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- 1970-1-1
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虽然之前和88 Flak的老大有过交流,但是真正体验88 Flak的次数不是很多,前几天和JONG的讨论中提到了其中的IA战斗机,于是还是决定去看看88 Flak是如何修改那些东西的。3 k# w5 j' u6 ~; l: t5 o, b9 T
7 z: ?3 x3 E/ ^2 ]9 J/ I首先Mod包下载完成,解压缩成两个Mod,其中一个叫88 Flak v127 AI Companion,里面有一个FLMM脚本,于是决定以这个突破口来窥探实现方法。不过如果你真的想做,不建议你看这里,最好自己研究,因为修改的部分不只下面所列出的部分。
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然后就发现了如下几行2 J7 l% Q# ?* g- O7 L) A! m; u
;Padding Start
# V% g+ e) {: x; @6 v7 L<data file="data/missions/faction_prop.ini" method="filereplace" numtimes="-1">& v, n/ W/ J3 c) r0 o2 i
<dest>
9 u1 u2 ?' v& `/ t _$ Escan_chance = 0.990000
' ^; V( O! P. _$ i) l3 t</dest>2 U7 v9 ]" i b
<source>4 c! f& N# O- U' p) s! b
scan_chance = 0.000000 ;Changed by AI Bot FLMM Script3 \) F+ `( w! i) V4 z
</source>5 I% \, p1 a. G" u9 k: B
</data>+ J; o& G% B$ S
<data file="data/missions/faction_prop.ini" method="filereplace" numtimes="-1">9 B) x/ x S1 [, c' z
<dest>
; o2 P: }0 e$ ?1 ~& t" X;npc_ship = follow_ship ;Bot activation needed by FLMM, not by hand
: \, e9 o* o6 _4 E' U- B</dest>
; f. o {8 `' g! \7 t5 Z+ N; ^* a<source>/ q$ ?! z" W4 u r/ @$ E
npc_ship = follow_ship ;Bots activated6 U" U8 } ]2 R8 R
</source>& y0 s7 n- d1 l5 T
</data>
; e& z7 k2 K# \2 {4 F- H4 J0 t;Padding End
4 R& e& y6 F1 T. p8 z2 t, K* @7 C) B0 O9 {. }
这是让FLMM改faction_prop.ini里的scan_chance和npc_ship,分别将scan_chance改成了0,然后激活npc_ship = follow_ship修改& m) U& V9 \. Q5 a2 ?, Q
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之后脚本还修改了遭遇和列队设置,如下8 M& K/ z$ `4 q0 n1 D9 R5 f
<data file="data/missions/encounters/patrolp_follow_bot.ini" method="filereplace" numtimes="-1" options="1:1">
; n" |! Q% ]! @5 k* n: l: Y' f: ^<dest>+ ?1 G& s) U& Y+ L3 e
;BotSlot1- ?, C9 D8 z, ?5 V/ a# E
</dest>
4 a6 r, a/ @5 h- [% Y<source>
& f6 Z$ h" E8 r# ^ship_by_class = 1, 1, sc_KittBot
( Z# M6 W0 n: U* t" C* W+ E5 a& m/ ^pilot_job = wingman_job
$ p) ?0 j- E5 C, Y( j1 a</source>
; E/ I9 @4 e7 p) m7 I</data>) V) ]& N& _, g. ~3 v
<data file="data/missions/formations.ini" method="sectionappend" numtimes="-1" options="1:1">
% v, m; O5 {2 ]+ A<section>4 l5 }7 C0 u( E3 F1 J W3 ~
[Formation]' V9 ?& X' b- q! N/ i$ ]6 m9 q3 q
nickname = form_wall_follow_bot# p6 q" \8 n( e i
pos = 100, 0, 10
& q h e7 R' J9 O- G</section>. D, @+ y, p" J! m3 H4 p$ P
<source>
0 q* L8 Q: W6 s$ Rpos = 250, 20, -3850 G3 F# h( u! u9 }, l9 F
</source># `, \0 [; I! g8 q& ]
</data>
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当然,关系也修改了$ o6 V J; b% A9 c% c3 K+ J
<data file="data/initialworld.ini" method="sectionappend" numtimes="-1" options="5:0">' L3 f7 ~1 _ j, e* A
<section>8 F( }: [9 t/ z& B6 b3 y5 D* |
;BotPadding8 s2 h6 a( o% M- g
</section>. I6 q& O B6 y( L: C
<source>2 h3 m4 a$ [8 o6 S9 V
rep = 0.60, li_n_grp
2 B, N& A0 } Q8 @。。。。。。5 X, M8 l6 ] [; b
rep = 0.60, KittBot_grp* E4 K1 q# K. w; d
rep = 0.60, ww2JacobBot_grp7 [0 o1 k( x3 V
rep = 0.60, GrimsGreen_grp
( m" D% t4 h3 D. qrep = 0.60, Wo3dy_grp3 o, P( k, S6 e, i9 V- V7 `. B4 x8 N
rep = 0.60, ChipBot_grp
! d1 H) F9 d, q1 g2 \rep = 0.60, Trickbot_grp
* D: A/ b6 M2 \3 Brep = 0.60, OutsidersFollowers_grp5 R6 i1 B8 _. @! ?
rep = 0.60, DarkMarauderBot_grp
. V) V1 R9 y! @8 t# i% M* f# [1 prep = 0.60, DreadPirateLowsound_grp' I/ G. c1 D. o8 W1 k% O9 k
rep = 0.60, HowdaDoodeWTF_grp
0 ~$ J" o; ~0 s/ c, z, v$ |+ w' D</source>7 t& b X5 v5 }8 \" x8 a# f
</data>
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1 ~& v* u( K- B( T% B( o. t; s看到这里我就大概明白了,应该还是用NPC+NPC货物扫描半径的方法。随便打开某个星系文件,看到都有Bot的遭遇声明,下面看代码吧
$ x( a O7 q3 R9 j U" ?6 f$ l: B2 M/ K) m2 t
[EncounterParameters]
2 `5 k `2 a. [; L/ nnickname = OutsidersFollowers4 Q K' d. w: S ]# a
filename = missions\encounters\bots\OutsidersFollowers.ini
8 R( T4 f6 W$ m. @" I) C3 t* f[EncounterParameters] u5 W" J2 _; c3 F) o) e
nickname = DarkMarauderBot
5 R5 }6 o! C: J- O4 o; Ufilename = missions\encounters\bots\DarkMarauderBot.ini k2 N( c- B O
[EncounterParameters]
1 D1 ]9 b5 W4 F8 N) ?nickname = DreadPirateLowsound
" g9 s0 c* l& E5 K6 Ffilename = missions\encounters\bots\DreadPirateLowsound.ini
& z; s( s8 I3 W1 C8 M, Y[EncounterParameters]/ T; T8 s% W ~2 @7 D
nickname = HowdaDoodeWTF: a. r1 R/ K/ h
filename = missions\encounters\bots\HowdaDoodeWTF.ini
+ }" A- I6 |# p2 ]
# _0 g% Z1 K2 L. Z. h3 j2 o# Dnpc_ship = follow_ship
4 u6 T6 T" r2 [* f/ [7 Y w" }npc_ship = Bot_HowdaDoodeWTF * X4 M. B# `2 l* h3 b
( O% d$ V& Q, `8 a) H[Ship]
: c9 k5 Q7 |0 ]1 c3 P# |ids_name = 458853: }( i- l1 K. F
ids_info1 = 459832
) j( }6 R8 {0 U$ e6 ~# vids_info2 = 459851
# e7 r m8 {0 o3 h. tids_info3 = 459851; e" Y, S5 W7 [
ids_info = 459851* ^* g; n# }" {1 [' y
ship_class = 0
8 |1 v" s' M0 E# h w' Dnickname = follow_trigger_ship
% S, r1 k2 ]; U$ q; ]% [2 }phantom_physics = true
, C% h# \: T, x5 ALODranges = 0, 40, 60, 140, 300, 1000
, f+ Y9 D" N, _8 d8 ^0 DHighLODOp = 0, 999999999$ p' Z+ e u) ^; N5 j
msg_id_prefix = gcs_refer_shiparch_support
9 v( i! e: B, L3 M) jmission_property = can_use_berths 3 a3 F+ ^' s! {
! x, d/ u, S7 ^5 x" F4 i& [7 i这里的follow_trigger_ship我还不知道是干什么用的。# J. S6 @; I* l2 I# q1 j5 G4 C
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[zone]
% n$ t d R( ~nickname = zone_88flak_ambient_population_400_rh01
h1 \" n5 {7 T: H3 `pos = 0, 0, 0 ;No need to move this. Just stick it in. =P
5 G7 G0 H, B; \3 mrotate = 0, 0, 0
, X3 ^1 F7 S/ a( F* tshape = SPHERE4 j5 ]7 `* l0 J8 g
size = 4000001 N; N( h5 ~, r1 K e
comment = Ambient Populater added by 88 Flak, ignore6 v/ E V% m! F1 k S
sort = 90 ;AmbRePop; f# V5 H: h4 c6 P0 ], {
toughness = 1 ;19
" n/ U* f3 [ n2 ^5 l" h4 mmax_battle_size = 9999* N" e, i3 b0 Y& I! G: M
density = 8" g' t: i9 B2 o: l
density_restriction = 8, class_default9 k& s5 X$ k8 a# B, \ w [
density_restriction = 2, class_patroller& o9 Q* q Y+ J5 g8 l6 T, q8 K
density_restriction = 1, class_bot_patroller, ^+ U$ |3 W) N6 d
repop_time = 30 ;AmbRePop
+ [7 Y) W0 o, i( m6 t; {pop_type = background
" ~! q) L) d: `+ |! L) ^$ r7 mrelief_time = 30 ;20
/ s$ |1 m8 k3 Z# e+ ipopulation_additive = true- ?9 ^+ [- j. U$ M
encounter = foxBot, 1, 0.003500
7 N3 e4 t' e4 Z# lfaction = foxBot_grp, 1.0000003 C, e6 o+ }9 q# P
encounter = KittBot, 1, 0.0035008 @) w; p% B/ D' A1 a4 a
faction = KittBot_grp, 1.000000, A. q( m. K2 r- ]8 D( b2 U* V
encounter = ww2JacobBot, 1, 0.003500
4 O' A! U/ D3 Ufaction = ww2JacobBot_grp, 1.000000
0 h6 ^9 K+ c. s" iencounter = GrimsGreen, 1, 0.003500& s; {% {6 r4 V, v- F, w! X) q8 U
faction = GrimsGreen_grp, 1.000000
; B, m$ y% Q! W: Uencounter = Wo3dy, 1, 0.0035009 b! S: E8 Q* S. W" X- N
faction = Wo3dy_grp, 1.0000000 j/ k; L, |* z+ x( n( W3 o, @
encounter = ChipBot, 1, 0.003500' r% v- }6 H% B' `0 h" ?$ i3 k
faction = ChipBot_grp, 1.000000- @$ E% o! Y. g0 n* d3 D
encounter = Trickbot, 1, 0.003500
" ~$ h8 h7 X7 r& i1 e1 Xfaction = Trickbot_grp, 1.000000$ L; C' C4 ^+ Y
encounter = OutsidersFollowers, 1, 0.003500
, v9 v& l6 ?% g9 F9 Z2 ^faction = OutsidersFollowers_grp, 1.000000 v' Z$ | _! m) ]# P" G2 U* }
encounter = DarkMarauderBot, 1, 0.003500% E0 q8 h" Y% \) o! J6 y9 f
faction = DarkMarauderBot_grp, 1.000000: G+ D# [% Z. U5 J$ _# B7 K$ M
encounter = DreadPirateLowsound, 1, 0.0035004 h) b! }, q. y8 I" f3 L# ]
faction = DreadPirateLowsound_grp, 1.000000$ s+ K: N) l& L/ d$ G
encounter = HowdaDoodeWTF, 1, 0.003500
! h0 U$ q8 E. lfaction = HowdaDoodeWTF_grp, 1.000000
0 c6 j; C3 l& z# w" v1 k% c
# B$ i/ e. P' Y" R, n: \[Loadout]! _, A$ r& Y( z
nickname = follow_ship
8 ], J. L+ B4 g0 i* H' {, B# Z! E- B- Marchetype = follow_trigger_ship" A* p5 a3 v8 F7 J/ r
;equip = AI_DBG_TGT_gun, HpMount% D: p/ a6 M$ w0 m, M: ~8 Z+ m: [
equip = ge_lf_engine_01_silent2 K0 h& e" @% p" B, j3 ^7 e
equip = armor_scale_invincible //invincible
! d8 a5 V! J. K$ O) g" cequip = infinite_power
8 p3 H, X- ]2 kequip = rarescanner05_follow/ p9 {8 C( J$ v
equip = ge_s_tractor_01
. A: R' Z% [, ~$ Qequip = cloak_fighter, HpCloak01 //cloaked: \& Y* l. J/ }
equip = no_thruster, HpWeapon010 W' F0 a# u& \; b3 z
equip = no_thruster, HpWeapon02* i: e# ?, ?* k# X- |/ y
equip = no_thruster, HpWeapon033 H6 Z# U7 P- z
equip = no_thruster, HpWeapon04! z$ D* M! f. j+ }
equip = no_thruster, HpMine016 E- i5 v1 @9 V& e9 s* Q5 f
equip = no_thruster, HpCM01% e6 ?$ J u( _' h. t) x2 \0 X
equip = no_thruster, HpThruster01) T: D" v( z, g3 d: M. ~
equip = li_gun01_mark01, HpTorpedo01
- g# a& X! F" T$ R. `6 J* ^cargo = ge_s_battery_01, 9999: Z1 Q) |) p8 F% B1 A L
cargo = ge_s_repair_01, 9999 |
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