Ambrosia Garden Archive
    • AI question answered. New one:


      mďsn set OnFail of escort mission?

      I've been trying to find the solution to the "Reincarnated Fighters" problem, but I am lacking something, and that concerns fighters and escape ships.

      The fighter's escape ship is itself, key carried is itself, and yet I do not wish it to let the fighter launch another one of its kind (otherwise, it's a self-replicating ship ).

      So I've tried giving it the bay of the ship itself but without ammo, I've tried giving it the ammo without the bay, , but it doesn't seem to work. Does anyone have an idea as to how I could make it such that the escape ship is itself yet not something it launches when fighting?

      Edit: this question has been answered. Go to (topic=93754&view=findpost&p=1401411)post #6(/topic) for the second question.

      This post has been edited by Pace (haldora) : 28 March 2005 - 08:40 AM

    • Pace (haldora), on Mar 28 2005, 06:16 AM, said:

      I've been trying to find the solution to the "Reincarnated Fighters" problem, but I am lacking something, and that concerns fighters and escape ships.

      The fighter's escape ship is itself, key carried is itself, and yet I do not wish it to let the fighter launch another one of its kind (otherwise, it's a self-replicating ship ).

      So I've tried giving it the bay of the ship itself but without ammo, I've tried giving it the ammo without the bay, , but it doesn't seem to work. Does anyone have an idea as to how I could make it such that the escape ship is itself yet not something it launches when fighting?
      View Post

      Isn;t there a "AI ship ignores this Outf" option?

    • The flag exists for the wëap resource, but I still can't find exactly what I want.

    • Ok! I finally found out how to do it correctly! Thanks.

    • Could you post how you did it so as we can use the information in future plugs

    • I will be doing so in the "Reincarnated Fighters" topic if I manage to get past this next question:

      How do you make a ship enter a system after another one you were supposed to escort has been destroyed?
      I tried using a mission, ID xxx, that asked you to escort a fighter, and in return it protected you. The düde jumps in after a delay.
      OnFail sets "syyy", yyy being another mission, a duplicate of xxx, saying that you need to escort another ship of the same type. Once again, the düde you are supposed to escort jumps in after a delay.

      If I haven't missed something, it's supposed to work. But nothing happens after the first mission fails. In fact, it doesn't even say "mission failed" when the fighter is destroyed. Is that because I made it a silent mission? (silent = invisible)

    • Pace (haldora), on Mar 28 2005, 08:31 AM, said:

      I will be doing so in the "Reincarnated Fighters" topic if I manage to get past this next question:

      How do you make a ship enter a system after another one you were supposed to escort has been destroyed?
      I tried using a mission, ID xxx, that asked you to escort a fighter, and in return it protected you. The düde jumps in after a delay.
      OnFail sets "syyy", yyy being another mission, a duplicate of xxx, saying that you need to escort another ship of the same type. Once again, the düde you are supposed to escort jumps in after a delay.

      If I haven't missed something, it's supposed to work. But nothing happens after the first mission fails. In fact, it doesn't even say "mission failed" when the fighter is destroyed. Is that because I made it a silent mission? (silent = invisible)
      View Post

      The second mission may not activate until you land... check me on that.

    • in mission Sxxx, have the onfail Axxx Sxxx, it will be reset instantly, and instanly recreate special ships. This is, for example, how the scenario does the second wave for most of the final battles.

    • The difficulty there is that we don't even know if the mission has failed. I haven't managed to get a failed mission to last until I reach the destination, but I know that it happens in the default scenario.

      Pace:
      My first suggestion would be to set the mission to not be invisible, if only to see whether it is running at any given point in time. You may also want to wade through the Debuglog to see if the mission has, indeed, failed.
      Also, if the mission includes a cargo run, that might be messing things up by preventing the mission from failing until you land (emphasis on the might - this is pure, untested speculation).

    • Edwards, on Mar 29 2005, 12:29 AM, said:

      The difficulty there is that we don't even know if the mission has failed. I haven't managed to get a failed mission to last until I reach the destination, but I know that it happens in the default scenario.
      View Post

      I remember the same problem in EVO. Never figured it out. If anyone could shed some light on this...

    • Okay, it works now that the mission is visible!
      I'll post everything I've got in the "Reincarnated Fighters" topic.

    • You could also have made the mission to destroy your escorts, and on ship done Axxx Sxxx. That might be more reliable.

    • Sounds like a very nifty idea indeed. Have you tried it out? (I'm so caught up in Arpia 2 and uni work that I don't have much time to test other things out)
      The plug is in the "Reincarnated Fighters" topic.

    • Ive done very similar things. I see no reason it shouldnt work, onshipdone is always guranteed to evaluate immediately (even for things like Gxxx, even for weapons).