About NPC of cruise disruptor missile
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I was try many different ways to make the NPC to use the cruise disruptor missile, but no one like what I want.
If I change the cruise disruptor missile launch entry “auto_turret = true”, then NPC will be crazy to use the cruise disruptor missile, even I’m not going to cruise.
If I change the cruise disruptor missile launch entry “auto_turret =false”, then NPC will be not to use the cruise disruptor missile, even I’m going to cruise.
But I remember that, the vanilla freelancer use the “auto_turret =false” setting and working fine, may someone can tell me how to setting can let the NPC use the cruise disruptor missile when player going to cruise, not like fool to use it all the time.
Thanks for your help and reply.
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Umm JONG, and what did you that they stoped using them normally?
Here is my code:
[Motor]
nickname = NPC_cruise_disruptor01_motor
lifetime = 0.625
accel = 1150
delay = 0[Explosion]
nickname = NPC_cruise_disruptor01_explosion
effect = no_cruisedis01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 50
hull_damage = 50
energy_damage = 0
impulse = 1500[Munition]
nickname = NPC_cruise_disruptor01_ammo
explosion_arch = NPC_cruise_disruptor01_explosion
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
one_shot_sound = fire_no_cruise_disruptor
detonation_dist = 6.25
lifetime = 3.125
Motor = NPC_cruise_disruptor01_motor
force_gun_ori = false
const_effect = no_cruisedis01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 2500
seeker_fov_deg = 120
max_angular_velocity = 8.8
cruise_disruptor = true
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
mass = 1
volume = 0.000000[Gun]
nickname = NPC_cruise_disruptor01
ids_name = 525110
ids_info = 459797
DA_archetype = equipment\models\weapons\Blankgun.cmp
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 10000;MISSILE
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_torpedo_special_1
damage_per_fire = 0
power_usage = 0;NPC ONLY
refire_delay = 0.5
muzzle_velocity = 360
toughness = 10
projectile_archetype = NPC_cruise_disruptor01_ammo
separation_explosion = sever_debris
auto_turret = false <<<–----------------- if change to true, they will be carzy to use it, if use this setting, they will not fire it.
turn_rate = 90
lootable = false
LODranges = 0, 50Do you know how to fix?
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Did you tinker with the pilot’s MissileBlock? I’m expecting cruise disruptors to be managed by that part of the AI coding. Raising “missile_launch_interval_time” might help.
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Did you tinker with the pilot’s MissileBlock? I’m expecting cruise disruptors to be managed by that part of the AI coding. Raising “missile_launch_interval_time” might help.
Thanks for your reply, just done a test, even I change the “missile_launch_interval_time” setting, if I use the “auto_turret = false” setting, they won’t fire it as above I say, if I use the “auto_turret = true” setting, they will like fool use it even I’m not going to cruise.