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[AI Weapon preferences

The general place to discuss MOD''ing Freelancer!

Post Fri Feb 16, 2007 7:39 am

[AI Weapon preferences

Hello all !

I began modding Freelancer a few month ago, and i'm currently working on a patch increasing AI's level. I've worked a lot on pilots_population.ini, editing many parameters. But i've still a few questions :

To begin with, I want my npc to use differently their missiles and torpedoes. So, missiles against fighters, and torpedoes against capship. In Jobblock, i know the following lines refer to these different utilisations :

attack_preference = fighter, 5000, guns / torpedo / guided / unguided
attack_preference = freighter, 5000, guns / torpedo / guided / unguided
attack_preference = transport, 5000, torpedo / guns / guided / unguided
etc...

However, i don't know how to add the missile/torpedo distinction. Both are guided so i can't use the guided / unguided distinction. How to do ? More generally, i want to know where is written a weapon is part of one of these categories... and consequently, how to change it.

If someone can help me ...

Post Fri Feb 16, 2007 10:32 am

attack_preference = fighter, 10000, guns / guided / unguided
attack_preference = freighter, 10000, guns / guided / unguided
attack_preference = transport, 10000, guns / guided / unguided
attack_preference = gunboat, 10000, Torpedo / guided / guns / unguided
attack_preference = cruiser, 10000, Torpedo / guided / guns / unguided
attack_preference = capital, 10000, Torpedo / guided / guns / unguided
attack_preference = weapons_platform, 10000, guns / guided / unguided
attack_preference = solar, 10000, Torpedo / guided / guns / unguided
attack_preference = anything, 10000, guns / guided / unguided

Try this, it works if Your npc have both torps and missiles.

Search also for "make npc using torps" and something like this using search forums.

Hope this helps.

Post Fri Feb 16, 2007 2:42 pm

Thanks, Vital... but ... my problem isn't to "make npc using torps". They already know how to do it, and quite well...

Though, they're so proud to do it that they used all their weaponry against us : missiles AND torpedoes, both at the same time, against the same target, whatever it is. But attacking a fighter with torpedoes, or a cruiser with missiles, is quite ... useless...

What i want, it's a npc who uses torpedoes or missiles, but not both at the same time. He must be able to adapt his weapon to his target. I want him to fire missiles on a fighter, and torpedos on a cruiser...

And, as far as i know, we can only choose between "guns" and "torpedos". I need a "missile" / "torpedo" distinction.

Post Fri Feb 16, 2007 8:13 pm

I would guess that guns probably count as missles since they are equipped on the sam hardpoint
if that's the case making them use guns before torpedoes should do the trick

Post Sun Feb 18, 2007 5:39 am

Yeah, i tried.

But then NPC use their gun only, altough their missiles are considered as gun too. That's why i though there was another line where each weapon was determined as gun or missile / torpedo...

but i don't find it yet...

Post Sun Feb 18, 2007 8:11 am

it's probably the hp_type = hp_torpedo line for the weapon as the only difference code-wise between missiles and torps is that

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