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cw4:cmod:docs:6bff7473-183e-4731-b28a-c4905d87fb9f [2022/05/02 09:26] – [-AI (Artificial Intelligence)-] Some grammar structuring that was too annoying to not fix Vertu | cw4:cmod:docs:6bff7473-183e-4731-b28a-c4905d87fb9f [2022/07/01 01:54] – [Download location and CPACK information location:] fix Vertu |
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<=[[cw4:info:start#custom_units| Index]] | <=[[cw4:info:start#custom_units| Index]]\\ |
| <=[[cw4:cpack:docs:7f65b557-95b9-47d0-807a-5d05b1b426db| VAU CPACK]]\\ |
====== [VAU CPack] Fighter (VGPSF) ====== | ====== [VAU CPack] Fighter (VGPSF) ====== |
:WARNING: This page is currently being worked on. | |
:TODO: Metal note: Implement all cross references including in V-Power pages. | |
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| {{:cw4:cmod:docs:vgpsf.jpg?nolink&400 |}}\\ |
The Vertu General Purpose Space Fighter is a take on the concept originally made an example by evolutionary emergence of "specialized to be general purposed". It is so general purposed, no alterations where necessary to enable the VGPSF to be effective against Creeper by no more than charging it's Photon Cannons rather than their default mode. The VGPSF is a shinning icon of the Vertu Empire, being tough enough to rival the endurance of entire battleships of primitive races. The only brand of weapon that can damage Vertu Fighters are those created by Vertu, or exceedingly upscaled primitive weapons that //somehow// landed a hit because by the fundamentals of kinetics, a big enough bullet will go through even the Neutronium((What is Neutronium? <fc #ff0000><fs large>SCIENCE LESSION TIME!</fs></fc> :WARNING: <color #ffaaaa>You have been warned.</color> | The Vertu General Purpose Space Fighter is a take on the concept originally made an example by evolutionary emergence of "specialized to be general purposed". It is so general purposed, no alterations where necessary to enable the VGPSF to be effective against Creeper by no more than charging it's Photon Cannons rather than their default mode. The VGPSF is a shinning icon of the Vertu Empire, being tough enough to rival the endurance of entire battleships of primitive races. The only brand of weapon that can damage Vertu Fighters are those created by Vertu, or exceedingly upscaled primitive weapons that //somehow// landed a hit because by the fundamentals of kinetics, a big enough bullet will go through even the Neutronium((What is Neutronium? <fc #ff0000><fs large>SCIENCE LESSION TIME!</fs></fc> :WARNING: <color #ffaaaa>You have been warned.</color> |
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* Is the main VAU. | * Is the main VAU. |
* 75 HP. | * 75 HP. |
* Will leave once <color #FFAA33>Mission Completed</color>((When all required objectives are fulfilled and you can Rift Jump to complete the mission.)) status is achieved. If Fighters are re-summoned after this status is achieved, they will stay to the end unless they encounter a valid retreat condition such as being too low on health. | * Will leave once <color #FFAA66>Mission Completed</color>((When all required objectives are fulfilled and you can Rift Jump to complete the mission.)) status is achieved. If Fighters are re-summoned after this status is achieved, they will stay to the end unless they encounter a valid retreat condition such as being too low on health. |
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===== -AI (Artificial Intelligence)- ===== | ===== -AI (Artificial Intelligence)- ===== |
All VAUs except the Battlestation and Auto Station have proper AI with two separate parts which combine into said proper AI. | All VAUs except the [[cw4:cmod:docs:ac504307-18ee-4c6d-9a07-e7a070166594|V-Battlestation]] and [[cw4:cmod:docs:ae4805e8-0856-42d5-b374-2e7bceb4ec1c|Auto Station]] have proper AI with two separate parts which combine into said proper AI. |
* The first AI is AutoRestock AI which is responsible for controlling the VAU when critically low on ammo and needs to go restock. It will even override the main AI by having priority. It is a very simple set of logic that tells the VAU to and how to go either to the Rift Lab or [[cw4:cmod:docs:09f51970-ce18-45a7-9e07-e4d33a0e7ade | RESTOCKv]] beacon if it's available and active. It will also react to the Desired Ammo widget that specifies how much ammo the VAU should wait to obtain when restocking. When the VAU's ammo reaches at or above the Desired Ammo, the AutoRestock AI will release it's control. If the Desired Ammo is at "~MAX", when the VAU obtains 5 ammo less than it's max ammo, a timer will count down based on the VAU's Charge Speed widget to simulate the next 5 packets on their way and how long it would take to receive all 5 remaining packets. Once the timer expires or full ammo is achieved at any moment, AutoRestock AI finishes and relinquishes it's control. This means that if the VAU is firing and using ammo while restocking, it won't be stuck restocking by waiting for newly sent ammo packets sent every time it fires before that original packet arrives and a new one needs to be sent to give it full ammo. | * The first AI is AutoRestock AI which is responsible for controlling the VAU when critically low on ammo and needs to go restock. It will even override the main AI by having priority. It is a very simple set of logic that tells the VAU to and how to go either to the Rift Lab or [[cw4:cmod:docs:09f51970-ce18-45a7-9e07-e4d33a0e7ade | RESTOCKv]] beacon if it's available and active. It will also react to the Desired Ammo widget that specifies how much ammo the VAU should wait to obtain when restocking. When the VAU's ammo reaches at or above the Desired Ammo, the AutoRestock AI will release it's control. If the Desired Ammo is at "~MAX", when the VAU obtains 5 ammo less than it's max ammo, a timer will count down based on the VAU's Charge Speed widget to simulate the next 5 packets on their way and how long it would take to receive all 5 remaining packets. Once the timer expires or full ammo is achieved at any moment, AutoRestock AI finishes and relinquishes it's control. This means that if the VAU is firing and using ammo while restocking, it won't be stuck restocking by waiting for newly sent ammo packets sent every time it fires before that original packet arrives and a new one needs to be sent to give it full ammo. |
* The second AI is the "Full AI" which is more advanced sequences of logic that can actually be confidently called a form of AI rather than a logic sequence. This AI can do some forms of problem solving in the CW4 mission. This includes the reaction of being low on health and retreating to the Rift Lab, fully retreating (as in leaving the mission) when out of ammo and no ammo can be found within enough time, searching for targets, avoiding Creeper, entering formations (currently specifically for Fighters only), and eventually: prioritization logic and reaction to special buildings being under threat by Creeper and attempting to defend them (currently not yet implemented). | * The second AI is the "Full AI" which is more advanced sequences of logic that can actually be confidently called a form of AI rather than a logic sequence. This AI can do some forms of problem solving in the CW4 mission. This includes the reaction of being low on health and retreating to the Rift Lab, fully retreating (as in leaving the mission) when out of ammo and no ammo can be found within enough time, searching for targets, avoiding Creeper, entering formations (currently specifically for Fighters only), and eventually: prioritization logic and reaction to special buildings being under threat by Creeper and attempting to defend them (currently not yet implemented). |
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==== -Auto Restock AI- ==== | ==== -Auto Restock AI- ==== |
Only the Battlestation and Auto Station don't have this kind of AI. The MBF also has some noticed potential issues with this AI so don't expect it to work too well on the MBF. It is an underdeveloped part of the MBF (due to lack of need to do something about it). | Only the [[cw4:cmod:docs:ac504307-18ee-4c6d-9a07-e7a070166594|V-Battlestation]] and [[cw4:cmod:docs:ae4805e8-0856-42d5-b374-2e7bceb4ec1c|Auto Station]] don't have this kind of AI. The [[cw4:cmod:docs:09dce69b-c3e4-4651-96fb-9186bf1a040c|MBF]] also has some noticed potential issues with this AI so don't expect it to work too well on the [[cw4:cmod:docs:09dce69b-c3e4-4651-96fb-9186bf1a040c|MBF]]. It is an underdeveloped part of the [[cw4:cmod:docs:09dce69b-c3e4-4651-96fb-9186bf1a040c|MBF]] (due to lack of need to do something about it). |
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Whenever the VAU runs out of ammo, it will retreat to the Rift Lab to restock ammo. However, if a [[cw4:cmod:docs:09f51970-ce18-45a7-9e07-e4d33a0e7ade | RESTOCKv]] beacon is present and is online, it will go to it instead.\\ | Whenever the VAU runs out of ammo, it will retreat to the Rift Lab to restock ammo. However, if a [[cw4:cmod:docs:09f51970-ce18-45a7-9e07-e4d33a0e7ade | RESTOCKv]] beacon is present and is online, it will go to it instead.\\ |
If a VAU goes to a location to restock and that location has a form of connection at or above 15 terrain height, no matter where the VAU decides to station in proximity to the location, it **will** be in connection range. This is a proven fact for Pylons and the Rift Lab. So be at ease with this certainty. | If a VAU goes to a location to restock and that location has a form of connection at or above 15 terrain height, no matter where the VAU decides to station in proximity to the location, it **will** be in connection range. This is a proven fact for Pylons and the Rift Lab. So be at ease with this certainty. |
==== -FULL AI Mode- ==== | ==== -FULL AI Mode- ==== |
Only the Battlestation and Auto Station don't have this kind of AI. While a VAU has this AI enabled, it has full control over itself and will do it's own thing.\\ | Only the [[cw4:cmod:docs:ac504307-18ee-4c6d-9a07-e7a070166594|V-Battlestation]] and [[cw4:cmod:docs:ae4805e8-0856-42d5-b374-2e7bceb4ec1c|Auto Station]] don't have this kind of AI. While a VAU has this AI enabled, it has full control over itself and will do it's own thing.\\ |
This includes: | This includes: |
* Restocking ammo. | * Restocking ammo. |
Each fighter is still in independent control of itself while in a formation. It is very much that the fighter itself is responsible for being in the formation. If it runs out of ammo or is too damaged, it will retreat as it sees fit at any time it pleases. | Each fighter is still in independent control of itself while in a formation. It is very much that the fighter itself is responsible for being in the formation. If it runs out of ammo or is too damaged, it will retreat as it sees fit at any time it pleases. |
===== -Using the Fighter's UI- ===== | ===== -Using the Fighter's UI- ===== |
:TODO: Insert UI Image.\\ | {{ :cw4:cmod:docs:vgpsf_ui.jpg?nolink&100|}} |
This may be the main reason you are here at this wiki page. And if that is true, fine. I will provide the details here but please understand that the UI only looks complicated because the Fighter uses all 7 UI widgets, the 6th and 7th are unimportant in an immediate sense. <color #ffffff>Note: The UI Widgets start at 0 and end at 7.</color> | This may be the main reason you are here at this wiki page. And if that is true, fine. I will provide the details here but please understand that the UI only looks complicated because the Fighter uses all 7 UI widgets, the 6th and 7th are unimportant in an immediate sense. <color #ffffff>Note: The UI Widgets start at 0 and end at 7.</color> |
* <color #ffffff>0:</color><color #aaaaff>[]</color> | * <color #ffffff>0:</color><color #aaaaff>[FLIP]</color> **Target priority.** The targeting priority of the Fighter between Deepest and Closest. |
* <color #ffffff>1:</color><color #aaaaff>[]</color> | * <color #ffffff>1:</color><color #aaaaff>[CHOICE]</color> **Hover Height.** What altitude the Fighter should fly up to when under manual control. |
* <color #ffffff>2:</color><color #aaaaff>[]</color> | * <color #ffffff>2:</color><color #aaaaff>[CHOICE]</color> **Charge speed.** How fast energy is sent to the Fighter whenever connected to the network. Default refers to the vanilla speed that almost all vanilla units use which is 2 packets a second. "~MAX" is 30 packets a second. |
* <color #ffffff>3:</color><color #aaaaff>[]</color> | * <color #ffffff>3:</color><color #aaaaff>[FLIP]</color> **Auto Restock.** A switch to turn Auto Restock behavior on and off. You will probably never touch it. |
* <color #ffffff>4:</color><color #aaaaff>[]</color> | * <color #ffffff>4:</color><color #aaaaff>[CHOICE]</color> **Desired ammo.** How much ammo the Fighter needs to obtain before it is considered restocked. |
* <color #ffffff>5:</color><color #aaaaff>[CHOICE]</color> The [[https://knucklecracker.com/wiki/doku.php?id=cw4:cmod:docs:6bff7473-183e-4731-b28a-c4905d87fb9f#full_ai_mode | Full AI]] controller. What is selected in this UI Widget determines the behavior of the [[https://knucklecracker.com/wiki/doku.php?id=cw4:cmod:docs:6bff7473-183e-4731-b28a-c4905d87fb9f#full_ai_mode | Full AI]] which will then take over control of the Fighter unless set to the special "Full AI" of "LEADER", the last type in the list of AI choices. | * <color #ffffff>5:</color><color #aaaaff>[CHOICE]</color> **AI Mode.** The [[https://knucklecracker.com/wiki/doku.php?id=cw4:cmod:docs:6bff7473-183e-4731-b28a-c4905d87fb9f#full_ai_mode | Full AI]] controller. What is selected in this UI Widget determines the behavior of the [[https://knucklecracker.com/wiki/doku.php?id=cw4:cmod:docs:6bff7473-183e-4731-b28a-c4905d87fb9f#full_ai_mode | Full AI]] which will then take over control of the Fighter unless set to the special "Full AI" of "LEADER", the last type in the list of AI choices. |
* <color #ffffff>6:</color><color #aaaaff>[LABEL]</color> Informative text that says what formation the Fighter will enforce when in a type of LEADER AI mode. | * <color #ffffff>6:</color><color #aaaaff>[LABEL]</color> Informative text that says what formation the Fighter will enforce when in a type of LEADER AI mode. You need to scroll down the UI to see the text. |
* <color #ffffff>7:</color><color #aaaaff>[LABEL]</color> Status text which has proven to not even be working and was long discontinued as legacy debug code that wasn't specifically just for debugging long ago, hence why it wasn't removed during that time. You would need to scroll down the UI to "see" this blank widget. There is an off chance text will successfully display there but I have not seen this myself. You can treat this UI Widget as nonexistent. | * <color #ffffff>7:</color><color #aaaaff>[LABEL]</color> Status text which has proven to not even be working and was long discontinued as legacy debug code that wasn't specifically just for debugging long ago, hence why it wasn't removed during that time. You would need to scroll down the UI to "see" this blank widget. There is an off chance text will successfully display there but I have not seen this myself. You can treat this UI Widget as nonexistent. |
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===== Forum Page and Download Link ===== | ====== Download location and CPACK information location: ====== |
This link will take you to the forum page that covers the CPack and provides a download.\\ | [[http://knucklecracker.com/forums/index.php?topic=39457.new#new | Download location]]\\ |
[[http://knucklecracker.com/forums/index.php?topic=39457.new#new]] | |
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| <=[[cw4:cpack:docs:7f65b557-95b9-47d0-807a-5d05b1b426db| VAU CPACK]]\\ |
<=[[cw4:info:start#custom_units| Index]] | <=[[cw4:info:start#custom_units| Index]] |
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