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

How Useful are My Airborne AIs?

  • Very Useful

    Votes: 5 21.7%
  • Moderately Useful

    Votes: 6 26.1%
  • Better Than The Current Land AI

    Votes: 7 30.4%
  • 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 21.7%

  • Total voters
    23

Legionite

Wants to play modded Campaign MP
Joined
May 20, 2017
Messages
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Likes
3,156
Points
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Proving my worth at TAC
Website
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.
 
Last edited:

Legionite

Wants to play modded Campaign MP
Joined
May 20, 2017
Messages
2,162
Likes
3,156
Points
575
Location
Proving my worth at TAC
Website
forum.terratechgame.com
Just your average Robo Commando
Robo Commando - Series Adv.

Screen Shot 2019-01-29 at 11.20.13 AM.png
With walking included. (A & D to step)
RoboCommando.png
The first variant is not super effective at walking. The later attempts will feature advanced stabilization


This is "Later Attempt #1"
WalkerForums.gif
 
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Legionite

Wants to play modded Campaign MP
Joined
May 20, 2017
Messages
2,162
Likes
3,156
Points
575
Location
Proving my worth at TAC
Website
forum.terratechgame.com
The remastered Alerus Fighter, now with YWVS Technology.
It now handles far better than the pre-MK6 versions.
TAC Alerus MK6.png
Should be, in theory, smaller and cheaper than the Chinese fighter posted on the workshop.
Works in MP too.


Has less cruise missiles than that one because more cruises don't always make better fighters...
 

Legionite

Wants to play modded Campaign MP
Joined
May 20, 2017
Messages
2,162
Likes
3,156
Points
575
Location
Proving my worth at TAC
Website
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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Likes: Galrex