Is it possible?
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Hi,
Ive currently been “toying” with npc factions and so far all seems good. Ive named them, given them ships / loadouts etc and have them patrolling/scouting etc in the area’s i want.But im wondering if its possible to have just one single ship patrolling, This is what i got so far :
Ive added the faction(s) in the initialworld.ini and they have empathy values…
[FactionProps]
affiliation = fc_admin_grp
legality = lawful
nickname_plurality = singular
msg_id_prefix = gcs_refer_faction_fc_admin
jump_preference = any
npc_ship = fc_admin_elite_order_d1-19
voice = pilot_f_ill_m01
voice = pilot_f_ill_m02
mc_costume = mc_fc
space_costume = pi_pirate1_head, pi_orillion_body, comm_br_guard
space_costume = pi_pirate4_head, pi_orillion_body, comm_rh_alaric
space_costume = sh_male4_head, pi_orillion_body, comm_br_guard
space_costume = ge_male2_head, pi_orillion_body, comm_rh_alaric
space_costume = ge_male4_head, pi_orillion_body, comm_br_guard
space_costume = ge_male1_head, pi_orillion_body, comm_rh_alaric
firstname_male = 458801 <–---------( i have added this name in the dll )
lastname = 491530 <-----------( and this)
rank_desig = 197128, 197129, 197130, 10, 15
formation_desig = 197808, 197820
formation = fighters, fighter_basic
formation = freighters, freighter_basic
formation = freighters2, freighter2_basic
formation = cruisers, cruiser_wall
formation = battleships, battleship_wall
[NPCShipArch]
nickname = fc_admin_elite_order_d1-19
loadout = fc_admin_elite_order_d1-19 <<<<(i have this in the loadouts.ini)
level = d19
ship_archetype = ge_fighter6
pilot = pilot_military_ace
state_graph = FIGHTER
npc_class = lawful, class_fighter, d1, d2, d3, d4, d5, d6, d7, d8, d9, d10, d11, d12, d13, d14, d15, d16, d17, d18, d19
[EncounterFormation]
ship_by_class = 1, 2, fighters
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 1, 2, fighters
pilot_job = assault_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite[Creation]
permutation = 0, 3
[Zone]
nickname = (where ever)
pos = -38065, 0, 20544
rotate = 0, 0, 0
shape = SPHERE
size = 8063
comment = Ambient Pop
sort = 51
toughness = 19
density = 3
repop_time = 95
max_battle_size = 4
pop_type = Background
relief_time = 35
population_additive = false
faction_weight = fc_admin_grp, 1
encounter = area_admin, 2, 0.100000
faction = fc_admin_grp, 0.100000any ideas ??
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[EncounterFormation]
ship_by_class = 1, 2, fighters
pilot_job = assault_leader_job
make_class = wanderer
ship_by_class = 1, 2, fighters
pilot_job = assault_job
make_class = wanderer
formation_by_class = fighters
behavior = wander
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite[Creation]
permutation = 0, 3The encounter has to much in it.
Look in the standard vanilla to this encounter “patrolp_gunboats”
you’ll see this info.
[EncounterFormation]
ship_by_class = 1, 1, sc_gunboats
pilot_job = assault_leader_job
make_class = class_police_patroller
make_class = wanderer
formation_by_class = gunboats
behavior = patrol_path
arrival = cruise
allow_simultaneous_creation = yes
zone_creation_distance = 0
times_to_create = infinite[Creation]
permutation = 0, 3Compare the 2 you’ll figure it out (especial the ship_by_class only once mentioned and has 1,1 as value)
P.S.
Can you please remove that flashing avatar? Its anoying when trying to read a post, distracts a bit.
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[EncounterFormation]
ship_by_class = 1, 1, sc_gunboats
pilot_job = assault_leader_job
make_class = class_police_patroller
make_class = wanderer
formation_by_class = gunboats
behavior = patrol_path <–------------------ Bear in mind this is configured for a patrol path, try changing to wander
arrival = cruise
allow_simultaneous_creation = yes <----------------- Change to FALSE, means only one encounter will spawn at a time
zone_creation_distance = 0
times_to_create = infinite <------------------- Change to 1, means will only spawn once while you’re in the encounter even after you killed itThought i’d add those amendments as it will help the situation
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Thats great, it works… thanks a million for your help guys. All i gotta do now is improve the way the npc flys!!. It seems that all this single npc (named Khayman) wants to do is fly away alot.
Time to get my head around the pilots_population.ini i guess….thanks again.
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Reloading NPC FTW ;D
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I wanna just say im having some real fun with this npc now ;D
Ive got just 1 npc with the new name flying almost as good as a real player (apart from it spams mines). I found changing the loadouts has made things more and more challenging.Thanks again everyone for all your help i can only hope one day i can return the favour.
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Ty for the help gibbon
Guess its the wrong threat but still thanks -
i was just wondering,
is there a way to stop the npc trying to run away?.. i have them turning to face me quite fast and when they do, they are good, but sometimes they still try to run (dodge) before facing me again…
can i just remove or decrease a value like this :
buzz_max_time_to_head_away = 1 <–-- make it 0 ?
or maybe :
strafe_run_away_distance = 100 <----- make it 0 ?
or do i increase a value like:
engine_kill_face_time = 1 <------ make it 3 ?
i keep trying lots of things but not much has changed if im honest just wondered if anyone knew)