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2. Shall I add a PB with APCK WC targeting on each drone if all they have WC fixed weapon? or I just need one in carrier and WC turret tagged with 'x-designator' to provide target
3. What commands should I use if I wanna stop the drone that are attacking threat target and make them reengage the orbit or return to dock? threat response will override/inject it ?
4. I like the design that drone will point damaged blocks on my screen in SCAM(including remaining health about blocks), will u add that in APCK? I think that would be helpful when some drone are valuable I don't want lose it easily.
5. How could I make drones auto refill themselves when in low fuel? I suppose I should set a task queue like:monitor-fuel>dock>set tank/battery in > undock > repeat monitoring and go back to last task. But I have no idea how to accomplish it. Shall I use the new condition command or use behaviour repalce?
At the end I appreciate your masterpiece script for a long time, I believe it has absolute potential to be the best drone script because it nearly fullfill my imagination about carrier with automatic drones.Thanks for ur work and devotion
1. Between the agent and the threat, they select targets on their side.
2. Targeting is global and independent from agents, so you need only one.
3. Check out TMC menu on that blueprint with 5 drones - you would need to change response to Ignore and use "command:next" to force finish current attack task.
4. Maybe in other script, the APck is at the characters limit. You can use event controller with appropriate events I believe, with triggering APck return to base or something similar.
5. The same, I have the code in SCAM but it can't fit into APck, at least for now. Again, maybe event controller block can work around that. There is a "maintenance" task that can be used after docking task and it would switch batteries/tanks/etc, but you need to trigger it (docking/maintenance) from outside.
If your case involves docking to arbitrary apck ship, not bound by wingman conneciton, you can use Query target feature with a docking task as a callback (see the Engineering guide)
Wingman task and attack circling are very different under the hood: the attack code decides where to go based only where the target and agent are, it does not know about other drones, and wingman task is orchestrated from above (position is assigned by parent ship individually for every drone based on their number and time).
If I just make the wingman task share the same logic, the perfect pattern won't be possible, and drones would often collide. I think you can actually try it, use follow task (it would make drone keep position relative to parent) and add circle shifter on top of that.
Was thinking for a good minute about what condition can you use to detect the absence of gravity and have not come up with anything :) the opposite is easy. alt=false won't work as it supports only comparison with a numeric value. I should probably add special value like 0 to test against, or better and new predicate like ng (natural gravity) that would be 0 in space.
When testing basic setup using https://www.youtube.com/watch?v=JgcJ8v372-8&t=400s
bomber drone reference
I have noticed that setting the range and attack task do not cause the drone to auto attack.
I have also added attack task to drones with x-designator and put them in range of enemy ships and still no response.
Could you provide some insight into how the drones can auto attack?
1. The response kind is Attack (could be FreeFire and Ignore)
2. The target is within awareness range
3. The task allows "combat interrupt" (e.g. docking task does not, and some others too)
4. The target can be "seen" either by onboard turrets (x-designators), other drones within antenna reach, or other sources like TGP script.
In general, the simplest case is to have x-designator turret, drone with Attack response setting, and SPRT grid nearby. As long as turret targets that grid, the drone should be starting attack task automatically (check AAG/SU drone as an example, it attacks as soon as you get an enemy within turret range).
Thinking of this, what you actually expect from cruise-fw in space for 1t? Just override thruster to max? In gravity it has at least some guides in form of gravity/horizon. The whole point of cruise-fw is that it flies where you point the nose, while maintaining the speed (thus "cruise"). But in case of 1t it would need to "flip and burn" to regulate speed, which in space completely breaks the whole idea. To "go in that direction at speed" in space just use move-rel command, it would capture initial direction.