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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。& f- M, J9 j8 E1 o# j! ?( @, G
. D. Z# Q+ r! k. r( e0 W* q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。
9 d) R' z3 z/ A9 O U$ J( z8 S; e3 S6 i- A8 O* C+ b
然后就发现了如下几行
( x9 A" p1 D+ K2 q. p;Padding Start
" o. m. P0 M$ g5 `2 ^<data file="data/missions/faction_prop.ini" method="filereplace" numtimes="-1">7 T; k; V q0 [& i8 O$ o
<dest>4 N: L5 n* g* {3 e, |
scan_chance = 0.990000
9 [1 n5 c! Q( F! S7 A</dest>
$ h3 R2 t% Y$ O& j5 g<source>8 T. D$ u8 @- h) @9 \/ S1 l6 E7 C* i
scan_chance = 0.000000 ;Changed by AI Bot FLMM Script) `. l4 \; X8 z! X1 L
</source>: {; b3 C% u4 v! a! W1 m2 t# _
</data>
! g( Y5 ?3 `% z; W8 _<data file="data/missions/faction_prop.ini" method="filereplace" numtimes="-1">
; s0 I. s0 w0 B6 H<dest>
$ J9 {7 M6 U3 O;npc_ship = follow_ship ;Bot activation needed by FLMM, not by hand
1 p7 I& t; T2 s5 S" [</dest>5 P" T: a! k7 a! y' c/ k& L
<source>
$ x5 H i, o& d) T9 P8 Ynpc_ship = follow_ship ;Bots activated5 d! Q) {+ Y8 d' h$ v7 }
</source>
, _" G5 d* {: u3 w8 X' f# c</data>
6 l/ x3 U/ d+ `! q;Padding End
6 B' g3 ^0 M# S4 H
- Z6 V& \! j/ {; R) K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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之后脚本还修改了遭遇和列队设置,如下6 U' e8 [* r& Z% v7 D8 B
<data file="data/missions/encounters/patrolp_follow_bot.ini" method="filereplace" numtimes="-1" options="1:1">
# b* O' N2 _& Z: A<dest>
! l( `( Q0 }) {6 s( A8 E) `;BotSlot15 X3 y7 U! x; I z3 E
</dest>
( @) a! L% v" F. p' t<source> [. j, s0 S, A( ]: @/ x( a7 w2 x j0 e
ship_by_class = 1, 1, sc_KittBot
2 D% P9 V& z& {8 T1 O8 ppilot_job = wingman_job$ \4 ^" X' M/ k, N
</source>
: P. c/ W4 t2 T m, }* J</data>7 C5 v9 t5 U! n/ E2 x
<data file="data/missions/formations.ini" method="sectionappend" numtimes="-1" options="1:1">
) a8 H$ q' f8 t5 r) N<section>4 o1 Z6 n6 O1 @7 D0 j4 e# x
[Formation]7 h" L/ K0 B* ?( p
nickname = form_wall_follow_bot
) A* h C7 ^+ p; _ k/ N$ `pos = 100, 0, 10' }9 D% s* R& { d
</section>
. Z5 E$ f, |+ n f$ B' r( `7 _# c<source>
3 d/ `/ R. {, e) H- Qpos = 250, 20, -385
) L* o3 w* B6 o( T5 \4 _</source>+ s/ j6 }/ \ `! _9 P) ? l
</data> 4 |5 x0 Z& G4 e5 l% |. o2 t
( \( D# n. @8 i' c- y/ u* j
当然,关系也修改了
5 }4 W& Y/ j5 t+ b* O* n<data file="data/initialworld.ini" method="sectionappend" numtimes="-1" options="5:0">! X; F& p& H5 o V5 E
<section>3 Q: V2 ]1 z% ?1 s0 D1 d
;BotPadding
[5 A; T, \, Y: S1 {1 `</section>4 w5 O( I4 _8 E" F- A, N
<source>
4 M- r# d: \5 V2 B! ? Lrep = 0.60, li_n_grp- [" N* X4 \8 b& m" \
。。。。。。/ k0 b7 t( P) L) ]
rep = 0.60, KittBot_grp
/ Y& p* M S8 R/ Q, D+ _rep = 0.60, ww2JacobBot_grp& c1 Q+ @ W9 ~$ y; {+ S$ H# v
rep = 0.60, GrimsGreen_grp
" u; y% r0 Y* v- W' L) Nrep = 0.60, Wo3dy_grp4 [" v/ {/ ~* V- k) g8 ~; {
rep = 0.60, ChipBot_grp- [; p& \: C' y( P% k5 p! `! P
rep = 0.60, Trickbot_grp
1 c0 R$ E( F( w0 v$ `6 Frep = 0.60, OutsidersFollowers_grp
9 j' a/ n' m, \rep = 0.60, DarkMarauderBot_grp
5 D4 w# H" G; i- v) }# r% S! `( F. arep = 0.60, DreadPirateLowsound_grp: l7 L3 E- R7 }$ i7 I( m7 s
rep = 0.60, HowdaDoodeWTF_grp
. x. U* z2 L: g7 x4 o( D</source>& p# w f T6 Q5 c
</data> % q/ r1 ?' w1 a3 @( ~. _
$ ?* }) F- s9 x1 U1 @( f
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
# T" x4 U3 T" X- V; C# `( }: w! N3 X) |# A) F* B# h. j4 h+ |( g
[EncounterParameters]
; P8 h4 T U/ `% nnickname = OutsidersFollowers7 D* [) T5 v0 h0 O3 |
filename = missions\encounters\bots\OutsidersFollowers.ini
. f5 q- X( L) E1 A# P" R[EncounterParameters]8 W- O N9 a+ ~2 v9 Y' U
nickname = DarkMarauderBot
2 L5 m# @ a' zfilename = missions\encounters\bots\DarkMarauderBot.ini
+ Z0 Z& R3 {6 p' J: n! z, Z[EncounterParameters]2 c$ g8 m9 [8 a) |+ @
nickname = DreadPirateLowsound& }: l& h( h- o7 O8 |" B
filename = missions\encounters\bots\DreadPirateLowsound.ini
3 @* q* J/ V+ v0 Q- A+ l, Q) y[EncounterParameters]
+ Y( Q# q0 l( z* M/ t# Ynickname = HowdaDoodeWTF1 S+ Z. T' t/ A" u6 f
filename = missions\encounters\bots\HowdaDoodeWTF.ini
0 X) a; s& ] ~& _ h
0 j+ N) o+ S P4 ]5 Lnpc_ship = follow_ship
9 f! H- F1 _8 j: anpc_ship = Bot_HowdaDoodeWTF 0 `: e3 b1 I# M# s8 F3 j
! @$ B) w2 @* G4 I+ X, a6 T1 ~
[Ship]: C6 T1 G( g* A; ]0 d! b2 h6 W6 F
ids_name = 4588537 j% ?. p) }7 X& U% L$ q
ids_info1 = 459832+ B; ?) N. H7 w9 q+ S$ A
ids_info2 = 459851
( a, ~3 x3 {' u }2 J/ S# z: Z. Dids_info3 = 459851! y2 H# P j+ Z: L7 h
ids_info = 4598510 c$ c/ n% J9 h5 L/ _
ship_class = 0$ v9 [' a: }0 s3 p& u- j
nickname = follow_trigger_ship
; r; N0 }$ M4 W; Q% M& Sphantom_physics = true
: Q+ S2 N1 H' D* ~8 HLODranges = 0, 40, 60, 140, 300, 1000
7 @" ~0 V$ e6 k! S* iHighLODOp = 0, 999999999; `4 x, ?/ W& y3 W' E+ w& t6 g. r3 a
msg_id_prefix = gcs_refer_shiparch_support M0 W7 L7 Q1 @9 P3 r- m. \
mission_property = can_use_berths
# x1 @* I3 [! M @' f, |, P0 N9 G+ {+ s. t0 m
这里的follow_trigger_ship我还不知道是干什么用的。7 D( \$ K1 o; `& Y( y$ s+ ?5 Z
$ |. u/ U ^ Z5 ~3 U* e[zone]
( `5 B3 p3 ?3 ~; N. Gnickname = zone_88flak_ambient_population_400_rh01
* `& j% j9 J5 Opos = 0, 0, 0 ;No need to move this. Just stick it in. =P
8 C9 u5 X% d6 n$ \; Protate = 0, 0, 0
' s1 ^9 ^7 I1 }+ ]shape = SPHERE" j$ m1 P4 ?5 y9 r6 Z( n
size = 4000001 S9 K- V7 v/ G" Y; f7 `" \2 \
comment = Ambient Populater added by 88 Flak, ignore' q, t" ]) ?2 y$ F
sort = 90 ;AmbRePop
% K6 f6 v6 l& E ^2 a# c; @8 Xtoughness = 1 ;19
+ s5 p1 K2 T% O5 N# `" Lmax_battle_size = 9999
4 a$ t% C% Z' tdensity = 8
. I; y& W/ \; z8 idensity_restriction = 8, class_default( C v$ O; ~# G i
density_restriction = 2, class_patroller% X1 p' O# _- D- O# o- K* q
density_restriction = 1, class_bot_patroller: k7 e$ [ O, ?3 y, {, W
repop_time = 30 ;AmbRePop/ u0 Z5 z5 H- _* o$ L
pop_type = background Y) O# v9 Q* `% ]1 B) W3 w8 o0 i! E5 p
relief_time = 30 ;20) X0 c' B' i' h
population_additive = true6 l F' a: j7 u, u9 X0 y, P
encounter = foxBot, 1, 0.003500: c; V7 Z* s- ^; q, J
faction = foxBot_grp, 1.000000
+ G- s7 t( J7 ^$ r# d. vencounter = KittBot, 1, 0.003500
, X/ Y3 ?/ O0 U* b# a1 Nfaction = KittBot_grp, 1.000000
% \! d: f& l5 N8 l0 V! h( e) x8 tencounter = ww2JacobBot, 1, 0.003500
& x' N6 n7 d B* yfaction = ww2JacobBot_grp, 1.000000
# E* ^6 T; n# ~9 o! i5 gencounter = GrimsGreen, 1, 0.003500
1 p& U$ W" q: ~5 S/ t+ Ffaction = GrimsGreen_grp, 1.000000
+ M5 q" w+ p) g( xencounter = Wo3dy, 1, 0.003500& T$ f, p" s# t7 ]) m
faction = Wo3dy_grp, 1.000000
' o2 b7 X" |7 u1 jencounter = ChipBot, 1, 0.003500
+ `/ p, w+ P1 ~" C4 \8 F6 qfaction = ChipBot_grp, 1.000000
4 T2 T; Z$ u! a" L5 n9 Oencounter = Trickbot, 1, 0.003500
$ I; g/ ` h# w6 b |faction = Trickbot_grp, 1.000000
; S8 H0 F* x; j' Mencounter = OutsidersFollowers, 1, 0.0035003 x- i* b, |2 S$ G* |/ k
faction = OutsidersFollowers_grp, 1.0000002 A6 k0 B# N' @ Z
encounter = DarkMarauderBot, 1, 0.003500, ~+ A9 @5 M$ \3 s {
faction = DarkMarauderBot_grp, 1.000000
1 S/ f7 z: M7 G `! h; ~encounter = DreadPirateLowsound, 1, 0.003500% f7 l; Z8 [0 w8 B
faction = DreadPirateLowsound_grp, 1.0000002 P: t3 j- h* [; H* a7 V
encounter = HowdaDoodeWTF, 1, 0.003500
" F4 x/ P/ `2 v) W1 d% R" [) ^3 Kfaction = HowdaDoodeWTF_grp, 1.000000 g& Z% E# ?; w
& }* u9 ^9 R' ?3 X+ G# f3 y" u2 F! D
[Loadout] j# d; T/ b! b3 g% u( j. D
nickname = follow_ship
* p% g2 q! B) A( l4 J% rarchetype = follow_trigger_ship
! a- G# r3 G( I# ];equip = AI_DBG_TGT_gun, HpMount* K% o' e' X6 _& X
equip = ge_lf_engine_01_silent
" q- w7 Z7 e: i6 eequip = armor_scale_invincible //invincible' y% _( V9 |3 o; L- X/ A
equip = infinite_power
0 q0 u: l, |2 }, F8 m# n: vequip = rarescanner05_follow7 l+ \2 H4 y# t/ }* p: H/ |1 }
equip = ge_s_tractor_01% o0 v# p9 H6 K
equip = cloak_fighter, HpCloak01 //cloaked
+ {# h7 V# B# O# I* U' eequip = no_thruster, HpWeapon01* `' |" @+ d- i
equip = no_thruster, HpWeapon02 k3 i5 @0 s. ?. a9 i; m
equip = no_thruster, HpWeapon03/ s1 H- s$ Y" {1 H9 Y
equip = no_thruster, HpWeapon04- n* y; j* s9 k% X3 ?9 `
equip = no_thruster, HpMine017 n! v2 U* k0 M: ^% X+ V q
equip = no_thruster, HpCM01
) Z6 C0 X" c+ _3 n5 g' {6 Sequip = no_thruster, HpThruster01$ n0 S) O" o# O
equip = li_gun01_mark01, HpTorpedo01/ A" u+ ~' `# t: h+ z, R+ K: `5 R1 c, c8 R
cargo = ge_s_battery_01, 9999" y5 G8 Q' H8 M4 b9 B! v* |
cargo = ge_s_repair_01, 9999 |
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