Behaviour
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Oh goody, i was really hoping that nobody would post the words “hardcoded”
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I’ve had a look into this. There are a few entries of interest, firstly in KillableSolars.ini
[KillableSolar]
nickname = rm_miningbase_small_rock_pi_D8-D10
solar_type = Big_Solar
string_id = 10
faction = fc_mm_grp, fc_vp_grp, fc_bn_grp, fc_scr_grp, fc_fug_grp
archetype = rm_miningbase_small_rock
only_allowed_in_zone_type = rock, lava
loadout = rm_miningbase_small_rock_pi_01
hitpoints = 3506, 4800
difficulty = 0.166195, 0.311430
pilot_choices = 3 <–----------------------- This intrigues me, solars have pilots so onto…pilots_population.ini
[GunBlock]
nickname = gun_solar_ace_style_a
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 1
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 0.500000
gun_fire_accuracy_cone_angle = 1
gun_fire_accuracy_power = 1.100000There are a number of solar pilots that can be made a lot meaner by changing a few things, here are some more solar entries,
[MissileBlock]
nickname = missile_solar_fast
missile_launch_interval_time = 10
missile_launch_interval_variance_percent = 0.250000
missile_launch_range = 1000
missile_launch_cone_angle = 20
missile_launch_allow_out_of_range = False
gun_range_threshold = 1.100000
gun_target_point_switch_time = 0.250000
fire_style = multiple
auto_turret_interval_time = 0
auto_turret_burst_interval_time = 1
auto_turret_no_burst_interval_time = 2
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 6[JobBlock]
nickname = job_light_fighter_a
wait_for_leader_target = False
maximum_leader_target_distance = 10000
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 = True
loot_flee_threshold = equal
attack_subtarget_order = anything
field_targeting = always
loot_preference = LT_ALL
attack_preference = fighter, 5000, guns | guided | unguided | Torpedo
attack_preference = freighter, 5000, guns | guided | unguided | Torpedo
attack_preference = transport, 5000, guns | guided | unguided | Torpedo
attack_preference = gunboat, 5000, guns | guided | unguided | Torpedo
attack_preference = cruiser, 5000, guns | guided | unguided | Torpedo
attack_preference = capital, 5000, guns | guided | unguided | Torpedo
attack_preference = weapons_platform, 5000, guns | guided | unguided | Torpedo
attack_preference = solar, 5000, guns | guided | unguided | Torpedo <–---------- Try sumthin along those linesMy npc’s attack anything but they seem to do it in order, will always attack ships before hitting on a solar. See if that helps a bit
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Thanks Gibbon ill give it a try probably tomorrow, think i need a break after spending 2 days coding things
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I looked into this a long time ago, iirc there are 4 “pilot_choices” and all 4 are listed in the Content.dll, they are -
pilot_rm_solar_easiest
pilot_rm_solar_easy
pilot_rm_solar_hard
pilot_rm_solar_hardestThe other 4 Solar pilots I was never able to find in the dll’s & exe
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I looked into this a long time ago, iirc there are 4 “pilot_choices” and all 4 are listed in the Content.dll, they are -
pilot_rm_solar_easiest
pilot_rm_solar_easy
pilot_rm_solar_hard
pilot_rm_solar_hardestThe other 4 Solar pilots I was never able to find in the dll’s & exe
Since they are refered to on the solars its self isnt it just possible to create a new pilot population?
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I looked into this a long time ago, iirc there are 4 “pilot_choices” and all 4 are listed in the Content.dll, they are -
pilot_rm_solar_easiest
pilot_rm_solar_easy
pilot_rm_solar_hard
pilot_rm_solar_hardestThe other 4 Solar pilots I was never able to find in the dll’s & exe
If we edit it, can we let solar shoot player in MP ?
I never saw any solar can shoot (I mean that, we can saw it’s shoot) player in MP game.
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Since they are refered to on the solars its self isnt it just possible to create a new pilot population?
I Probably should have mentioned that “pilot_choices” are only for the solars used in random missions, you can make as many pilots as you want but FL will only use the 4 hardcoded pilots in the missions. The system ini solars are a different story, you can make as many as you want and they’ll be used, but like the mission pilots thier AI behaviour isn’t in the state_graph.db.
If we edit it, can we let solar shoot player in MP ?
I never saw any solar can shoot (I mean that, we can saw it’s shoot) player in MP game.
As long as your hostile to them they will shoot you, I’ve died to many times just from being to close to a hostile solar in MP.
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So as it seems to have been avoided getting an answer.
What does the behaviour = parametre do and what options other than NOTHING can be entered?
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As long as your hostile to them they will shoot you, I’ve died to many times just from being to close to a hostile solar in MP.
Yes, but you can’t saw any fire effects, right ?
I mean is, how to let the missions hostile solar fire effects can saw in game, not invisible ?
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@ Dragnite_MU, I’m sure there used to be a thread on the “behaviour” on the old TLR site, iirc it was done a couple of years back (early '06).
@ JONG, there’s nothing to teach, just give them a loadout and stand back, however if the weapons are using custom effects then you might want to recheck the effects actually work.
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@ JONG, there’s nothing to teach, just give them a loadout and stand back, however if the weapons are using custom effects then you might want to recheck the effects actually work.
That is really strange, I was give them a loadout and I check everything, the solar’s loadout operation is normal when them at a base, but when them turn into a “Destroy missions of solar”, they can hurt my ship but I can’t saw anything like fire effects, even they use same loadout.
I was download many another mod to make many test, those mod has same problem like my mod, all of solar can be hurt my ship, but you never saw any fire effects.
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@bejaymac, thanks for the info but i flatly refuse to use TLR.
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@ JONG, there’s nothing to teach, just give them a loadout and stand back, however if the weapons are using custom effects then you might want to recheck the effects actually work.
That is really strange, I was give them a loadout and I check everything, the solar’s loadout operation is normal when them at a base, but when them turn into a “Destroy missions of solar”, they can hurt my ship but I can’t saw anything like fire effects, even they use same loadout.
I was download many another mod to make many test, those mod has same problem like my mod, all of solar can be hurt my ship, but you never saw any fire effects.
I can confirm that!
Its one of those things everybody claims to be working but it simply doesnt.
Anybody got missiles shot by NPCs in missions working?
Same story. -
**It really depends on what you mean by ‘fire effects’…
Do you mean the graphics don’t show up?
Do you mean the bases aren’t firing at you? (simple fix)** -
I think he means the effects. Remember the “Destroy Outpost” random mission in FL 1.0?
Not the Large Space Station - the Outpost. Remember losing HP randomly when flying near it? It does have a turret, only you don’t see it shooting for some reason.
I think he’s talking about that.
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I think he means the effects. Remember the “Destroy Outpost” random mission in FL 1.0?
Not the Large Space Station - the Outpost. Remember losing HP randomly when flying near it? It does have a turret, only you don’t see it shooting for some reason.
I think he’s talking about that.
Yes, thanks BBalazs, that 's what I mean.
I never see any missions solar shoot me, but I can get hurt on my ship.
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behavior is used in different ways in FL
basically its some kind of trigger calling predefinied “scripts” (no … i dont mean thns but AI scripts and interface scripts)
behavior is used in 3 ways
1. for the interface (definying what certain objects do if you click at them)
2. for ships (giving ships a standard behaviour that they run until they get attacked)
3. for stations (to tell stations that they do exactly nothing - unlike ships - until they get attacked)the only interesting behaviors are the ones you can find for the ships and i believe they are self explaining