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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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6 w ]1 ` {8 K3 M8 I" L6 m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。* B4 a5 R s" @, P3 ~* ]
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然后就发现了如下几行8 c# ^/ O/ n) Z8 s: Z( t+ D3 C
;Padding Start9 o9 y( j, ]8 E
<data file="data/missions/faction_prop.ini" method="filereplace" numtimes="-1"># R1 `. } B& W7 p
<dest>7 e3 c# I4 r- n9 |& ]# r
scan_chance = 0.990000
4 |: ~% x- y7 M7 ~; y1 u</dest>4 b- r( D; v' g
<source>( b) @& p. R4 r) r
scan_chance = 0.000000 ;Changed by AI Bot FLMM Script6 T" J; a+ b u7 f! V, r3 }) R
</source>1 z' F8 E, h8 U! T i5 y
</data>
9 X5 t5 s, z& u3 S, R<data file="data/missions/faction_prop.ini" method="filereplace" numtimes="-1">
: j! l0 C/ |; a$ I" }/ ?! `/ Q<dest>. t# a: j% k( A2 i5 ^) D6 h, V
;npc_ship = follow_ship ;Bot activation needed by FLMM, not by hand
& w1 L7 G' u+ A</dest>* v. b1 D2 e% X% [/ y
<source>
; W. f2 l4 ?; K4 G9 ^7 W, ?npc_ship = follow_ship ;Bots activated- W. F) j: u k* P7 t4 D9 a
</source>& Q- O+ i" h; |0 q
</data>0 C$ Q6 ]4 y2 L @( w7 c, L
;Padding End
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" ~9 X; E; C1 @ {; D2 l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
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+ a+ h! R; ~, P1 O之后脚本还修改了遭遇和列队设置,如下
1 {3 v" G, Z- D. [' ?6 i<data file="data/missions/encounters/patrolp_follow_bot.ini" method="filereplace" numtimes="-1" options="1:1">) u6 \# m0 J$ s) V0 Z" Z6 J$ ^
<dest>
! r* R1 b; s* f- q/ d;BotSlot11 B4 Q7 X' I2 }1 ^
</dest>/ S% B8 z% L; f! Z$ c
<source>+ g+ r% \( L' y& r) v6 A7 `
ship_by_class = 1, 1, sc_KittBot+ \- {" B4 [3 ~2 H
pilot_job = wingman_job
2 ?1 L9 C9 S q% @</source>
& m1 |7 F+ j5 E3 j8 G</data>; I0 Z$ O5 p( N+ f& s
<data file="data/missions/formations.ini" method="sectionappend" numtimes="-1" options="1:1">
+ O d' H1 ^/ S1 g<section>
! N7 |( h$ N6 V* Q+ d% U[Formation]8 O' Z( L6 d+ f4 z3 k
nickname = form_wall_follow_bot
7 a& f( E( J/ q$ `pos = 100, 0, 10
* ]- l, S K& _8 r# I5 C/ V</section>
& L9 f5 P7 Q8 L* Y<source>7 |- j* I# q3 X1 k
pos = 250, 20, -385$ ]. u2 `+ d, L+ ^! c D8 I
</source>7 g3 f4 } _; c! i& L" O$ X( c
</data> ( z; o. I! @7 E" Y; l0 c1 \! ^
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当然,关系也修改了
& ~5 t4 \" l0 A, h' | P1 S<data file="data/initialworld.ini" method="sectionappend" numtimes="-1" options="5:0">5 r. V- t! {8 E$ l0 J* @
<section>
+ I% i, X) D1 u;BotPadding) |4 D% B# r+ s5 e
</section>
/ @% a; f! _- X8 Z<source>; V2 h' [5 Y- y& d
rep = 0.60, li_n_grp# w1 b$ U$ r; J: D/ x
。。。。。。0 G* g- F% O6 k3 v8 P7 q* K% n
rep = 0.60, KittBot_grp' Y* o& M, K" j1 {
rep = 0.60, ww2JacobBot_grp& M9 }9 u* f7 X: S
rep = 0.60, GrimsGreen_grp' k7 w, x# f: \3 U5 f& C
rep = 0.60, Wo3dy_grp
' A7 R1 f. V" d4 L; Qrep = 0.60, ChipBot_grp6 g' K- C' ^0 @/ {8 J
rep = 0.60, Trickbot_grp
) M& n% l9 N' g! Srep = 0.60, OutsidersFollowers_grp+ j/ g& [& p! o+ C) R( ]/ J
rep = 0.60, DarkMarauderBot_grp9 w/ ^ ~/ s) @# q- |* ]
rep = 0.60, DreadPirateLowsound_grp* q# ?0 Z- c) g7 ^ V! I
rep = 0.60, HowdaDoodeWTF_grp- W' Q1 o: _2 Q) Q: m
</source>
9 p; H# r8 G4 G! B" ]</data> * _* k7 d- h: z7 m* `! w9 s
9 B, e& y7 f/ X. e$ C$ i, 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
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[EncounterParameters]9 Q4 E+ k9 L( r" [
nickname = OutsidersFollowers6 y1 n) x/ h1 M
filename = missions\encounters\bots\OutsidersFollowers.ini3 [' C4 R+ R" `1 H9 u; |' Q" R
[EncounterParameters]
! t3 x/ C; N5 ~% \: v# B. h1 Znickname = DarkMarauderBot. F1 F1 K' l% Y
filename = missions\encounters\bots\DarkMarauderBot.ini6 P/ _, w* p% a6 Y7 ?, ?8 F
[EncounterParameters]2 F6 F5 D& z* z
nickname = DreadPirateLowsound& ]; J" ~# D a0 s. {! d
filename = missions\encounters\bots\DreadPirateLowsound.ini0 j+ _+ R( }5 D* V' K
[EncounterParameters]
i- `/ I* n1 T8 x( Pnickname = HowdaDoodeWTF
( {% A @. S' u1 Jfilename = missions\encounters\bots\HowdaDoodeWTF.ini ( }+ r. \; x. T9 B6 ~3 B. N
6 M2 c L% X6 i; snpc_ship = follow_ship
+ B6 r* R! T( T9 r) b9 }7 a# vnpc_ship = Bot_HowdaDoodeWTF
6 J \0 O; n, y: n
, N8 f' j2 T2 w' v[Ship]3 _# m+ ]9 z, E1 N
ids_name = 458853; W9 n+ Y" W2 A
ids_info1 = 459832
" q9 K4 m5 u4 z$ Z9 h+ g, t" {ids_info2 = 459851
" H* J+ p k: o! T! Q; m: Aids_info3 = 459851
9 V) l; m: M0 a( Lids_info = 459851
5 _) e+ d/ S5 [ship_class = 05 l; U' \4 N% Y
nickname = follow_trigger_ship/ ]1 V. K' z5 t0 f% A
phantom_physics = true) T5 z, v& d, q
LODranges = 0, 40, 60, 140, 300, 1000' u) V# ]: n0 f' o5 }6 z
HighLODOp = 0, 999999999
4 H: R/ R# G" ^2 Xmsg_id_prefix = gcs_refer_shiparch_support
% r3 u5 D& Q' |" N; g3 W5 emission_property = can_use_berths 8 X' }2 l" m) {" y2 s
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这里的follow_trigger_ship我还不知道是干什么用的。0 i/ O! n7 a$ J! R
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[zone]
* \6 S/ P( l0 fnickname = zone_88flak_ambient_population_400_rh018 L J& \: @. Y- w) @
pos = 0, 0, 0 ;No need to move this. Just stick it in. =P
N+ n& m" Z/ P. mrotate = 0, 0, 0
% v9 p! [. P1 v7 g" {: C6 l- y* T* lshape = SPHERE3 P1 W7 `% U; }) Y& F1 U) ~
size = 400000
% m/ S( B) |/ @comment = Ambient Populater added by 88 Flak, ignore. S9 h$ v& P" G9 ^( o( s& A
sort = 90 ;AmbRePop
+ Z) p3 J4 D* p m. f# L% Ztoughness = 1 ;194 i% O" ?+ x# ?5 R1 l# L! H
max_battle_size = 9999
( ~% L' s! j# s& e# X" vdensity = 8
- g, b* A, A9 v+ x) vdensity_restriction = 8, class_default
- S6 o& P$ U5 l( O3 i* fdensity_restriction = 2, class_patroller# g* b* \ B9 Q r. e; ~' @4 _
density_restriction = 1, class_bot_patroller6 \, L! c0 C, s2 E
repop_time = 30 ;AmbRePop
4 H& ?# a+ s$ f$ ~% n* Ppop_type = background5 r3 T3 T- X5 V: I5 ?/ ~' E* R
relief_time = 30 ;20
' |- b6 U3 \ N- d6 t5 z4 s; {: Dpopulation_additive = true9 G# X9 q) j; I7 M& X
encounter = foxBot, 1, 0.003500
% a0 j. G+ f' h) Kfaction = foxBot_grp, 1.000000
* i6 z7 ^3 X" t9 Y. fencounter = KittBot, 1, 0.003500
1 m3 e" n4 B2 k9 Y5 p( V( ]& `faction = KittBot_grp, 1.0000007 }/ `$ U* {/ M8 H5 ^9 n
encounter = ww2JacobBot, 1, 0.003500( a& X8 ]- a/ w5 m0 g
faction = ww2JacobBot_grp, 1.000000
1 t8 e$ n4 `2 r& Q) T6 oencounter = GrimsGreen, 1, 0.003500
/ r! C* k; v* o2 v/ f* E% u: Gfaction = GrimsGreen_grp, 1.000000
3 T' ?, t# C$ A* {encounter = Wo3dy, 1, 0.003500
4 k8 H& P; A# m g" r) Y. P5 Vfaction = Wo3dy_grp, 1.000000
+ ?9 V3 ]- C" N( y' L X) Wencounter = ChipBot, 1, 0.003500
2 I0 T! r F4 h' b" V8 k; V& a- tfaction = ChipBot_grp, 1.0000003 y0 b! i% |# S/ Y" O
encounter = Trickbot, 1, 0.0035001 H7 p: d, g: o
faction = Trickbot_grp, 1.0000001 Q7 f& j$ s9 b3 u
encounter = OutsidersFollowers, 1, 0.0035008 h/ I& w$ z0 x" P; i/ ?
faction = OutsidersFollowers_grp, 1.000000
( b+ e' |2 L1 ]+ hencounter = DarkMarauderBot, 1, 0.003500
5 h% N! g; }' ~! n4 T7 B" P( B+ bfaction = DarkMarauderBot_grp, 1.000000% E+ F" l9 }# k- }4 g
encounter = DreadPirateLowsound, 1, 0.003500. K5 h/ M3 }( T; t0 _2 X
faction = DreadPirateLowsound_grp, 1.000000& C( j" }0 m( }! z. @
encounter = HowdaDoodeWTF, 1, 0.0035008 m3 X5 n1 c: ?. t- F5 F c, w2 {
faction = HowdaDoodeWTF_grp, 1.000000
V2 c9 L6 x2 J- C) e" e/ g# `5 P. y. o" M Y) e
[Loadout]
9 `5 X$ D8 c1 E9 Tnickname = follow_ship7 l( x) a( ?) _( R/ D, y& y) ~ u
archetype = follow_trigger_ship
: v' J, q7 Y- v! y' x3 v( K;equip = AI_DBG_TGT_gun, HpMount: ?2 h* ]! `# v& B% o
equip = ge_lf_engine_01_silent) U% _- W( @1 d
equip = armor_scale_invincible //invincible
& @2 l: q+ A; d$ o& wequip = infinite_power
) r; | C+ |1 ?equip = rarescanner05_follow* ^/ _- }4 S& D% t9 c d
equip = ge_s_tractor_01& K. ~8 j% [7 `" c6 @8 }
equip = cloak_fighter, HpCloak01 //cloaked, e: M+ `, `- W6 k/ G1 V8 ^
equip = no_thruster, HpWeapon01
1 w$ S; g: B3 [0 dequip = no_thruster, HpWeapon028 d, b- O: t0 w& ^5 [* J2 V
equip = no_thruster, HpWeapon033 T% A) E. U* ~
equip = no_thruster, HpWeapon04
1 m2 j% a3 O( B" Xequip = no_thruster, HpMine01
( B1 A$ M; e/ J I, V0 l# Z @: J6 Aequip = no_thruster, HpCM017 X g6 f' l7 w' M
equip = no_thruster, HpThruster01; m' Q% E. c$ E0 Z
equip = li_gun01_mark01, HpTorpedo017 a( [! C) F) a0 N5 K4 E
cargo = ge_s_battery_01, 9999
7 [/ j0 w- J4 R0 x8 x) N W5 Fcargo = ge_s_repair_01, 9999 |
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