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AI Scripting

The general place to discuss MOD''ing Freelancer!

Post Thu Apr 17, 2003 5:12 pm

AI Scripting

I had a general question about the AI. Is it possible to create multiple AI scripting behavior for specific factions?

For example, say Bretonia Navy fly in diamond formations upon contact and break into pairs for dogfights, but Rheinland Navy fly in wall formations and break into "every-man-for-himself" directions for dogfights, and so on. Different tactics for Navy, police, pirates, and so forth.

I was just wondering because I was thinking of the need for improving the AI, but wanted specific AI scripts FLMM compatible so that each group had their own distinctive strengths and weaknesses, which could be turned on or off as desired, and wouldn't behave the same way every time no matter what part of space I was in. Just a thought . . .

Edited by - Rone on 17-04-2003 18:33:22

Post Thu Apr 17, 2003 5:25 pm

i was thinking the exact same thing
we are currently working on a mod and we trying to figer it out
if you come any further than please post you sollution at the mod annoucments
(under game X developing has made a FL mod)
if i find a way than i will post it here
ok. sweet deal

Post Thu Apr 17, 2003 5:35 pm

Sounds like a good deal to me.

And anyone else reading this post who has an interest in AI Scripting is invited to join any future discussions and share insights.

* Many receive advice, but only the wise profit by it *

Post Fri Apr 18, 2003 4:27 pm

i got so far that i can edit the standerd flight of ships not three in a <
but also a line horizontal , a line vertical, and these all in close formation, lose formation and normal formation( wich changed the space between ship) still have to figur it out how to use them in normal space( not missions)
any suggestions, i donn't got a clue were to start

Post Fri Apr 18, 2003 6:36 pm

"fraid not. I'm stumped, too.

I thought that maybe there were further scripting instructions laid out like encoutners, but I'm not seeing them -- at least not without going into the hard-code of the game's design itself (which is beyond my abilities since I don't know assembler code).

I believe mission scripts are in there, too. You can create scripts for additional encounters, but it'll take someone with the programming ability to rewrite some of the assembler code to make new random missions (not encoutners); so, its probably also true for specific spawning instructions for an encounter. As for configurations, I've not been able to locate anything that would allow me to manipulate the X, Y, Z coordinates. Assembler code, too, I guess. . .

You wouldn't by chance be able to write some assembler subroutines, could you?

* Many receive advice, but only the wise profit by it *

Post Sat Apr 19, 2003 12:35 pm

it's hard coded but in wich file and wich line that is the problem all the dll files have a total number of more than 32 charachters ( example 12345678901234567890123456789012 is 32 charachters so that is allot of work but we are still working on it
if someone got a clue please let me know

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