distance to locked target not updating Event controller with offensive combat grid ai

val dibona shared this bug 2 years ago
Reported

I have an event controller set to trigger an action based on distance to locked target, the block selected is the offensive combat automatons block. (working flight ai as well). The value being output by the offensive combat block isn't being updated from when it first locks onto it (I found this by looking at the text shown by the event controller showing input).

In order to get this system to work I had to have a timer block reset clock which toggled the combat ai on and off constantly.

when It reset the combat ai block and the grid was in motion the values inputted into the event controller seemed to continually update for a second but then stopped.

Replies (3)

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I'm having the same problem. Might be hard to get enough attention as it would require so many people to attempt the same ideas. I tried to use Event Controllers to create a cluster missile that launches submunitions when Distance to Locked Target is less than 750, missile gets within 750m, nothing happens. Neither action 1 nor action 2 happen. Sometimes they work, most times it doesn't, very strange bug.

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yeah, It seems to be an issue with either the offensive combat ai controller or the event controller itself. or, more unlikely, the issue is with the way that the target lock is stored, I need to test with a traditional cockpit to check this. I'm pretty sure its with the offensive ai controller as the event controller would need to be able to handle updating input values. the work around I came up with was reseting the combat ai with a timer block which had "trigger now" on a timer that started the first timer again (with a 1 second wait).


I was actually also making a cluster bomb system, it had to spin at a distance to release the small bombs (merge block + warhead) so that they could spread out, nice to see another person with a similar idea

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The reason for this bug is the event controller is default in Action 1 when there is no lock however when the target is locked and the event should be triggered the event controller is already in action 1 so it does not "re trigger" the event . you can temporarily fix this by making the trigger even as the false trigger so action slot 2. i have done i bit of testing with this for a missile system.

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Having the same issue here for a automated missile cruiser that uses PMW missiles as it's main weapon of attack, was hoping to have it so that when it's target is either outside it's range or dead it would stop the loop timerblock that's used to trigger the missile launch salvo before said timer shuts off to allow a new set to be built and launched 30 seconds later.


Safe to say it seems like the Event Controller does not check if the target is locked or not and only cares about the distance, only keeping the received data of the distance and nothing else.

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Ok I found a simple solution, as it turns out using a AI Defense block it can do what the Event Controller fails to do, already I have gotten instant results of it turning on and off the missile launch with only a 5 second delay between target locking and then loosing said target.

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Hello. engineer!

Thank you for letting us know.

The issue has been reported to our internal system.

Kind Regards,

Keen Software House: QA Department

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In addition to my upvote for this issue, if the combat blocks had a programmable-block accessible property to provide range to locked target, those of us inclined to work with programmable blocks could write scripts to poll that value and "fix" this problem ourselves.

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