Making solars shoot each other
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Try adding behavior = NOTHING to the [Object]. You may also need to change the [Solar] type to WEAPONS_PLATFORM. These changes will be made for the JFLP update (so hostile manufacturing platforms and the like will shoot at NPCs [first change] and you [second change]).
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Adoxa, did you find other values for behavior = other than NOTHING?
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Hey
I am having the same problem. I have followed what you have here. I have two weapon platforms next to eachother. they shoot the NPCs, but not eachother. I have the pilot_pop job block set right. I have the behavior = nothing. yet it as if they dont see eachother. but they can see ships fine.
and they use auto turrets
[Object] nickname = LI02_wplatform_1 pos = -81041, 0, -116175 ids_name = 589818 ids_info = 0 reputation = co_rs_grp behavior = NOTHING archetype = droidcon_de loadout = droidcon_de difficulty_level = 6 visit = 0 pilot = caps [Object] nickname = LI02_wplatform_2 pos = -63910, 0, -122332 ids_name = 589818 ids_info = 0 reputation = co_rs_grp behavior = NOTHING archetype = droidcon_de loadout = droidcon_de difficulty_level = 6 visit = 0 pilot = caps
[JobBlock] nickname = caps_job wait_for_leader_target = False maximum_leader_target_distance = 20000 flee_when_leader_flees_style = False scene_toughness_threshold = hardest flee_scene_threat_style = hardest flee_when_hull_damaged_percent = 0 flee_no_weapons_style = False loot_flee_threshold = hardest attack_subtarget_order = anything field_targeting = never loot_preference = LT_ALL force_attack_formation = False combat_drift_distance = 20000 attack_preference = freighter, 20000, guns | torpedo | guided | unguided attack_preference = weapons_platform, 20000, guns | torpedo | guided | unguided attack_preference = cruiser, 20000, guns | torpedo | guided | unguided attack_preference = capital, 20000, guns | torpedo | guided | unguided attack_preference = transport, 20000, guns | torpedo | guided | unguided attack_preference = fighter, 20000, guns | torpedo | guided | unguided attack_preference = gunboat, 20000, guns | torpedo | guided | unguided ;attack_preference = solar, 20000, guns | torpedo | guided | unguided ;attack_preference = anything, 20000, guns | torpedo | guided | unguided
[Solar] nickname = droidcon_de type = WEAPONS_PLATFORM DA_archetype = solar\droidcs\droidcs.cmp material_library = solar\droidcs\droidcs.mat material_library = fx\envmapbasic.mat envmap_material = envmapbasic LODranges = 0, 50000 mass = 10000.000000 shield_link = r_freighter_shield01, HpMount, HpShield01, HpShield02, HpShield03, HpShield04, HpShield05, HpShield06, HpShield07, HpShield08, HpShield09, HpShield10 open_sound = depot_open_sound close_sound = depot_close_sound solar_radius = 800 shape_name = NAV_outpost hit_pts = 7000000 destructible = true fuse = fuse_dreadnaught_destructable, 0.000000, 1 [Solar] nickname = naboo_defence type = WEAPONS_PLATFORM DA_archetype = ships\swships\Venator\Venator.cmp material_library = ships\swships\Venator\Venator.mat material_library = fx\envmapbasic.mat envmap_material = envmapbasic LODranges = 0, 50000 mass = 10000.000000 shield_link = r_freighter_shield01, HpMount, HpShield01, HpShield02, HpShield03, HpShield04, HpShield05, HpShield06, HpShield07, HpShield08, HpShield09, HpShield10 open_sound = depot_open_sound close_sound = depot_close_sound solar_radius = 800 shape_name = NAV_outpost hit_pts = 7000000 destructible = true
any ideas?
Thanks
Jer
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i copied the wrong two sorry.these are them
[Object] nickname = LI02_wplatform_4 pos = 72601, 0, 39340 rotate = 0, -180, 0 ids_name = 589818 ids_info = 0 reputation = co_rs_grp behavior = NOTHING archetype = droidcon_de loadout = droidcon_de difficulty_level = 6 visit = 0 pilot = caps [Object] nickname = LI02_wplatform_5 pos = -70454, 0, -40502 rotate = 0, -90, 0 reputation = co_vr_grp archetype = naboo_defence ids_name = 590310 ids_info = 0 behavior = NOTHING loadout = naboo_defence difficulty_level = 6 visit = 0 pilot = caps
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adoxa wrote:
How is it useful, though? Even if it did work, they’d just shoot at each other until one is destroyed, so what’s the point?Only reasonable option to make it do so is healing solars with those shots.
That way you need e.g. more than one player to destroy it for good. -
I could see this useful in simulating a continuous battle - 2 solars exchanging fire forever.
Are the two NPC factions you have listed hostile to eachother? IE do NPCs of these factions attack eachother when meeting?
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Noticed that mission weapon platform shoots non-mission weapon platform (!)