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May. 19, 2013

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Making solars shoot each other
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Why are hostile solars not shooting each other(yes, they have auto_turret weapons)??

I remember there was a thread about it with solution, but I can't find it...

Posted on: 2010/7/4 13:57
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Re: Making solars shoot each other
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Try adding behavior = NOTHING to the [Object]. You may also need to change the [Solar] type to WEAPONS_PLATFORM. These changes will be made for the JFLP update (so hostile manufacturing platforms and the like will shoot at NPCs [first change] and you [second change]).

Posted on: 2010/7/5 6:47
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Re: Making solars shoot each other
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Adoxa, did you find other values for behavior = other than NOTHING?

Posted on: 2010/7/5 10:32
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Re: Making solars shoot each other
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Looks like it's whatever's in DATA\AI\state_graph.db

Posted on: 2010/7/12 2:45
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Re: Making solars shoot each other

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Hey

I am having the same problem. I have followed what you have here. I have two weapon platforms next to eachother. they shoot the NPCs, but not eachother. I have the pilot_pop job block set right. I have the behavior = nothing. yet it as if they dont see eachother. but they can see ships fine.

and they use auto turrets

Code:
[Object]
nickname = LI02_wplatform_1
pos = -81041, 0, -116175
ids_name = 589818
ids_info = 0
reputation = co_rs_grp
behavior = NOTHING
archetype = droidcon_de
loadout = droidcon_de
difficulty_level = 6
visit = 0
pilot = caps

[Object]
nickname = LI02_wplatform_2
pos = -63910, 0, -122332
ids_name = 589818
ids_info = 0
reputation = co_rs_grp
behavior = NOTHING
archetype = droidcon_de
loadout = droidcon_de
difficulty_level = 6
visit = 0
pilot = caps


Code:
[JobBlock]
nickname = caps_job
wait_for_leader_target = False
maximum_leader_target_distance = 20000
flee_when_leader_flees_style = False
scene_toughness_threshold = hardest
flee_scene_threat_style = hardest
flee_when_hull_damaged_percent = 0
flee_no_weapons_style = False
loot_flee_threshold = hardest
attack_subtarget_order = anything
field_targeting = never
loot_preference = LT_ALL
force_attack_formation = False
combat_drift_distance = 20000
attack_preference = freighter, 20000, guns | torpedo | guided | unguided
attack_preference = weapons_platform, 20000, guns | torpedo | guided | unguided
attack_preference = cruiser, 20000, guns | torpedo | guided | unguided
attack_preference = capital, 20000, guns | torpedo | guided | unguided
attack_preference = transport, 20000, guns | torpedo | guided | unguided
attack_preference = fighter, 20000, guns | torpedo | guided | unguided
attack_preference = gunboat, 20000, guns | torpedo | guided | unguided
;attack_preference = solar, 20000, guns | torpedo | guided | unguided
;attack_preference = anything, 20000, guns | torpedo | guided | unguided


Code:
[Solar]
nickname = droidcon_de
type = WEAPONS_PLATFORM
DA_archetype = solar\droidcs\droidcs.cmp
material_library = solar\droidcs\droidcs.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 50000
mass = 10000.000000
shield_link = r_freighter_shield01, HpMount, HpShield01, HpShield02, HpShield03, HpShield04, HpShield05, HpShield06, HpShield07, HpShield08, HpShield09, HpShield10
open_sound = depot_open_sound
close_sound = depot_close_sound
solar_radius = 800
shape_name = NAV_outpost
hit_pts = 7000000
destructible = true
fuse = fuse_dreadnaught_destructable, 0.000000, 1

[Solar]
nickname = naboo_defence
type = WEAPONS_PLATFORM
DA_archetype = ships\swships\Venator\Venator.cmp
material_library = ships\swships\Venator\Venator.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 50000
mass = 10000.000000
shield_link = r_freighter_shield01, HpMount, HpShield01, HpShield02, HpShield03, HpShield04, HpShield05, HpShield06, HpShield07, HpShield08, HpShield09, HpShield10
open_sound = depot_open_sound
close_sound = depot_close_sound
solar_radius = 800
shape_name = NAV_outpost
hit_pts = 7000000
destructible = true


any ideas?

Thanks

Jer

Posted on: 2012/4/1 4:16

Edited by jericus on 2012/4/1 4:21:58
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Re: Making solars shoot each other
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Try giving one a different reputation?

Posted on: 2012/4/1 6:14
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Re: Making solars shoot each other

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i copied the wrong two sorry.these are them


Code:
[Object]
nickname = LI02_wplatform_4
pos = 72601, 0, 39340
rotate = 0, -180, 0
ids_name = 589818
ids_info = 0
reputation = co_rs_grp
behavior = NOTHING
archetype = droidcon_de
loadout = droidcon_de
difficulty_level = 6
visit = 0
pilot = caps

[Object]
nickname = LI02_wplatform_5
pos = -70454, 0, -40502
rotate = 0, -90, 0
reputation = co_vr_grp
archetype = naboo_defence
ids_name = 590310
ids_info = 0
behavior = NOTHING
loadout = naboo_defence
difficulty_level = 6
visit = 0
pilot = caps

Posted on: 2012/4/1 6:46
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Re: Making solars shoot each other
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Ah, right. Presumably you also have an associated pilot, since they are shooting at ships.

How is it useful, though? Even if it did work, they'd just shoot at each other until one is destroyed, so what's the point?

Posted on: 2012/4/1 9:09
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Re: Making solars shoot each other
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Quote:

adoxa wrote:
How is it useful, though? Even if it did work, they'd just shoot at each other until one is destroyed, so what's the point?

Only reasonable option to make it do so is healing solars with those shots.
That way you need e.g. more than one player to destroy it for good.

Posted on: 2012/4/1 16:18
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Re: Making solars shoot each other
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I could see this useful in simulating a continuous battle - 2 solars exchanging fire forever.

Are the two NPC factions you have listed hostile to eachother? IE do NPCs of these factions attack eachother when meeting?

Posted on: 2012/8/10 5:41
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Re: Making solars shoot each other
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4 now only ships whom a solar is threat can repair this way.
Didn't tested NPCHeal plugin yet.

[EDIT] *Than I noticed this!
Open in new window

Posted on: 2012/8/10 12:50

Edited by sumanuti on 2012/8/10 14:46:57
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Re: Making solars shoot each other
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Noticed that mission weapon platform shoots non-mission weapon platform (!)

Posted on: 2012/11/18 5:22
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