Flyer suicide after following a spline

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Locutus
1st Lieutenant
1st Lieutenant
Posts: 420
Joined: Fri Jun 04, 2010 10:08 am
Projects :: Stargate Battlefront Pegasus
Location: Germany
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Flyer suicide after following a spline

Post by Locutus »

Hello GT,

I hope you can help me with this one, Wolf and I are currently facing a pretty severe issue on our Stargate space map.
In order to lead the flyers out of the hangar I've created flyer splines which the flyers follow nicely. However, as soon as a fighter reaches the end of a spline it does an one-eighty and tries to fly straight back into the hangar it just came from resulting in it's death on the capital ships hull (as it doesn't follow the path back but flies a straight line back).

The following picture illustrates the problem:
Hidden/Spoiler:
Image
(see bottom left corner for path settings)

I have no explanation for this behaviour nor an idea how I can fix it.
It happens for both sides. I've also tried making the path much longer so fighters from both sides meet each other at the center of the map, but they only shot in the direction of each other as long as they're following the path - as soon as it ends they turn back immediately and fly towards their hangar until they collide with hull...

SG1_GCW-Ships.PTH
Hidden/Spoiler:
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wrt_fly_dart.odf
Hidden/Spoiler:
[GameObjectClass]

ClassLabel = "flyer"
GeometryName = "wrt_hive20.msh" //mesh for ZE

[Properties]
VehicleType = "fighter"
MapTexture = "icon_wrt_dart"
HealthTexture = "HUD_all_xwing_icon"
VehiclePosition = "common.vehiclepositions.pilot"

MapScale = 2.2
MapViewMin = 750
MapViewMax = 750

// PathFollower Attributes
PathFollowerClass = "wrt"
PathFollowerClass_CTF = "wrt_flag"
PathFollowerBranchPaths = "6"
PathFollowerBranchMaxAngle = "60"
PathFollowerMinBranchDist = "190.0"
PathFollowerBranchRange = "500"

//-----------------------------------

GeometryName = "wrt_fly_dart"

//FirstPerson = "ALL\allxwing;all_1st_cockpit_xwing"
FirstPersonFOV = "52" //Ideally, I'd like to see a 80 or 90 fov, with the cockpit brought down on the screen.
CollisionScale = "1.5"
CollisionThreshold = "5.0"
MaxHealth = 1500.0
HealthType = "vehicle"
//HitLocation = "p_crithit 1.5"

TimeRequiredToEject = "2.5"
EjectResistance = "0.01"
TimeTilReboard = "5.0"

PilotSkillRepairScale = 0.02

CockpitTension = 22

//ExplosionCritical = "all_fly_snowspeeder_exp"
ExplosionDestruct = "all_fly_xwing_sc_exp"

PitchRate = 1.25
PitchFilter = 6.0
PitchFilterDecel = 6.0
PitchBuildupMultiplier = 1.0
TurnRate = 1.25
TurnFilter = 6.0
TurnFilterDecel = 6.0
TurnBuildupMultiplier = 1.0

BankAngle = 0.8
BankFilter = 3.5
LevelFilter = 1.5
LevelFilterLanding = 5.0 // LevelFilter for landing
RollRate = 3.15

//PCPitchRate = 15.0
//PCSpinRate = 15.0
//PCTurnRate = 25.0

TakeoffTime = 1.0
TakeoffSpeed = 10.0
LandingTime = 1.0
LandingSpeed = 10.0
TakeoffHeight = 1.5

EyePointOffset = "0.0 3.0 2.0"
TrackCenter = "0.0 -1.0 -4.0"
TrackOffset = "0.0 0.0 0.0"
TiltValue = "5.0"

FOVEFFectMinCamOffset3rd = "0.0 5.0 7.0"
FOVEFFectMaxCamOffset3rd = "0.0 9.0 -18.0"

AimTension = "20.0"

MoveTensionX = "3.1"
MoveTensionY = "2.7 14.0"
MoveTensionZ = "4.25"


//MoveTensionX = "2.0"// How far from the screen will the ship move, affects acceleration and braking shift. Low is further from the screen.
//MoveTensionY = "4.5 2.5"
//MoveTensionZ = "3.5"

WEAPONSECTION = 1

WeaponName = "wrt_weap_fly_dart_cannon"
WeaponAmmo = "0"

AimerNodeName = "hp_gun1"
AimerYawLimts = "-180 180"
AimerPitchLimts = "-180 180"
//BarrelLength = "1.0"

NextAimer = "-"

AimerNodeName = "hp_gun2"
AimerYawLimts = "-180 180"
AimerPitchLimts = "-180 180"
//BarrelLength = "1.0"


//WEAPONSECTION = 2

//WeaponName = "all_weap_fly_awing_missile"
//WeaponAmmo = "0"

//AimerNodeName = "hp_gun3"
//AimerYawLimts = "-90 90"
//AimerPitchLimts = "-90 90"
//BarrelLength = "1.0"

//NextAimer = "-"

//AimerNodeName = "hp_gun4"
//AimerYawLimts = "-90 90"
//AimerPitchLimts = "-90 90"
//BarrelLength = "1.0"



CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "com_mediumchunk1"
ChunkNodeName = ""
ChunkTerrainCollisions = "0"
ChunkTerrainEffect = "com_sfx_explosion_lg"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 1.0 1.5"
ChunkSpeed = "13.0"
ChunkUpFactor = "3.00"
ChunkTrailEffect = "com_sfx_chunktrail_sm"
ChunkGravity = "0.0 0.0 0.0"
ChunkVelocityFactor = "0.15"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "hp_contrail_l"
//ContrailAttachOffset = "2.8626 -0.215 -0.9858"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "0.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "hp_contrail_r"
//ContrailAttachOffset = "-2.8626 -0.215 -0.9858"
ContrailEffectMinScale = "0.0"
ContrailEffectMaxScale = "0.8"


ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "hp_contrail_l"
//ContrailAttachOffset = "2.8626 -0.215 -0.9858"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.6"
ContrailEffectMaxScale = "2.8"

ContrailEffect = "com_sfx_contrail"
ContrailAttachPoint = "hp_contrail_r"
//ContrailAttachOffset = "-2.8626 -0.215 -0.9858"
ContrailEffectMinSpeed = "0.0"
ContrailEffectMinScale = "1.6"
ContrailEffectMaxScale = "2.8"

// SPARK

DamageStartPercent = "85"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "75"
DamageStopPercent = "15"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = "65"
DamageStopPercent = "5"
DamageEffect = "com_sfx_vehiclespark_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"

// SMOKE

DamageStartPercent = "75"
DamageStopPercent = "35"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "65"
DamageStopPercent = "25"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"

DamageStartPercent = "55"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehiclesmoke_sc"
DamageEffectScale = "1"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage3"

// FLAME

DamageStartPercent = "35"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage1"

DamageStartPercent = "25"
DamageStopPercent = "0.1"
DamageEffect = "com_sfx_vehicleflame_sc"
DamageEffectScale = "0.75"
DamageInheritVelocity = "0.0"
DamageAttachPoint = "hp_damage2"


BlurEffect = 0.9
BlurStart = 40.0

FOVEffect3rd = 90

FOVEffect1st = 90

Acceleraton = 65.0
MinSpeed = 50.0
MidSpeed = 100.0
MaxSpeed = 190.0
BoostSpeed = 280.0
//StrafeSpeed = 6.5

BoostAcceleration = 110.0

EnergyBar = 100
EnergyAutoRestore = 10
EnergyBoostDrain = 20
EnergyTrickDrainSingleTap = 15
EnergyTrickDrainDoubleTap = 30

TrickRollSpeed = 6.0
TrickFlipSpeed = 9.0
TrickSideRollStrafeSpeed = 30
TrickFlipCameraDetach = 0.24
TrickSideRollCameraDetach = 0.48

VOUnitType = 7
EngineSound = "all_fly_awing_engine_parameterized" //wraith_dart_engines
TakeoffSound = "all_fly_awing_take_off"
LandSound = "all_fly_awing_airbrakes_on"
HurtSound = "imp_weap_ord_exp_lg"
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound = "com_veh_collision_lg"
TurnOnSound = "all_fly_awing_turn_on"
TurnOffSound = "all_fly_awing_airbrakes_off" //Played when the flyer turns off
TurnOffTime = "1.5" //Time it takes to turn off the flyer (in seconds)
TurningOffSound = "all_fly_awing_turn_off" // Played when a soldier leaves the flyer
Cockpit1stPersonSound = "all_inf_com_space_chatter" // Sound which is triggered every frame when the player is in first person mode.
Cockpit3rdPersonSound = "all_inf_com_space_chatter" // Sound which is triggered every frame when the player is in third person mode.
BoostSound = "all_fly_awing_shift_up_property 0.11 1"
BoostSound = "all_fly_awing_shift_up_property 0.53 1"
BoostSound = "all_fly_awing_shift_up_high_property 0.66 1"
BoostSound = "all_fly_awing_shift_down_property 0.17 0"
BoostSound = "all_fly_awing_shift_down_property 0.9 0"
TrickSound = "all_fly_awing_roll" //Played when the flyer performs a roll
FlipSound = "all_fly_awing_flip" //Played when the flyer performs a flip
ProximityMinDist = "25" // Distance from target where proximity parameter of engine is 0.
ProximityMaxDist = "100" // Distance from target where proximity parameter of engine is 1.

AllMusic ="tauri_ambient_music"
ImpMusic ="wraith_ambient_music"
MusicSpeed = "0.3"
MusicDelay = "3.0"
FoleyFXGroup = "metal_foley"

//Acceleraton = 50.0
//MinSpeed = 35.0 = .21
//MidSpeed = 80.0 = .47
//MaxSpeed = 105.0 = .62
//BoostSpeed = 170.0 // Max Speed = 1.0
//BoostAcceleration = 80.0
Any idea is greatly appreciated!
GAMEDOGSHIPMENT
Recruit Womprat Killer
Posts: 13
Joined: Sat Jun 24, 2017 12:27 am
Projects :: No Mod project currently.
Games I'm Playing :: SWBF2
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Re: Flyer suicide after following a spline

Post by GAMEDOGSHIPMENT »

This is ages late , but to explain it is due to pathing. When u set up flyer paths and their probebilities to leave the path u can make the flyer always follow same path consistently.
For your properties u have direction 1 set which means the flyer will finish your path and go back to its starting node directly which means it will go to the wall till it explodes. Since there is no other paths it just chooses the same one as paths are higher in priority then something like free fly.

Possible solutions:
1. Extend the path to a different point and let it crash somewhere else.

2. Make the flyer just land and sit

3. Create another path closer to the flyer at your last node and set node branching possibilty to 0.

4. Lastly which is tricky but I seen this in a lua is to create a region and using on enter region command to delete the path. Making the flyer look for other paths or free fly.

Code: Select all

DeleteEntity("FlyerPathHere")
I think that is the command not 100% percent sure
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