

Goals:

 

Getting a balloon that has some kind of 'situational awarenes' and reacts according to it.

Up to now I've got a balloon that

Is able to count up to 99 enemies in 2 different distances

   by using a 2-digit-counter (each digit ranges 0 to 10 where 10 on the first digit will touch the next digit)
   counting forward and backwards...
Is sending alert signals when enemies are inside the long range area
Is sending clear signals when this area is clear again
Is sending an emergency signal once when close range area was entered by an enemy
Is moving down in that case
Is moving up again when this area is clear again
Can provide 'human errors' on spotting at both ranges
- the observer can be told NOT to react on 100% of the spotted enemies,

  but will retry again and again until he finaly saw it
- same to NOT seeing planes in the close range area -> balloon is going up even if there is an enemy present

Not yet implemented but maybe needed:

A 'stack' or 'queue' to keep triggered entries/leavings in mind

during the balloon is busy with the former triggered event and handle them when it's free again

 

Due to lack of player in our campaign (2 admins are temporarely absent and cannot get their team flying)
I'm not able to make a 'real' test with a normal amount of players in a real mission.
So If someone wants to test it in another MP event just give me some feedback how it works under 'real' conditions.

 

Deci

 

PS: Balloon is set as 'neutral' and triggeres 'german' and 'austro-hungarian' planes.
I thinks that's all you have to adjust...

 

Edit:
As it seems that 'Object Killed' is not triggering that a plane left the area
I've uploaded a second version with only 'entered' and 'left' as triggers.
No killed or alive, just plain come and go.

 

And it WORKS...

 

Edit:

Final version in posting 5

https://riseofflight...ns/#entry683148


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#2 J5_Matthias

J5_Matthias
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Posted 21 June 2017 - 08:12

So I'll grab your file and have a look.

 

Fair warning though - I tried this a couple years ago with a similar quadrant based scanning system to provide directional guidance to the approaching aircraft.  The required logical looping/delaying to avoid "flare spam" (so many approaching aircraft the balloon drops flares like a fireworks show) in a plane heavy environment can cause a server to destabilize.if the balloon gets too "backed up" in responding to it's orders.  It is a very fine balance to be sure.

 

And others have tried before me...


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#3 Deciman

Deciman
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Posted 21 June 2017 - 11:57

So I'll grab your file and have a look.

 

Fair warning though - I tried this a couple years ago with a similar quadrant based scanning system to provide directional guidance to the approaching aircraft.  The required logical looping/delaying to avoid "flare spam" (so many approaching aircraft the balloon drops flares like a fireworks show) in a plane heavy environment can cause a server to destabilize.if the balloon gets too "backed up" in responding to it's orders.  It is a very fine balance to be sure.

 

And others have tried before me...

 

Thanks. Delay between flare actions of same type is 1 minute, even if more planes enter the area.
And delay between 2 flares for a warning is 4 seconds (emergency signal -> 3 flares with 4 second break)
or 10 seconds (normal warning)

 

So server should be able to handle that (mine show 50+ sps)

 

Deci

 

BTW: I've removed the 'false going up' due to 'present enemy ignored' in the last version.
I'll have to work on that part once more. Balloon was going up as intended
but didn't go down again after recognizing the observers failure.
But that part is still on my 'todo list'...


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#4 Deciman

Deciman
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Posted 21 June 2017 - 15:09

Ok, a sneak preview to the next step... False Alerts.

Just tested and noticed a bug

 - balloon flared for enemy spotted, sent 'clear' again -> OK

 - balloon went down and didn't get up again

But as this is my first project on creating 'intelligence'
and I'm 100% sure that I'm on the right way do get what I want
I'll continue.

 

Maybe someone will find the bug before I do...

 

Deci
 

 

Edit:

 

Final version in posting 5

https://riseofflight...ns/#entry683148

 

 

 


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#5 Deciman

Deciman
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Posted 17 August 2017 - 14:38

Ok, final version....

Changed 'counting' system.
Now very fast...

After activation Balloons and ground units spawn when planes are in the outer sector
and despawn again after the last plane left.

After balloon was killed nothing will respawn until next mission start

(or activation was triggered by other means)

 

False alerts working

 

All you have to adjust is the size of the zones and the nations triggering them

Spawn needs all countries, far and close only enemies

 

Deci

 

 

Attached Files


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