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cw4:cmod:docs:6bff7473-183e-4731-b28a-c4905d87fb9f [2022/08/30 05:35] – [[VAU CPack] Fighter (VGPSF)] Better wording Vertu | cw4:cmod:docs:6bff7473-183e-4731-b28a-c4905d87fb9f [2025/02/14 14:57] (current) – external edit 127.0.0.1 |
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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]]\\ | <=[[cw4:cpack:docs:7f65b557-95b9-47d0-807a-5d05b1b426db| VAU CPACK]]\\ |
====== [VAU CPack] Fighter (VGPSF) ====== | ====== [VAU CPACK] Fighter (VGPSF) ====== |
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{{:cw4:cmod:docs:vgpsf.jpg?nolink&400 |}}\\ | {{:cw4:cmod:docs:vgpsf.jpg?nolink&400 |}}\\ |
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===== -AI (Artificial Intelligence)- ===== | ===== -AI (Artificial Intelligence)- ===== |
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. | All VAUs have an AI to restock ammo and almost all, exceptions being 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 for independent operation without you giving them orders. |
* 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 <color #00FF00>**AutoRestock AI**</color> 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 <color #00FF00>**"Full AI"**</color> 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 [[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). | All VAUs have this kind of AI. The [[cw4:cmod:docs:09dce69b-c3e4-4651-96fb-9186bf1a040c|MBF]]'s AutoRestock AI however currently does not work. 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. | VAUs will adapt their height to ensure they can connect to the network. You don't have to worry about where they go to restock, they will handle it themselves. |
==== -FULL AI Mode- ==== | ==== -FULL AI Mode- ==== |
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.\\ | 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.\\ |
* Retreating when low on health. | * Retreating when low on health. |
* Finding a target. | * Finding a target. |
* Reacting to Creeper height, depth, and damage-mapping (though the damage mapping doesn't seem to be the most reliable although serious efforts where made). | * Reacting to Creeper height, depth, and damage-mapping. |
* Controlling altitude. | * Controlling altitude. |
* Abandoning of the mission if unable to find ammo in 30 seconds after using all ammo. | * Abandoning of the mission if unable to find ammo in 30 seconds after using all ammo. |
- <color #00ff00>Rouge</color>: Finds the deepest Creeper within gun range and goes to it's location to shoot at it. This is the most dynamic and interesting AI type. | - <color #00ff00>Rouge</color>: Finds the deepest Creeper within gun range and goes to it's location to shoot at it. This is the most dynamic and interesting AI type. |
- <color #00ff00>Hunter</color>: Finds the deepest Creeper on the map and goes to it's location to begin shooting at it. | - <color #00ff00>Hunter</color>: Finds the deepest Creeper on the map and goes to it's location to begin shooting at it. |
- <color #00ff00>Leader (unique)</color>: Can have Rouge or Hunter AI co-enabled or have neither enabled while having other Fighters with AI enabled other than Independent AI and other Leader AI to enter a formation around the leader. Current formations are (in 2D from top-down): Square, Circle, Cross/X shape, and Converge((The "Converge" formation simply has the other fighters that are entering "formation" to "stick around" the leader in proximity to it. The fighters in this group will simply stick around the leader rather than entering a proper formation.)). The "Full AI" called "LEADER" will still cause fighters with AI enabled (as specified earlier) to enter formation but the leader itself doesn't have it's AI in full control of itself. This is very useful for creating a "squad" where you only need to select and move a single Fighter rather than selecting all of them and individually telling them where to go. When a Fighter has any Leader AI enabled, it will have an outline to highlight it. | - <color #00ff00>Leader (Fighter unique)</color>: Can have Rouge or Hunter AI co-enabled or have neither enabled while having other Fighters with AI enabled other than Independent AI and other Leader AI to enter a formation around the leader. Current formations are (in 2D from top-down): Square, Circle, Cross/X shape, and Converge((The "Converge" formation simply has the other fighters that are entering "formation" to "stick around" the leader in proximity to it. The fighters in this group will simply stick around the leader rather than entering a proper formation.)). The "Full AI" called "LEADER" will still cause fighters with AI enabled (as specified earlier) to enter formation but the leader itself doesn't have it's AI in full control of itself. This is very useful for creating a "squad" where you only need to select and move a single Fighter rather than selecting all of them and individually telling them where to go. When a Fighter has any Leader AI enabled, it will have an outline to highlight it. |
- <color #00ff00>Independent (unique)</color>: A co-enabled AI that is stated by "Hunter-Indep" and "Rouge-Indep". With this AI enabled, it will have the same behavior as Hunter or Rouge except that it will not enter into any formation with a Leader. | - <color #00ff00>Independent (Fighter unique)</color>: A co-enabled AI that is stated by "Hunter-Indep" and "Rouge-Indep". With this AI enabled, it will have the same behavior as Hunter or Rouge except that it will not enter into any formation with a Leader. |
=== -Formations details- === | === -Formations details- === |
When entering a formation, all fighters of the group will orbit around the leader (unless in converge formation) while maintaining the formation pattern.\\ | When entering a formation, all fighters of the group will orbit around the leader (unless in converge formation) while maintaining the formation pattern.\\ |