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AI Question

Posted: Mon Nov 03, 2008 4:39 pm
by drew
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!

Posted: Mon Nov 03, 2008 4:43 pm
by LittleBear
Modding either planetpatrolAI or route1patrolAI (in built) might be your best bet. Change the Cop type Comms messgaes to somthing non-cop like. These AIs fly a patrol and look for offenders or Thargoids. The planetpatrol heads for the planet, so you might need to change where its going.

The hitspatrolAI from assassins also does a patrol of the system without sending comms messages, so you could use that and just add some messages. This AI will attack offenders, but always attacks Thargoids in preference if any are about. Could also grab some bits from the randomhitspatrolAI and randomhitsplanetpatrolAI.

Posted: Mon Nov 03, 2008 4:58 pm
by drew
Thanks for that.

Is there any reason why a copied 'standard' AI wouldn't work inside an OXP? Can the new AI still reference standard AIs ok (eg. interceptAI) ?

Cheers,

Drew.

Posted: Mon Nov 03, 2008 5:11 pm
by JensAyton
drew wrote:
Is there any reason why a copied 'standard' AI wouldn't work inside an OXP?
Have you tried the almighty Shift key?