Legionite's Walkers, Hovers, Airborne AI Experiments and Stuff

How Useful are My Airborne AIs?

  • Very Useful

    Votes: 9 30.0%
  • Moderately Useful

    Votes: 8 26.7%
  • Better Than The Current Land AI

    Votes: 8 26.7%
  • Needs More Work (I have seen the latest Airborne AI yet)

    Votes: 0 0.0%
  • Somewhat Messy

    Votes: 0 0.0%
  • Bad Idea

    Votes: 0 0.0%
  • Meh.(Neutral)

    Votes: 5 16.7%

  • Total voters
    30

Legionite

taking a break from TAC Pack
May 20, 2017
2,293
3,787
575
[TAC HQ R&D]
forum.terratechgame.com
Generation Carrier AI
The Airborne AI was always feeble without a vessel to launch from.
Carrier AI should solve that issue!​

AI Striker - Generation Carrier AI
An AI that attacks like a carrier fighter plane.

AI Striker 4.png
Returns back to the player to recharge after attacking the enemy.

GEO Chargers work best as the remote charging method.

Summary:

Launch Airborne AI
{
Return to Player & Continue until within 50m of Player
Goto Enemy & Attack until 100m away from Player
Goto Enemy & Continue until Enemy is out of forwards sight cone
Loop back to "Return to Player & Continue until within 50m of Player"
}


Or
Code:
while (aiStateGuard == true)
{
    maxTechYawPercent = 100;
    while (playerUnderAttack == true)
    {
        if (enemyInRange == true)
        {
            findClosestEnemy();
            if (metersToPlayerTech < 50)
            {
                maxTechYawPercent = 100;
                gotoEnemy();
                fireWeapons();
            }
            else if (metersToPlayerTech < 100)
            {
                 maxTechYawPercent = 50;
                gotoEnemy();
                fireWeapons();
            }
            else if (enemyWithinForwardAttackCone == true)
            {
                maxTechYawPercent = 25;
                gotoEnemy();
             }
            else
            {
                maxTechYawPercent = 40;
                gotoPlayerTech();
            }
        }
        else
        {
             gotoPlayerTech();
        }
    }
    gotoPlayerTech();
}
All accomplished without actually coding the Tech.
It all works by the Tech's block setup inside.
 
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Legionite

taking a break from TAC Pack
May 20, 2017
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3,787
575
[TAC HQ R&D]
forum.terratechgame.com
Surpassing the limits of upper sanity with the Sky Anchor + HaVCS
Aka HASA (High-Altitude Sky Anchor) technology

20190211170522_1.jpg
Can go a high as you want, as long as it doesn't tilt beyond 45 degrees.

The Tech in question: Press X to activate HASA
HASA Example.png
If you use this Technology/Gadget, please notify me of its purpose, Thanks!
It will go to great use to find the next big thing!
 
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ZeroGravitas

Breaker of Games
Jun 29, 2017
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UK
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Is this a mod? If not I would like a .sav file if it...
If not, these need to go in the Unofficial modders Board.
I believe all of Legionite's builds, above, are vanilla TerraTech (+R&D). Some of the snapshots may show appearance mods, but will load for anyone without them. No need for saves.

It might be worth being a bit more polite, especially not making demands of clearly more experienced players when you're not sure what's going on.:confused: Please don't make me regret linking you to this thread (as an example of some of the cleverest, most technical builds in the community).
 

SUPERMECHM500

Music Creator
Mar 1, 2019
340
371
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Mechanising the world
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It might be worth being a bit more polite, especially not making demands of clearly more experienced players when you're not sure what's going on.:confused: Please don't make me regret linking you to this thread (as an example of some of the cleverest, most technical builds in the community).
I do not intend to be rude, or impolite, but thanks for the warning. I guess I'll delete the message, but still if it was a mod, I don't know why it would be here.
 
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Legionite

taking a break from TAC Pack
May 20, 2017
2,293
3,787
575
[TAC HQ R&D]
forum.terratechgame.com
It appears that I forgot to mark the Robo Commando as modded, thanks for pointing that out!

The airborne AIs, walkers, and hoverships use hoverbugs in the game to work as intended without mods.
The Robo Commando was an exception to this though as it used Whitepaw's Control Blocks Mod.

A Clatoe Cruiser for the trouble the confusion caused.
TAC Clatoe Cruiser.png
 

Legionite

taking a break from TAC Pack
May 20, 2017
2,293
3,787
575
[TAC HQ R&D]
forum.terratechgame.com
a TerraTech KB-44 (mashup)
TerraTech KB-44.jpg

Utilizing a new, experimental Multi-Tech turret that uses the HE turreted railgun to have restricted aiming angles.



Clang-Clad Cruiser (Unofficial TerraTech Kingdoms RP)

20200327215627_1.jpg


Bomber Command Off-Duty
20200323130127_1.jpg



Reaver - Floating Combine Harvester
20200307174433_1.jpg


Space Enforcement destroyer "Hamman"
20200329163547_1.jpg

Most of these are available, just DM me on here or Discord.

Oh what's that?

The notable lack of Airborne AIs?

hmmmm...
 
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