AI Question
Posted: Mon Nov 03, 2008 4:39 pm
I've been trying to create a specific ship in my tianve.oxp, and I've managed it ok.
Now I'm wrestling with AI.
I've tried giving the ship route1traderAI and that seems to work quite nicely. But when I copied route1traderAI.plist to my OXPs AI folder and renamed it drewsAI.plist and assigned it in shipdata.plist it appeared to stop working (well, the ship was flying, but didn't react when fired upon - just sat there and got killed eventually)
Also, in combat, route1traderAI seems a bit of a wuss, I'd like a beefed up opponent ideally. I'd also like an AI that would take a dim view of 'fugitives', and attack on sight without provocation.
I'd like to be able to customise the 'distress' messages, so instead of the generic 'broadcastDistressMessage' I want to use commsMessage or similar.
Does anyone have a 'bountyhunterAI' I can pinch, or something similar?
Cheers,
Drew.
ps. This was my 500th post!
Now I'm wrestling with AI.
I've tried giving the ship route1traderAI and that seems to work quite nicely. But when I copied route1traderAI.plist to my OXPs AI folder and renamed it drewsAI.plist and assigned it in shipdata.plist it appeared to stop working (well, the ship was flying, but didn't react when fired upon - just sat there and got killed eventually)
Also, in combat, route1traderAI seems a bit of a wuss, I'd like a beefed up opponent ideally. I'd also like an AI that would take a dim view of 'fugitives', and attack on sight without provocation.
I'd like to be able to customise the 'distress' messages, so instead of the generic 'broadcastDistressMessage' I want to use commsMessage or similar.
Does anyone have a 'bountyhunterAI' I can pinch, or something similar?
Cheers,
Drew.
ps. This was my 500th post!