Nexus Posted March 23, 2017 Share Posted March 23, 2017 After encountering a recent, and fairly frustrating issue involving the defensive stance of the fighters being unable to cope with multiple targets; I decided to finally ask for access to the thing so I can make fighters all they can be. Of course this is a request, not a demand so I understand if things take time...or if you want me to wait for a while longer. At least I can tell the people who use the mod that its coming =P Of course this could also be the part where koonschi tells me that I'm an idiot and the FighterController doesn't even manage that aspect =P Link to comment Share on other sites More sharing options...
Dirtyredz Posted March 23, 2017 Share Posted March 23, 2017 I dont understand what your specifically asking for. do you want fighters to split and take on multiple targets? Link to comment Share on other sites More sharing options...
Nexus Posted March 23, 2017 Author Share Posted March 23, 2017 I dont understand what your specifically asking for. do you want fighters to split and take on multiple targets? In essence yes. I was adding in this functionality to carrier commands to allow you to limit the number of fighters per wreck/asteroid instead of a all or nothing scenario. It was a requested feature from a few people but it exposed a flaw in the current system where the defensive stance..which is the only stance you can issue target orders to, cant handle fighters going after multiple targets. After around 2-5 seconds the targets will clear and the fighters selectedObject will be set to nil. After doing some testing since...well I thought I was being dumb and doing something wrong, (lets face it..it happens) I made the simplest script to test what the hell was going on and it reveled the issue. function issueFighterTarget() local sector = Sector() local player = Player() local ship = Entity() --Target selection based upon fighters position local wrecks = {sector:getEntitiesByType(EntityType.Wreckage)} for _, wreck in pairs (wrecks) do local fighters = {sector:getEntitiesByFaction(player.index)} for _, fighter in pairs(fighters) do if fighter.isFighter and fighter.isUnarmedTurret == 1 then if fighter.selectedObject == nil then fighter.selectedObject = wreck break --Hurray for lua 5.2 end end end end end When placing the wreck field about 5-10k out the fighters will be given the targets..but soon after the targets will clear out...then be reissued again..and again. I'm hoping that access to the FighterController component will allow me to correct this issue. Or it may even be a more fundamental problem hidden even deeper in the code somewhere. That being said, if the target is within close enough proximity (< 1k distance it seems) and the fighter manages to start its attack run the target wont get cleared. Link to comment Share on other sites More sharing options...
Dirtyredz Posted March 23, 2017 Share Posted March 23, 2017 I see what you mean, im trying to see if there is any reason for the targets being clear. Ill let you know if i find anything. I enjoy using your mod and want to see what i can do to help. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now