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autopilot/gunner idea

The general place to discuss MOD''ing Freelancer!

Post Mon Jul 14, 2003 7:48 pm

autopilot/gunner idea

I don't know if anyone's tried this or not but how about a mod to have the game AI pilot your ship during combat while you do the gunnery controls? This would probably be a big help to those piloting capital ships with slow turning capability. The AI pilot may not be as good as a human pilot but at least it could help your ship track or evade a target while you try to nail whatever it is biting at you. This has its own built in dificulties added to target tracking so it wouldn't neccessarily be a huge advantage to anyone who has it. Think it would work?

StarWars Answers:go ahead

Post Tue Jul 15, 2003 4:17 am

Microsoft forgot to put the ability for the auto-turret in the final release. It was going to be available in the Digital Anvil version.

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I may have A-D-D, but I.... Oh look at the kitty...

Post Wed Jul 16, 2003 1:09 pm

This isn't neccessarily an auto gunner idea, how about the AI piloting the ship and YOU are the gunner?

StarWars Answers:go ahead

Post Wed Jul 16, 2003 2:27 pm

I had the same idea last night . While scrolling through the weapon_equip.ini i mentioned that some turrets have a command line called "AI_range = 999".

In addition, there is this file called "pilots_population.ini" (DATA/MISSIONS/) which contains all the NPC maneuvers!
Here is a short example:

[EvadeDodgeBlock
nickname = evade_dodge_fighter_vert_easy
evade_dodge_style_weight = waggle, 1.000000
evade_dodge_cone_angle = 60
evade_dodge_interval_time = 3
evade_dodge_time = 6
evade_dodge_distance = 150
evade_activate_range = 250
evade_dodge_roll_angle = 0
evade_dodge_waggle_axis_cone_angle = 0
evade_dodge_slide_throttle = 0
evade_dodge_turn_throttle = 1
evade_dodge_corkscrew_turn_throttle = 0
evade_dodge_corkscrew_roll_throttle = 0
evade_dodge_corkscrew_roll_flip_direction = False
evade_dodge_interval_time_variance_percent = 0.800000
evade_dodge_cone_angle_variance_percent = 0.500000
evade_dodge_direction_weight = up, 0.500000
evade_dodge_direction_weight = down, 0.500000

I thought "Hey, if it is possible to assign the cloaking function to a weapon, why not assign a maneuver to it ?"

Unfortunately, im not really good in modding so i dont really know how to do this,
but pehaps someone else has an idea...

Edit:
When you look at the freelancer.exe with a hexeditor you can find commands like USER_START_MANEUVER and other things. Maybe that helps.

If this were a dictatorship, it'd be a heck of a lot easier, just so long as I'm the dictator. (George W. Bush, 18.December 2000)


Edited by - Nihilist on 16-07-2003 15:50:15

Post Wed Jul 16, 2003 9:16 pm

That sounds like what I was thinking, but I don't know much about programming either so someone else would be the one to try it.....
Also, maybe the quality of the autopilot could be improved (its maneuvering, rate of turn/climb, etc.) so you wouldn't just be a sitting duck for the other fighters, because let's face it, the skill level of the AI at dodging is in the basement.

StarWars Answers:go ahead

Post Sun Jul 27, 2003 1:06 am

It sounds interesting, giving AI attributes to purchaseable hardpoints. It would be neat to buy different advanced Auto pilots with increasing AI intuitiveness for evasion; Auto Pilot Mk I, MK II, MK III.

Perhaps a modder with more experience than I can weigh in.

Spectre

Post Mon Jul 28, 2003 12:44 pm

it would be great to have auto turrets in the patch (if microsoft will ever make one) or something. specifically: auto-rear-fire turrets for fighters for those morons tailing you for about 2 times the normal amount of credits for the really good ones and auto turrets on anything the size of a freighter and above (its so hard to dodge AND shoot while in a freighter

xxx

Post Tue Jul 29, 2003 4:49 am

my guess is its in there but we don't know the command but it would be intresting to try a AI thing... anyoine added it to a ship yet?

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