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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Ghost on July 05, 2016, 08:16:38 pm

Title: Fire rates for wingmen and enemy
Post by: Ghost on July 05, 2016, 08:16:38 pm
So I'm not sure where to ask this question, so the general modding thread seems as good a place as any. Default FS2 enemy and wingmen AI seem to have a throttled fire rate, as opposed to mine where I just hold the trigger down. However, I know it can be changed, because Diaspora has machine guns, and the AI use them quite effectively. Is there some .tbl file I can edit to make FS2 AI do the same? Trying to add some spice to this game. Currently playing Freespace Blue with 3.7.4.
Title: Re: Fire rates for wingmen and enemy
Post by: Spoon on July 05, 2016, 08:42:43 pm
http://www.hard-light.net/wiki/index.php/Ai_profiles.tbl
Title: Re: Fire rates for wingmen and enemy
Post by: Ghost on July 05, 2016, 08:52:38 pm
Yeah, I managed to stumble on that, but now I'm trying to figure out how to write a .tbl. Do I edit something from inside a .vp file? Do I write one myself? Do I write a tbm instead? What specific format for that tbl do I use? This is pretty much the first time I've ever tried modding.

edit:

okay so I have this written out, and I think it's right?

Quote
#AI Profiles

$Default Profile
$Primary Ammo Burst Multiplier: 1.1, 1.1, 1.1, 1.1, 1.1
#End
Title: Re: Fire rates for wingmen and enemy
Post by: niffiwan on July 05, 2016, 10:27:31 pm
If you don't want to reproduce the entire table, you need to use a tbm, not a tbl.
http://www.hard-light.net/wiki/index.php/Tbm

Also, to modify the AI fire rates you want these values:

$Friendly AI Fire Delay Scale:
$Hostile AI Fire Delay Scale:
$Friendly AI Secondary Fire Delay Scale:
$Hostile AI Secondary Fire Delay Scale:

Don't edit the VP files, create data/tables inside your mods directory, and put the files there. You can extract the table from a VP and use it as a base, that'll get most of the "boilerplate" entries correct for you.

Happy modding! :)
Title: Re: Fire rates for wingmen and enemy
Post by: General Battuta on July 05, 2016, 10:53:12 pm
You don't need to bother with any of these shenanigans if you're playing FreeSpace Blue!

Just extract the ai.tbl from bpc-core.vp, place it in bpcomplete/data/tables, and add the following beneath every AI class used in retail:

$Friendly AI Fire Delay Scale:             1.0,    1.0,    1.0,    1.0,    1.0
$Hostile AI Fire Delay Scale:             1.0,    1.0,    1.0,    1.0,    1.0

You can steal other stuff from the BP ai classes towards the bottom of the table if you feel like mixing it up even more.
Title: Re: Fire rates for wingmen and enemy
Post by: Ghost on July 05, 2016, 11:53:00 pm
You don't need to bother with any of these shenanigans if you're playing FreeSpace Blue!

Just extract the ai.tbl from bpc-core.vp, place it in bpcomplete/data/tables, and add the following beneath every AI class used in retail:

$Friendly AI Fire Delay Scale:             1.0,    1.0,    1.0,    1.0,    1.0
$Hostile AI Fire Delay Scale:             1.0,    1.0,    1.0,    1.0,    1.0

You can steal other stuff from the BP ai classes towards the bottom of the table if you feel like mixing it up even more.

Awesome, thanks General! What exactly do those numbers do? I'm reading on the modular tables wiki that it controls the 'fire wait,' is that how long it waits to pull the trigger between shots?

edit: this made the game a lot harder
Title: Re: Fire rates for wingmen and enemy
Post by: FrikgFeek on July 06, 2016, 01:03:17 am
Fire delay scale is a multiplier applied to enemy Fire wait. The 5 numbers are the value on each difficulty. So with retail FS2 or mediaVPs the AI will fire 4 times slower on "Very Easy" but will have no penalty on insane. You can simply set every value to 1 so that they have no penalty on any difficulty or just play on Insane.
$AI turn time scale: does similar things but for turn rate instead of fire rate.
Title: Re: Fire rates for wingmen and enemy
Post by: AdmiralRalwood on July 06, 2016, 05:15:18 am
edit: this made the game a lot harder
Yeah, letting the AI shoot at you more often will, in fact, make the game harder. :lol: