Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Slasher on October 23, 2010, 01:01:22 am

Title: Force difficulty level?
Post by: Slasher on October 23, 2010, 01:01:22 am
Is there a way to force the difficulty level in a mission?  In other words, override what the player has set?
Title: Re: Force difficulty level?
Post by: Scotty on October 23, 2010, 01:04:25 am
...

why?
Title: Re: Force difficulty level?
Post by: General Battuta on October 23, 2010, 01:14:16 am
Set up an AI profile where nothing changes by difficulty and assign it to that mission. Time-consuming but simple.
Title: Re: Force difficulty level?
Post by: The E on October 23, 2010, 03:35:06 am
To answer the question more directly, no, it's not possible and never will be.
Title: Re: Force difficulty level?
Post by: Slasher on October 23, 2010, 04:11:14 am
I take it even the AI profile trick wouldn't work then.
Title: Re: Force difficulty level?
Post by: The E on October 23, 2010, 04:18:33 am
Oh, that would work. You won't get rid of the difficulty-specific player buffs, but you can make the AI behave consistently on all difficulty levels. The BP2 Wingman AI classes do just that.
Title: Re: Force difficulty level?
Post by: Slasher on October 23, 2010, 04:29:17 am
Mainly concerned with fire rate here.  I'll look into it.
Title: Re: Force difficulty level?
Post by: Fury on October 23, 2010, 05:59:41 am
You won't get rid of the difficulty-specific player buffs
Most player advantages can be altered in AI profiles.

Code: [Select]
$Player Afterburner Recharge Scale:
$Player Countermeasure Life Scale:
$Max Missles Locked on Player:
$Max Player Attackers:
$Player Damage Factor:
$Player Subsys Damage Factor:
$Player Shield Recharge Scale:
$Player Weapon Recharge Scale:
$Max Turret Player Ownage:
$Chance AI Has to Fire Missiles at Player:
That's about everything that really matters. And you'll find that IIRC none of the BP2 AI profile values are same as in retail.
Title: Re: Force difficulty level?
Post by: FUBAR-BDHR on October 23, 2010, 12:54:38 pm
New rate of fire sexp available in 3.6.13.  Of course difficulty would still matter but you could do percentage based on difficulty.

Also if this is for TBP quite a few of the weapons now use burst shots and fire at the same rate across all difficulty levels.
Title: Re: Force difficulty level?
Post by: Slasher on October 24, 2010, 01:27:21 am
My concern only pertains to cutscenes.  The player isn't going to care about the difficulty, but I want what the player sees to be as consistent as possible across all settings.  Someone playing on Easy will see a considerably less active cutscene than someone playing on Insane, if there are dogfights involved, for example.  Since most people aren't insane, you can see where my concern stems from...

In any event, thanks for all the tips.  I wasn't aware about the new AI table options or the fire rate SEXP.  
Title: Re: Force difficulty level?
Post by: General Battuta on October 24, 2010, 08:11:35 am
Yeah, AI profile is what you want here.
Title: Re: Force difficulty level?
Post by: Dragon on October 24, 2010, 05:18:52 pm
BP already has everything needed for that, it's cutscenes should be break-proof because of that.