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Uber AI and name already taken bug

The general place to discuss MOD''ing Freelancer!

Post Sun Jan 30, 2005 3:32 pm

Uber AI and name already taken bug

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1st question
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I've been trying to make a really dangerous AI that could measure 1 vs 1 with a human. Here's the current code :

<pre><font size=1 face=Courier>
[RepairBlock
nickname = repair_fighter_uber_never
use_shield_repair_pre_delay = 0
use_shield_repair_post_delay = 0
use_shield_repair_at_damage_percent = 0
use_hull_repair_pre_delay = 0
use_hull_repair_post_delay = 0
use_hull_repair_at_damage_percent = 0

[JobBlock
nickname = basic_job_no_formation_uber
wait_for_leader_target = False
flee_when_leader_flees_style = False
scene_toughness_threshold = hard
flee_scene_threat_style = hard
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = False
loot_flee_threshold = hard
attack_subtarget_order = anything
field_targeting = high_density
loot_preference = lt_commodities
force_attack_formation = False
combat_drift_distance = 25000
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 = anything, 5000, guns / guided / unguided / torpedo

[MissileReactionBlock
nickname = missile_reaction_fighter_uber
evade_missile_distance = 100
evade_break_missile_reaction_time = 0.1
evade_slide_missile_reaction_time = 0.01
evade_afterburn_missile_reaction_time = 0.0001

[DamageReactionBlock
nickname = damage_reaction_fighter_uber
evade_break_damage_trigger_percent = 0
evade_dodge_more_damage_trigger_percent = 0
engine_kill_face_damage_trigger_percent = 69
engine_kill_face_damage_trigger_time = 3
roll_damage_trigger_percent = 0
roll_damage_trigger_time = 0
afterburner_damage_trigger_percent = 0
afterburner_damage_trigger_time = 0
brake_reverse_damage_trigger_percent = 0
drop_mines_damage_trigger_percent = 0
drop_mines_damage_trigger_time = 0
fire_guns_damage_trigger_percent = 30
fire_guns_damage_trigger_time = 3
fire_missiles_damage_trigger_percent = 1
fire_missiles_damage_trigger_time = 1

[CountermeasureBlock
nickname = countermeasure_handicap_uber
countermeasure_active_time = 3
countermeasure_unactive_time = 0

[MineBlock
nickname = mine_light_uber
mine_launch_interval = 2
mine_launch_cone_angle = 30
mine_launch_range = 100

[EngineKillBlock
nickname = engine_kill_fighter_uber
engine_kill_search_time = 0.1
engine_kill_face_time = 1
engine_kill_use_afterburner = True
engine_kill_afterburner_time = 1
engine_kill_max_target_distance = 100

[StrafeBlock
nickname = strafe_fighter_uber
strafe_run_away_distance = 100
strafe_attack_throttle = 1

[TrailBlock
nickname = trail_fighter_uber
trail_lock_cone_angle = 30
trail_break_time = 0.01
trail_min_no_lock_time = 0.01
trail_break_roll_throttle = 0
trail_break_afterburner = True
trail_max_turn_throttle = 0.6
trail_distance = 100

[BuzzPassByBlock
nickname = buzz_pass_by_fighter_uber
buzz_distance_to_pass_by = 500
buzz_pass_by_time = 2
buzz_break_direction_cone_angle = 180
buzz_break_turn_throttle = 1
buzz_pass_by_roll_throttle = 0.1
buzz_drop_bomb_on_pass_by = True
buzz_break_direction_weight = left, 1.0
buzz_break_direction_weight = right, 1.0
buzz_pass_by_style_weight = break_away, 1.0
buzz_pass_by_style_weight = straight_by, 1.0

[BuzzHeadTowardBlock
nickname = buzz_head_toward_fighter_uber
buzz_min_distance_to_head_toward = 700
buzz_min_distance_to_head_toward_variance_percent = 0.3
buzz_max_time_to_head_away = 2
buzz_head_toward_engine_throttle = 0.8
buzz_head_toward_turn_throttle = 1
buzz_head_toward_roll_throttle = 0
buzz_slide_throttle = 1
buzz_slide_interval_time = 2
buzz_slide_interval_time_variance_percent = 0.5
buzz_dodge_turn_throttle = 1
buzz_dodge_cone_angle = 20
buzz_dodge_cone_angle_variance_percent = 0.5
buzz_dodge_waggle_axis_cone_angle = 0
buzz_dodge_roll_angle = 20
buzz_dodge_interval_time = 3
buzz_dodge_interval_time_variance_percent = 0.5
buzz_dodge_direction_weight = right, 0.5
buzz_dodge_direction_weight = left, 0.5
buzz_head_toward_style_weight = slide, 1.0

[EvadeBreakBlock
nickname = evade_break_fighter_uber
evade_break_roll_throttle = 1
evade_break_time = 0.1
evade_break_interval_time = 6
evade_break_afterburner_delay = 0.0001
evade_break_afterburner_delay_variance_percent = 0.0001
evade_break_attempt_reverse_time = 2
evade_break_reverse_distance = 100
evade_break_turn_throttle = 1
evade_break_direction_weight = left, 1.0
evade_break_direction_weight = right, 1.0
evade_break_style_weight = outrun, 1.0
evade_break_style_weight = sideways, 1.0

[MissileBlock
nickname = missile_fighter_uber
missile_launch_interval_time = 1
missile_launch_interval_variance_percent = 0.01
missile_launch_range = 250
missile_launch_cone_angle = 22.5
missile_launch_allow_out_of_range = False

[EvadeDodgeBlock
nickname = evade_dodge_fighter_slide_uber
evade_dodge_style_weight = slide, 1.0
evade_dodge_cone_angle = 90
evade_dodge_interval_time = 5
evade_dodge_time = 0.1
evade_dodge_distance = 50
evade_activate_range = 40
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 = 0.5
evade_dodge_cone_angle_variance_percent = 0.5
evade_dodge_direction_weight = left, 0.3
evade_dodge_direction_weight = right, 0.3

[GunBlock
nickname = gun_uber
gun_fire_interval_time = 0
gun_fire_interval_variance_percent = 0.500000
gun_fire_burst_interval_time = 0.500000
gun_fire_burst_interval_variance_percent = 0.250000
gun_fire_no_burst_interval_time = 0.750000
gun_fire_accuracy_cone_angle = 1
gun_fire_accuracy_power = 1.100000
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 = 0.1
auto_turret_no_burst_interval_time = 0.01
auto_turret_burst_interval_variance_percent = 0.200000
gun_range_threshold_variance_percent = 0.300000
gun_fire_accuracy_power_npc = 3

[Pilot
nickname = pilot_uber
gun_id = gun_uber
evade_dodge_id = evade_dodge_fighter_slide_uber
missile_id = missile_fighter_uber
evade_break_id = evade_break_fighter_uber
buzz_head_toward_id = buzz_head_toward_fighter_uber
buzz_pass_by_id = buzz_pass_by_fighter_uber
trail_id = trail_fighter_uber
strafe_id = strafe_fighter_uber
engine_kill_id = engine_kill_fighter_uber
mine_id = mine_light_uber
countermeasure_id = countermeasure_handicap_uber
damage_reaction_id = damage_reaction_fighter_uber
missile_reaction_id = missile_reaction_fighter_uber
formation_id = formation_never
repair_id = repair_fighter_uber_never
job_id = basic_job_no_formation_uber </font></pre>

Now the bugs are :
-No matter what I do, they never fire CMs.
-A lot of times, they will simply thrust in direct line, but with me behind them! Even when I fire at these :S

Anyone knows where is the bug hidden?

Post Sun Jan 30, 2005 3:32 pm

-------------------------------------------------------
2nd question
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Some of my Alpha and Beta testers have got some problems getting on the Alpha Server of my mod.

They get the "Name is already taken" bug, no matter what name they choose.
I heard it could be hidden in NewCharacter.ini (Argh said it I think), but I have no clue what exactly.

My testers can create characters normally on every other server. Only mine with my mod bugs.

And I tried to put the mod on 2 different servers... Both had this bug.

Any idea?

Post Sun Jan 30, 2005 3:59 pm

1st. The "name is already taken bug" is very likely a problem in your newcharacter.ini or mpnewcharacter.fl. I had that once too, and found the reason was a typo in newcharacter.ini.

2nd: People say they have observed NPCs use CMs, however not as effective as a human player would probably do.

3rd: It is still AI, they don't think. They sometimes do stupid things, like flying straight or even stopping still.

Post Sun Jan 30, 2005 4:06 pm

Do a player wipe..see if that solves your trouble with the name issue.

Post Sun Jan 30, 2005 5:06 pm

<pre><font size=1 face=Courier><font size=1 face=Courier>
;EDIT BACK BEFORE BETA LAUNCH!!!
;---------------------------------------------

[Pilot
nickname = trent
body = trent
comm = trent
voice = trent_voice
body.anim = Sc_MLBODY_STND_000LV_A_31
thumb = interface\intro\objects\MULTI_blackdragonmale.3db
comm.anim = Sc_comm_body_unfold_female, Sc_headCOM

[Package
nickname = ge_fighter
strid_name = 11051
strid_desc = 11551
ship = ge_fighter6
loadout = MP_ge_fighter6
money = 10000000

[Faction
nickname = new_player
rep_group = co_ic_grp
base = FW02_01_base ;KU07_02_base
Package = ge_fighter
Pilot = trent
</font> </font></pre>

This is my NewCharacter.ini file, and I didn't touch the mpnewplayer.fl (or whatever). (MP_ge_fighter6 is defined in loadouts.ini, ge_fighter6 is the Eagle)

About the player wipe, well I did it about 2-3 times on the first server. Nothing changed. I never did it on the newest server tho. I might do one soon.

About the AI and the CMs, well mine didn't launch a single one... Never. Could this be because I use the best CM available???

Edited by - FriendlyFire on 1/30/2005 5:07:10 PM

Post Sun Jan 30, 2005 10:40 pm

"base = FW02_01_base ;KU07_02_base"

See the space character. That is likely the cause. Never do that, if you comment something out, put the semicolon directly at the end of the line!

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