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Target Priorities for Enemies

The general place to discuss MOD''ing Freelancer!

Post Fri Jun 06, 2003 5:08 pm

Target Priorities for Enemies

Is it possible to make it so enemies don't always make a beeline for you the second you appear, even if other hostile ships (to them) are in the area?

It would seem more realistic if maybe one might break off to attack you, but the other three enemies continue to skirmish with House Police, for example, until such a point that they eliminate the Police, THEN chase after you.

Post Fri Jun 06, 2003 6:08 pm

But unless the player is in a L1 starflier or something, he'll have the bad guys converted into space dust long before they could finish the cops. And thats assuming they are even capable of finishing off the cops.

Post Sat Jun 07, 2003 4:22 am

I was thinking more along the lines of when a player might be flying something like a Humpback--it seems really unlikely they'd stop their skirmish with police or whoever they are fighting--just to intercept a freighter that might not be carrying anything.

Post Tue Jun 10, 2003 1:32 am

I think that may be hardcoded in, or burried deep in some insignificant file. It appears as though the setting for the pilots don't really apply to the players and a "hostile" player is always the top priority as soon as they show up.

If you want to play around with it, the file you need to work with is DATA\MISSIONS\pilots_population.ini (pilots_story.ini is for the SP main plot).

One thing I have been able to change is that I can make it so the AI ships won't be afraid to engage you, "I'm not engaging..." I suppose you could do the opposite and make them allways afraid to engage you, but then that's not much fun.

Take a common pirate job for example...

[JobBlock
nickname = tradelane_attack_job
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hard <--- Change to hardest
flee_scene_threat_style = hard <--- Change to hardest
flee_when_hull_damaged_percent = 0.150000
flee_no_weapons_style = True
loot_flee_threshold = equal <--- Change to hardest
attack_subtarget_order = anything
field_targeting = high_density
loot_preference = lt_commodities
combat_drift_distance = 25000
attack_preference = fighter, 5000, guns / guided / unguided
attack_preference = freighter, 5000, guns / guided / unguided
attack_preference = transport, 5000, guns / guided / unguided
attack_preference = tradelane, 5000, guns / guided / unguided
attack_preference = weapons_platform, 5000, guns / guided / unguided
attack_preference = destroyable_depot, 5000, guns / guided / unguided
attack_preference = anything, 5000, guns / guided / unguided

Changing the lines I marked to "hardest" will keep them from running and make sure that if they disrupt your tradelane they attack you. If you're curious, I did try messing around with the attack_preference settings but there must be an invisible line above them all that reads: attack_preference = player

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