Hack Request - Hostile objects to shoot each other in fire range
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So you want a repair weapon platform to shoot allied targets? What about creating a hidden dummy faction which treats the real faction and it’s allies as hostiles, and it’s hostiles as allies, but is seen as ally by the regular faction so that they don’t shoot it?
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1. episode
[[u]repair wplatform] ––> [[u]destructable base] <–— [1 fighter]
2. episode
[[u]repair wplatform] ––> [[u]destructable base] <–— [3 fighters]
3. episode (blink of an eye)
[[u]repair wplatform] <-–> [.destructable base] <–— [3 fighters]
4. episode
[2-3 fighters][[u]repair wplatform] ––> [[u]destructable base]
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this shooting I need to trigger itself -
Do it like I said: platform’s dummy faction is hostile to the base, but the base not to the platform!
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Looking at this thread any of this solutions not give positive results.
Tried LEADER, PLAYER, FIGHTER, TRANSPORT, CRUISER.
No luck. Has anyone accomplished this thing? -
Dragnite_MU wrote:
So as i say when the solararch entry is set to station everything works as in shoot the base and the wplatforms also turn red and shoot.Change it to satellite or mission_satellite shoot the base it turns red and returns fire the wplatforms stay green.
If it cant be fixed then dont worry about is, its been set as station for god knows how long i just wanted to get rid of the error, if i cant then no biggy it doesnt cause a crash.
No luck still with this also. Anyone has some other hint?
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Inside the solararch - what’s the entries in there like? I can’t remember whether it is archetype, or type or something.
Also - if you change it to something hostlie - say nomad - do they shoot each other correctly? I don’t remember if loadout needs a radar or whatever either?
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As w0dk4 said, solars don’t shoot each other ever. It would definately require a hack and then there may not even be any code for it to know that there is other solars near it.
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And how about to change the pilot?
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what ai’s shoot at and what with is a pilot block entry, as for the dummy faction… did you mod it and then load a save game? the new faction and the old wont take much notice of each other, start a new game, to make sure the interfaction reps are set up properly.
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I’ve done various tests, including sitting a Liberty Rogues Dreadnaught next to a Liberty Navy Dreadnaught with proper pilot definitions and loadouts. Both solars will shoot at hostile ships like they’re supposed to, but not each-other or any other hostile solar in the area.
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sumanuti wrote:
Again, thinking of workaround.
Small encounter zone in right spot with max pop chance of hostile npc ships with repair loadout, high hit points and slow motor speed called Bad Gremlins. :-xEntirely workable for weapon platform type faux ships and have a huge time between spawns.
p.s just put no engine in their loadout…they don’t go anywhere. Whether that gives errors or not I don’t know - I just remember spawning npcs with no engines by accident (I think it was engines, it’s so long ago )
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Seems I must drop of this idea cose even workaround not helps much.
Made temp-repair squad for testing and noticed they will only shoot hostile objects and ships that are treat to them (can hurt them).
As u can see on this pic they not notice a nomad generator and go straight to weapon platform which they also hate.I think its imposible asign ship behaviour to objects and thus make this all posible without a hack.