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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。
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, h8 k& E* _2 |- W1 w3 r+ Z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。! Z" B/ n- m. K# |- M, n8 l9 M
2 x, z3 ]" r6 O2 u0 r然后就发现了如下几行1 A0 E: O" Y) S& K- B+ e. r
;Padding Start
# }, T7 c3 i2 f5 I4 ]2 [; ~<data file="data/missions/faction_prop.ini" method="filereplace" numtimes="-1">
' ~( `- U4 c4 S$ O<dest>
& U- G0 h( s& Z& {1 F$ oscan_chance = 0.990000
% ?$ y) h8 k( B& \+ D4 E</dest>. q0 _+ m1 @- V5 o4 p* R
<source>
% B7 W1 K- @( c: R' ascan_chance = 0.000000 ;Changed by AI Bot FLMM Script) W2 C9 ~% w/ T8 r! M7 c% C
</source>
+ c! L9 @3 v. s3 U</data>
+ L* c" k8 F5 @& {* E5 Q; {<data file="data/missions/faction_prop.ini" method="filereplace" numtimes="-1">8 b5 H, j f* i
<dest>% T1 z# x: y/ [$ F* o% m2 ? C
;npc_ship = follow_ship ;Bot activation needed by FLMM, not by hand
- M: t# Z: b" H% W/ m, [" E</dest>; y" w% J! G7 X
<source>$ g, j! X1 {) r# r
npc_ship = follow_ship ;Bots activated
& g3 y+ T. ^! \2 L7 B: n</source>
& P+ A a* N C% U8 G8 k: _</data># z* p4 ]% u9 _; }2 `% n) C1 x% x
;Padding End
% G) Z6 H* e/ ]2 P0 q& h( V! k% Y/ f6 k( ^* z
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7 O; b1 E9 U) k# B- q( R0 f4 a( q
8 u! [% b/ ]! z! c" G& h) J0 R0 l2 n: I
之后脚本还修改了遭遇和列队设置,如下
% N: A) O& H. q0 W w3 Q6 P<data file="data/missions/encounters/patrolp_follow_bot.ini" method="filereplace" numtimes="-1" options="1:1">
7 r5 ~0 b: P$ ]* k* N& S L<dest>
8 ^9 F: W0 e) ^5 A6 E7 \;BotSlot1( H# {9 d, V: p. x0 @; S
</dest>9 Z6 V$ Z# e: q
<source>
f# v( G' M$ ?( u: q9 Fship_by_class = 1, 1, sc_KittBot6 j1 W/ W4 v# k8 t+ e0 `0 l# U
pilot_job = wingman_job
8 U9 C2 }% d ]; _& m</source>
# a- \' R* ^2 I( N4 t</data>, a3 {* ~3 z, V; p# y, P/ t
<data file="data/missions/formations.ini" method="sectionappend" numtimes="-1" options="1:1">9 b1 }5 v) ?- x! }8 v ]
<section>
6 I7 r4 x' X+ c4 N& J% r3 J[Formation]1 q t! G, d. \- M
nickname = form_wall_follow_bot
& `+ L$ ~! l6 s! @7 O% h1 }pos = 100, 0, 106 `$ Z9 D6 E, {% y
</section>
( y% ^- Z3 m* ~<source>; Q. ~: }' }% W5 z2 ?
pos = 250, 20, -385$ |# U h6 x5 |: d
</source>+ H) [2 ?: }' v1 Y+ F5 f
</data>
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当然,关系也修改了4 u0 P2 |8 E/ o. p
<data file="data/initialworld.ini" method="sectionappend" numtimes="-1" options="5:0">
5 v6 R: e# ^1 k, x<section>2 r7 p3 {9 ~; c+ a9 N& h9 r
;BotPadding
- Q7 g1 H5 \% d0 f: g" d/ j</section>
% I L0 ]& @* [% | z/ g! }<source>3 x3 n; p" o7 H: n
rep = 0.60, li_n_grp
0 C7 _. k, f* t, u; p- i+ \ h' U- b1 v。。。。。。/ ?. M5 p' \- ]* i. L& m P
rep = 0.60, KittBot_grp
5 {( D6 f' _: Wrep = 0.60, ww2JacobBot_grp/ \: [$ x& E6 b1 L, }3 ~7 j/ {! m
rep = 0.60, GrimsGreen_grp
. k8 z2 V' }9 P$ f! Q3 @rep = 0.60, Wo3dy_grp
2 w' i5 p$ b+ Y _rep = 0.60, ChipBot_grp5 r6 c2 r' W# [: u
rep = 0.60, Trickbot_grp7 v5 P. W s2 o6 o. U( k/ Q
rep = 0.60, OutsidersFollowers_grp
$ J5 S2 j, C1 i# Z" jrep = 0.60, DarkMarauderBot_grp
+ l: F, @, d' B$ hrep = 0.60, DreadPirateLowsound_grp1 s) R1 {+ }, t5 `" J# Q
rep = 0.60, HowdaDoodeWTF_grp$ Q0 ?$ h+ J2 A# t
</source>
: d6 C8 S9 n/ s+ o</data>
+ p0 c- a4 K5 k6 B
& u5 T2 F7 m, x3 A6 T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! P1 v9 [2 G3 B1 m+ _6 t' q3 F
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[EncounterParameters]2 {* W$ f) \; Y) V6 p
nickname = OutsidersFollowers
" ~) u. N4 F5 [ G! q% Sfilename = missions\encounters\bots\OutsidersFollowers.ini" x' E% u8 `$ u
[EncounterParameters]" d, o( |3 Y8 R$ J- o! Y8 ~" H
nickname = DarkMarauderBot
- d2 [% C( a- j7 O( \filename = missions\encounters\bots\DarkMarauderBot.ini
: K/ Y' o6 G8 [; Y$ R! i* G[EncounterParameters]" C( H; M! J/ a5 }( `" J4 F2 Y
nickname = DreadPirateLowsound6 _( V1 r1 b' u: X! r* f
filename = missions\encounters\bots\DreadPirateLowsound.ini
% Q" s( x6 U$ [3 @" \- I[EncounterParameters]
" `2 x, P4 b2 Wnickname = HowdaDoodeWTF
. J! t8 t: u: S' y3 Lfilename = missions\encounters\bots\HowdaDoodeWTF.ini * E" e3 W. V* x* Y& [4 ^( E* X2 g
7 ?7 |# a. V0 X/ p4 y, k3 q
npc_ship = follow_ship1 y u$ ^$ E0 K l/ T
npc_ship = Bot_HowdaDoodeWTF 9 Z! v( |8 o1 K; v; ^- N
; F3 G- _/ p0 e5 c+ I" r( c( |[Ship] J, k/ u8 D- u; Y
ids_name = 458853% Q: [) R1 F& J3 M6 o b
ids_info1 = 459832: V! g, O# x! r! p7 i6 d* T
ids_info2 = 459851
+ i/ \/ G( h, d: |ids_info3 = 4598519 j( d7 s: y. q+ h
ids_info = 459851
" R2 e3 Q- r6 U* vship_class = 0
! C+ r: p! U% k7 F- C3 s7 rnickname = follow_trigger_ship
; j+ l8 ?# i mphantom_physics = true
! p: g& n) Q& r& e# R# HLODranges = 0, 40, 60, 140, 300, 1000% E, E( ^8 U" T U4 C6 J n, G
HighLODOp = 0, 999999999
! ]/ |5 Y7 I6 }! h. e" _msg_id_prefix = gcs_refer_shiparch_support0 y% x, E8 s. c0 R. K
mission_property = can_use_berths
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6 o! b# x6 i( d' s* K这里的follow_trigger_ship我还不知道是干什么用的。' F( \0 a' D" W0 g1 y# N
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[zone]( r# e K- m: c
nickname = zone_88flak_ambient_population_400_rh01
6 ]. W! U i6 F: e9 v2 zpos = 0, 0, 0 ;No need to move this. Just stick it in. =P4 v. x+ o8 }* a& i0 e2 B
rotate = 0, 0, 0
; r: S1 W/ V1 E# |% N3 Y5 Mshape = SPHERE' @3 p' z7 N! |/ T" {9 s
size = 400000. Z4 |& v( Y. }4 {5 b/ A
comment = Ambient Populater added by 88 Flak, ignore# P' a( u$ O" W5 ]/ M: v2 n# O9 s
sort = 90 ;AmbRePop, `% }9 d( v: E; J& Q+ t
toughness = 1 ;19$ S, k( ~. p% N
max_battle_size = 9999
# q9 U, ~/ N2 w' @8 Bdensity = 8% h; L' B/ c3 W/ O* o" v3 g
density_restriction = 8, class_default
U) K2 _; [5 n4 |: Qdensity_restriction = 2, class_patroller
8 M6 ]7 E' \) c& T- Edensity_restriction = 1, class_bot_patroller
6 f4 i) D- D4 q, ]. I$ Irepop_time = 30 ;AmbRePop
" o) Q, I X( }7 rpop_type = background
5 b, I! [5 s( p5 \- Prelief_time = 30 ;20
/ w. h d, S% N7 Npopulation_additive = true7 [5 U Q; b5 k3 {! ~3 E$ [4 ]/ u
encounter = foxBot, 1, 0.0035004 z/ H1 ^7 ?9 X7 ~. Q: q Y
faction = foxBot_grp, 1.000000
# Y( T3 e/ r3 Dencounter = KittBot, 1, 0.003500
6 ] ^" x6 E3 g5 ifaction = KittBot_grp, 1.000000' Y$ n7 O2 e1 v" [) [
encounter = ww2JacobBot, 1, 0.003500
% Y8 `+ n- J* \9 @faction = ww2JacobBot_grp, 1.000000
. m4 h! |+ ~, k0 h: h6 Dencounter = GrimsGreen, 1, 0.003500
) T& F3 i: |. C; J2 Hfaction = GrimsGreen_grp, 1.000000
7 E8 \4 y# E) kencounter = Wo3dy, 1, 0.003500
7 A. ^: F7 A7 t( \9 n0 ffaction = Wo3dy_grp, 1.000000
- n5 t4 f9 H6 o: T% e7 eencounter = ChipBot, 1, 0.003500/ w& n+ ?( _5 ^5 y& ]- y& B" M* {
faction = ChipBot_grp, 1.0000000 O1 X, a! z2 F4 v: t+ K5 H; I8 y
encounter = Trickbot, 1, 0.003500 S' u- F* f+ d* I, R$ o. s
faction = Trickbot_grp, 1.000000
& B( q( n2 o+ ~7 J' z$ D. Rencounter = OutsidersFollowers, 1, 0.003500 g7 ?7 b0 ^* u( r5 s- q, y
faction = OutsidersFollowers_grp, 1.000000
$ M9 B6 z4 n4 j6 m8 kencounter = DarkMarauderBot, 1, 0.003500
1 T% D# B' q9 N" vfaction = DarkMarauderBot_grp, 1.000000. Q5 p& X! M m. B3 j- j; p
encounter = DreadPirateLowsound, 1, 0.003500
' i `: V' A0 p' `faction = DreadPirateLowsound_grp, 1.000000, J5 _% c' u7 D4 }. v! |$ f( I# |
encounter = HowdaDoodeWTF, 1, 0.003500
$ j% `$ F* U, T! A2 k9 M! c1 xfaction = HowdaDoodeWTF_grp, 1.000000
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[Loadout]' S) G& j3 P! K4 O# W
nickname = follow_ship
: E7 L- W) c- T- Q/ p' i- m- marchetype = follow_trigger_ship) L% f! k* W7 V
;equip = AI_DBG_TGT_gun, HpMount
7 u! N! ?0 w( j5 j4 t) n- w. o1 t5 qequip = ge_lf_engine_01_silent
0 S& z- \. r& B" r/ o/ xequip = armor_scale_invincible //invincible
; Q* Q6 P i0 b1 h: b7 \, e: hequip = infinite_power. I- S( G7 W7 E7 m/ x$ U
equip = rarescanner05_follow/ z! e- ^+ ^: {: L! `" X, P$ e
equip = ge_s_tractor_017 p; r* c6 w; z- i! a
equip = cloak_fighter, HpCloak01 //cloaked
" H4 Y0 h+ {5 `1 B: }' X2 ~equip = no_thruster, HpWeapon01
0 a7 ^9 q5 L( ?' U! B$ L; K$ a$ requip = no_thruster, HpWeapon024 P3 C/ l4 L& z* M" |
equip = no_thruster, HpWeapon03
5 E0 \! K4 E, B; k9 i! U" qequip = no_thruster, HpWeapon04% c5 H9 R- ^% J9 b
equip = no_thruster, HpMine01: s. v* A& P$ s( b$ ]
equip = no_thruster, HpCM01
8 G7 E' U( i9 e4 b; R" r0 ^equip = no_thruster, HpThruster01
* Q+ S0 m, R2 O( d8 c: Zequip = li_gun01_mark01, HpTorpedo013 D# a* L9 s. k5 l
cargo = ge_s_battery_01, 99990 @ F+ _+ [2 q6 k: k
cargo = ge_s_repair_01, 9999 |
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