AI countermeasure usage
Does anyone know of a way to get the NPCs to drop countermeasures? In the default pilots_population.ini there are definitions such as the following:
[CountermeasureBlock
nickname = countermeasure_handicap_0
countermeasure_active_time = 3
countermeasure_unactive_time = 0
And in the pilot definitions towards the bottom of the same file, there are corresponding lines:
[Pilot
nickname = pilot_military_easy
...
countermeasure_id = countermeasure_handicap_0 <-----
...
Yet I have never, ever seen an NPC drop countermeasures. I was thinking that there might be a line somewhere else that I would have to add to make the AI realize that it should drop them (much like how you can add a line to constants.ini that defines the max cruise speed), but if that is the case then I'm out of luck until somebody enlightens me.
Also, if you know of a mod in which NPCs drop countermeasures, I'm plenty capable of reverse-engineering how it is done. Any leads at all would be greatly appreciated.
[CountermeasureBlock
nickname = countermeasure_handicap_0
countermeasure_active_time = 3
countermeasure_unactive_time = 0
And in the pilot definitions towards the bottom of the same file, there are corresponding lines:
[Pilot
nickname = pilot_military_easy
...
countermeasure_id = countermeasure_handicap_0 <-----
...
Yet I have never, ever seen an NPC drop countermeasures. I was thinking that there might be a line somewhere else that I would have to add to make the AI realize that it should drop them (much like how you can add a line to constants.ini that defines the max cruise speed), but if that is the case then I'm out of luck until somebody enlightens me.
Also, if you know of a mod in which NPCs drop countermeasures, I'm plenty capable of reverse-engineering how it is done. Any leads at all would be greatly appreciated.