Difference between revisions of "Ai profiles.tbl"
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Ai_profiles.tbl allows the creation and management of different patterns of AI behavior, called profiles. Profiles consist of various statistics and flags that provide some control over AI behavior. All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior. Different missions can specify different profiles. | Ai_profiles.tbl allows the creation and management of different patterns of AI behavior, called profiles. Profiles consist of various statistics and flags that provide some control over AI behavior. All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior. Different missions can specify different profiles. | ||
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===$Player Afterburner Recharge Scale:=== | ===$Player Afterburner Recharge Scale:=== | ||
− | {{ | + | {{Table3610| |
*Sets the speed of afterburner recharge | *Sets the speed of afterburner recharge | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
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===$Max Beam Friendly Fire Damage:=== | ===$Max Beam Friendly Fire Damage:=== | ||
− | {{ | + | {{Table3610| |
*Defines the maximum damage inflicted by friendly beam fire | *Defines the maximum damage inflicted by friendly beam fire | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
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===$Player Countermeasure Life Scale:=== | ===$Player Countermeasure Life Scale:=== | ||
− | {{ | + | {{Table3610| |
*Sets the factor applied to player launched countermeasure lifetime | *Sets the factor applied to player launched countermeasure lifetime | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
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===$AI Countermeasure Firing Chance:=== | ===$AI Countermeasure Firing Chance:=== | ||
− | {{ | + | {{Table3610| |
*Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class) | *Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class) | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
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− | ===$AI In Range Time:=== | + | ===$AI In Range Time:=== |
− | {{ | + | {{Table3610| |
*Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship | *Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
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===$AI Always Links Ammo Weapons:=== | ===$AI Always Links Ammo Weapons:=== | ||
− | {{ | + | {{Table3610| |
*AI ships will link ballistic primaries if ammo levels are greater than these percents. | *AI ships will link ballistic primaries if ammo levels are greater than these percents. | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
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===$AI Maybe Links Ammo Weapons:=== | ===$AI Maybe Links Ammo Weapons:=== | ||
− | {{ | + | {{Table3610| |
*Defines the same as '''$AI Always Links Ammo Weapons:''' but in situations when its hull is below 33 % of maximum hitpoints. | *Defines the same as '''$AI Always Links Ammo Weapons:''' but in situations when its hull is below 33 % of maximum hitpoints. | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
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===$AI Always Links Energy Weapons:=== | ===$AI Always Links Energy Weapons:=== | ||
− | {{ | + | {{Table3610| |
*AI ships will link energy primaries if energy levels are greater than these percents. | *AI ships will link energy primaries if energy levels are greater than these percents. | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
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===$AI Maybe Links Energy Weapons:=== | ===$AI Maybe Links Energy Weapons:=== | ||
− | {{ | + | {{Table3610| |
*Defines the same as '''$AI Always Links Energy Weapons:''' but in situations when its hull is below 33 % of maximum hitpoints. | *Defines the same as '''$AI Always Links Energy Weapons:''' but in situations when its hull is below 33 % of maximum hitpoints. | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
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===$Max Missles Locked on Player:=== | ===$Max Missles Locked on Player:=== | ||
− | {{ | + | {{Table3610| |
*Defines the maximum number of missiles allowed to be homing in on a player at any given time | *Defines the maximum number of missiles allowed to be homing in on a player at any given time | ||
*Note: Single-player only, no restriction in multiplayer | *Note: Single-player only, no restriction in multiplayer | ||
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===$Max Player Attackers:=== | ===$Max Player Attackers:=== | ||
− | {{ | + | {{Table3610| |
*Sets the maximum number of ships allowed to be attacking the player at any given time | *Sets the maximum number of ships allowed to be attacking the player at any given time | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
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===$Max Incoming Asteroids:=== | ===$Max Incoming Asteroids:=== | ||
− | {{ | + | {{Table3610| |
*Sets the maximum number of active (i.e. "thrown") asteroids that can be heading toward a friendly ship at any given time | *Sets the maximum number of active (i.e. "thrown") asteroids that can be heading toward a friendly ship at any given time | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
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===$Player Damage Factor:=== | ===$Player Damage Factor:=== | ||
− | {{ | + | {{Table3610| |
*Defines the factor applied to damage suffered by the player | *Defines the factor applied to damage suffered by the player | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
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===$Player Subsys Damage Factor:=== | ===$Player Subsys Damage Factor:=== | ||
− | {{ | + | {{Table3610| |
*Sets the factor applied to subsystem damage suffered by the player. This is in addition to the '''$Player Damage Factor:''' | *Sets the factor applied to subsystem damage suffered by the player. This is in addition to the '''$Player Damage Factor:''' | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
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===$Predict Position Delay:=== | ===$Predict Position Delay:=== | ||
− | {{ | + | {{Table3610| |
*Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target | *Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
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===$Player Shield Recharge Scale:=== | ===$Player Shield Recharge Scale:=== | ||
− | {{ | + | {{Table3610| |
*Sets the factor applied to the speed at which the player's shields recharge | *Sets the factor applied to the speed at which the player's shields recharge | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
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===$AI Shield Manage Delay:=== | ===$AI Shield Manage Delay:=== | ||
− | {{ | + | {{Table3610| |
*Also '''$AI Shield Manage Delays:''' | *Also '''$AI Shield Manage Delays:''' | ||
*Sets the time in seconds between each instance of an AI ship managing its shields | *Sets the time in seconds between each instance of an AI ship managing its shields | ||
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===$Friendly AI Fire Delay Scale:=== | ===$Friendly AI Fire Delay Scale:=== | ||
− | {{ | + | {{Table3610| |
*Sets the factor applied to "fire wait" for friendly ships | *Sets the factor applied to "fire wait" for friendly ships | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
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===$Hostile AI Fire Delay Scale:=== | ===$Hostile AI Fire Delay Scale:=== | ||
− | {{ | + | {{Table3610| |
*Sets the factor applied to "fire wait" for hostile ships | *Sets the factor applied to "fire wait" for hostile ships | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
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===$Player Subsys Damage Factor:=== | ===$Player Subsys Damage Factor:=== | ||
− | {{ | + | {{Table3610| |
*Also '''$AI Damage Reduction to Player Subsys:''' | *Also '''$AI Damage Reduction to Player Subsys:''' | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
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===$AI Turn Time Scale:=== | ===$AI Turn Time Scale:=== | ||
− | {{ | + | {{Table3610| |
*Defines the factor applied to time it takes for enemy ships to turn | *Defines the factor applied to time it takes for enemy ships to turn | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
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===$Player Weapon Recharge Scale:=== | ===$Player Weapon Recharge Scale:=== | ||
− | {{ | + | {{Table3610| |
*Defines the factor applied to the speed at which the player's weapons recharge | *Defines the factor applied to the speed at which the player's weapons recharge | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
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===$Max Turret Target Ownage:=== | ===$Max Turret Target Ownage:=== | ||
− | {{ | + | {{Table3610| |
*Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time | *Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
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===$Max Turret Player Ownage:=== | ===$Max Turret Player Ownage:=== | ||
− | {{ | + | {{Table3610| |
*Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time | *Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
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===$Percentage Required For Kill Scale:=== | ===$Percentage Required For Kill Scale:=== | ||
− | {{ | + | {{Table3610| |
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on) | *Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on) | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
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===$Percentage Required For Assist Scale:=== | ===$Percentage Required For Assist Scale:=== | ||
− | {{ | + | {{Table3610| |
*Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on) | *Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on) | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
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===$Percentage Awarded For Capship Assist:=== | ===$Percentage Awarded For Capship Assist:=== | ||
− | {{ | + | {{Table3610| |
*In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on) | *In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on) | ||
*Syntax: '''Float list''' | *Syntax: '''Float list''' | ||
**Default: 0.5, 0.5, 0.5, 0.5, 0.5}} | **Default: 0.5, 0.5, 0.5, 0.5, 0.5}} | ||
+ | |||
+ | ===$Repair Penalty:=== | ||
+ | {{Table3611| | ||
+ | *The amount to subtract from the player's score if they are repaired by a support ship | ||
+ | *Syntax: '''Integer list''' | ||
+ | **Default: 10, 20, 35, 50, 60}} | ||
+ | |||
+ | |||
+ | ===$Delay Before Allowing Bombs to Be Shot Down:=== | ||
+ | {{Table3611| | ||
+ | *Time after the during which period bombs are invulnerable to weapon hits | ||
+ | *Syntax: '''Float list''' | ||
+ | **Default: 1.5, 1.5, 1.5, 1.5, 1.5}} | ||
---- | ---- | ||
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===$big ships can attack beam turrets on untargeted ships:=== | ===$big ships can attack beam turrets on untargeted ships:=== | ||
− | {{ | + | {{Table3610| |
*If set, big ships can attack a beam turret that's firing on them from a ship that they don't currently have targeted.}} | *If set, big ships can attack a beam turret that's firing on them from a ship that they don't currently have targeted.}} | ||
===$smart primary weapon selection:=== | ===$smart primary weapon selection:=== | ||
− | {{ | + | {{Table3610| |
*If set, enables the new primary weapon selection method}} | *If set, enables the new primary weapon selection method}} | ||
===$smart secondary weapon selection:=== | ===$smart secondary weapon selection:=== | ||
− | {{ | + | {{Table3610| |
*If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}} | *If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)}} | ||
===$smart shield management:=== | ===$smart shield management:=== | ||
− | {{ | + | {{Table3610| |
*If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}} | *If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)}} | ||
===$smart afterburner management:=== | ===$smart afterburner management:=== | ||
− | {{ | + | {{Table3610| |
*If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}} | *If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted}} | ||
===$allow rapid secondary dumbfire:=== | ===$allow rapid secondary dumbfire:=== | ||
− | {{ | + | {{Table3610| |
*If set, allows an AI ship to switch to rapid fire for dumbfire missiles}} | *If set, allows an AI ship to switch to rapid fire for dumbfire missiles}} | ||
===$huge turret weapons ignore bombs:=== | ===$huge turret weapons ignore bombs:=== | ||
− | {{ | + | {{Table3610| |
*If set, causes huge turret weapons (including anti-capship beams) to not target bombs}} | *If set, causes huge turret weapons (including anti-capship beams) to not target bombs}} | ||
===$don't insert random turret fire delay:=== | ===$don't insert random turret fire delay:=== | ||
− | {{ | + | {{Table3610| |
*If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}} | *If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale}} | ||
===$hack improve non-homing swarm turret fire accuracy:=== | ===$hack improve non-homing swarm turret fire accuracy:=== | ||
− | {{ | + | {{Table3610| |
*If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret's last fire direction rather than the direction it currently faces | *If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret's last fire direction rather than the direction it currently faces | ||
*Also disables swarm weapons ability to fire only on the 'turrets barrel line'.}} | *Also disables swarm weapons ability to fire only on the 'turrets barrel line'.}} | ||
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===$shockwaves damage small ship subsystems:=== | ===$shockwaves damage small ship subsystems:=== | ||
− | {{ | + | {{Table3610| |
*If set, shockwaves will cause damage to small ship subsystems (like in FS1)}} | *If set, shockwaves will cause damage to small ship subsystems (like in FS1)}} | ||
===$navigation subsystem governs warpout capability:=== | ===$navigation subsystem governs warpout capability:=== | ||
− | {{ | + | {{Table3610| |
*If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}} | *If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength}} | ||
===$ignore lower bound for minimum speed of docked ship:=== | ===$ignore lower bound for minimum speed of docked ship:=== | ||
− | {{ | + | {{Table3610| |
*If set, there will be no lower bound for the speed at which docked ships move (like in FS1). | *If set, there will be no lower bound for the speed at which docked ships move (like in FS1). | ||
*When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships. In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero. In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed. When set, this flag removes the lower bound and restores FS1 behavior.}} | *When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships. In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero. In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed. When set, this flag removes the lower bound and restores FS1 behavior.}} | ||
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===$disable linked fire penalty:=== | ===$disable linked fire penalty:=== | ||
− | {{ | + | {{Table3610| |
*If set, there will be no penalty for linking primaries. Normally, the rate of fire is divided by the number of linked guns.}} | *If set, there will be no penalty for linking primaries. Normally, the rate of fire is divided by the number of linked guns.}} | ||
===$disable weapon damage scaling:=== | ===$disable weapon damage scaling:=== | ||
− | {{ | + | {{Table3610| |
*If set, weapons will do the same damage to a ship regardless of "big damage", "supercap", etc. ship types.}} | *If set, weapons will do the same damage to a ship regardless of "big damage", "supercap", etc. ship types.}} | ||
===$use additive weapon velocity:=== | ===$use additive weapon velocity:=== | ||
− | {{ | + | {{Table3610| |
*If set, weapons will inherit their firing ship's velocity. A ship traveling quickly will fire weapons faster than a ship traveling slowly. This also improves the accuracy of weapons fired while gliding.}} | *If set, weapons will inherit their firing ship's velocity. A ship traveling quickly will fire weapons faster than a ship traveling slowly. This also improves the accuracy of weapons fired while gliding.}} | ||
===$use newtonian dampening:=== | ===$use newtonian dampening:=== | ||
− | {{ | + | {{Table3610| |
*Newtonian Dampening changes turning and acceleration behavior. By default, there's quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }} | *Newtonian Dampening changes turning and acceleration behavior. By default, there's quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [http://www.hard-light.net/forums/index.php/topic,50870.msg1029741.html#msg1029741] }} | ||
===$include beams for kills and assists:=== | ===$include beams for kills and assists:=== | ||
− | {{ | + | {{Table3610| |
*If set, beam damage is counted when calculating kills and assists.}} | *If set, beam damage is counted when calculating kills and assists.}} | ||
===$score kills based on damage caused:=== | ===$score kills based on damage caused:=== | ||
− | {{ | + | {{Table3610| |
*If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}} | *If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.}} | ||
===$score assists based on damage caused:=== | ===$score assists based on damage caused:=== | ||
− | {{ | + | {{Table3610| |
*If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}} | *If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.}} | ||
===$allow event and goal scoring in multiplayer:=== | ===$allow event and goal scoring in multiplayer:=== | ||
− | {{ | + | {{Table3610| |
*If set, players (rather than just their team) can gain score from events in multiplayer.}} | *If set, players (rather than just their team) can gain score from events in multiplayer.}} | ||
===$fix linked primary weapon decision bug:=== | ===$fix linked primary weapon decision bug:=== | ||
− | {{ | + | {{Table3610| |
*If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}} | *If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.}} | ||
===$prevent turrets targeting too distant bombs:=== | ===$prevent turrets targeting too distant bombs:=== | ||
− | {{ | + | {{Table3610| |
*If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}} | *If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.}} | ||
===$smart subsystem targeting for turrets:=== | ===$smart subsystem targeting for turrets:=== | ||
− | {{ | + | {{Table3610| |
*If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}} | *If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.}} | ||
===$fix heat seekers homing on stealth ships bug:=== | ===$fix heat seekers homing on stealth ships bug:=== | ||
− | {{ | + | {{Table3610| |
*If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}} | *If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).}} | ||
===$multi allow empty primaries:=== | ===$multi allow empty primaries:=== | ||
− | {{ | + | {{Table3610| |
*If set, allows a player to commit into a multiplayer game without primaries.}} | *If set, allows a player to commit into a multiplayer game without primaries.}} | ||
===$multi allow empty secondaries:=== | ===$multi allow empty secondaries:=== | ||
− | {{ | + | {{Table3610| |
*If set, allows a player to commit into a multiplayer game without secondaries.}} | *If set, allows a player to commit into a multiplayer game without secondaries.}} | ||
+ | |||
+ | ===$allow turrets target weapons freely:=== | ||
+ | {{Table3611| | ||
+ | *If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.}} | ||
==Sample Entry== | ==Sample Entry== | ||
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<pre> | <pre> | ||
#AI Profiles | #AI Profiles | ||
− | + | ||
$Default Profile: FS2 RETAIL | $Default Profile: FS2 RETAIL | ||
− | + | ||
$Profile Name: FS2 RETAIL | $Profile Name: FS2 RETAIL | ||
− | + | ||
$Player Afterburner Recharge Scale: 5, 3, 2, 1.5, 1 | $Player Afterburner Recharge Scale: 5, 3, 2, 1.5, 1 | ||
$Max Beam Friendly Fire Damage: 0, 5, 10, 20, 30 | $Max Beam Friendly Fire Damage: 0, 5, 10, 20, 30 |
Revision as of 09:41, 14 June 2009
This feature requires FreeSpace Open |
Revision information.....
- FSO Revision: 5211
Ai_profiles.tbl allows the creation and management of different patterns of AI behavior, called profiles. Profiles consist of various statistics and flags that provide some control over AI behavior. All options within a profile are optional; if an option is not specified it will follow the original FreeSpace 2 retail behavior. Different missions can specify different profiles.
There is a "hidden" profile called FS2 RETAIL that is hard-coded into FreeSpace Open and cannot be modified. It is always the default profile unless another is specified using $Default Profile.
Contents
- 1 General Format
- 2 #AI Profiles
- 2.1 $Default Profile:
- 2.2 $Profile Name:
- 2.3 $Player Afterburner Recharge Scale:
- 2.4 $Max Beam Friendly Fire Damage:
- 2.5 $Player Countermeasure Life Scale:
- 2.6 $AI Countermeasure Firing Chance:
- 2.7 $AI In Range Time:
- 2.8 $AI Always Links Ammo Weapons:
- 2.9 $AI Maybe Links Ammo Weapons:
- 2.10 $AI Always Links Energy Weapons:
- 2.11 $AI Maybe Links Energy Weapons:
- 2.12 $Max Missles Locked on Player:
- 2.13 $Max Player Attackers:
- 2.14 $Max Incoming Asteroids:
- 2.15 $Player Damage Factor:
- 2.16 $Player Subsys Damage Factor:
- 2.17 $Predict Position Delay:
- 2.18 $Player Shield Recharge Scale:
- 2.19 $AI Shield Manage Delay:
- 2.20 $Friendly AI Fire Delay Scale:
- 2.21 $Hostile AI Fire Delay Scale:
- 2.22 $Player Subsys Damage Factor:
- 2.23 $AI Turn Time Scale:
- 2.24 $Player Weapon Recharge Scale:
- 2.25 $Max Turret Target Ownage:
- 2.26 $Max Turret Player Ownage:
- 2.27 $Percentage Required For Kill Scale:
- 2.28 $Percentage Required For Assist Scale:
- 2.29 $Percentage Awarded For Capship Assist:
- 2.30 $Repair Penalty:
- 2.31 $Delay Before Allowing Bombs to Be Shot Down:
- 2.32 $big ships can attack beam turrets on untargeted ships:
- 2.33 $smart primary weapon selection:
- 2.34 $smart secondary weapon selection:
- 2.35 $smart shield management:
- 2.36 $smart afterburner management:
- 2.37 $allow rapid secondary dumbfire:
- 2.38 $huge turret weapons ignore bombs:
- 2.39 $don't insert random turret fire delay:
- 2.40 $hack improve non-homing swarm turret fire accuracy:
- 2.41 $shockwaves damage small ship subsystems:
- 2.42 $navigation subsystem governs warpout capability:
- 2.43 $ignore lower bound for minimum speed of docked ship:
- 2.44 $disable linked fire penalty:
- 2.45 $disable weapon damage scaling:
- 2.46 $use additive weapon velocity:
- 2.47 $use newtonian dampening:
- 2.48 $include beams for kills and assists:
- 2.49 $score kills based on damage caused:
- 2.50 $score assists based on damage caused:
- 2.51 $allow event and goal scoring in multiplayer:
- 2.52 $fix linked primary weapon decision bug:
- 2.53 $prevent turrets targeting too distant bombs:
- 2.54 $smart subsystem targeting for turrets:
- 2.55 $fix heat seekers homing on stealth ships bug:
- 2.56 $multi allow empty primaries:
- 2.57 $multi allow empty secondaries:
- 2.58 $allow turrets target weapons freely:
- 3 Sample Entry
- 4 References
General Format
#AI Profiles
$Default Profile: a profile name
Up to 9 different AI profiles
#End
#AI Profiles
- Indicates to the parser that this is an ai_profiles table file.
$Default Profile:
- Defines the profile that each mission will use if no profile is specified in FRED. In addition, this profile will be selected automatically in FRED when you create a new mission. If this line is not specified, the default profile will be the FreeSpace 2 retail behavior.
$Profile Name:
- The name of the profile, naturally.
The following entries accept float list of five comma-separated values. One value for each of the difficulty levels (Very Easy, Easy, Medium, Hard, Insane).
$Player Afterburner Recharge Scale:
- Sets the speed of afterburner recharge
- Syntax: Float list
- Default: 5, 3, 2, 1.5, 1
$Max Beam Friendly Fire Damage:
- Defines the maximum damage inflicted by friendly beam fire
- Syntax: Float list
- Default: 0, 5, 10, 20, 30
$Player Countermeasure Life Scale:
- Sets the factor applied to player launched countermeasure lifetime
- Syntax: Float list
- Default: 3, 2, 1.5, 1.25, 1
$AI Countermeasure Firing Chance:
- Defines the chance a countermeasure will be fired by an AI-controlled ship (this is scaled by ai_class)
- Syntax: Float list
- Default: 0.2, 0.3, 0.5, 0.9, 1.1
$AI In Range Time:
- Defines the seconds added to the time it takes for an enemy to come in range of (i.e. target) a friendly ship
- Syntax: Float list
- Default: 2, 1.4, 0.75, 0, -1
$AI Always Links Ammo Weapons:
- AI ships will link ballistic primaries if ammo levels are greater than these percents.
- Syntax: Float list
- Default: 95, 80, 60, 40, 20
$AI Maybe Links Ammo Weapons:
- Defines the same as $AI Always Links Ammo Weapons: but in situations when its hull is below 33 % of maximum hitpoints.
- Syntax: Float list
- Default: 90, 60, 40, 20, 10
$AI Always Links Energy Weapons:
- AI ships will link energy primaries if energy levels are greater than these percents.
- Syntax: Float list
- Default: 100, 80, 60, 40, 20
$AI Maybe Links Energy Weapons:
- Defines the same as $AI Always Links Energy Weapons: but in situations when its hull is below 33 % of maximum hitpoints.
- Syntax: Float list
- Default: 90, 60, 40, 20, 10
$Max Missles Locked on Player:
- Defines the maximum number of missiles allowed to be homing in on a player at any given time
- Note: Single-player only, no restriction in multiplayer
- Syntax: Float list
- Default: 2, 3, 4, 7, 99
$Max Player Attackers:
- Sets the maximum number of ships allowed to be attacking the player at any given time
- Syntax: Float list
- Default: 2, 3, 4, 5, 99
$Max Incoming Asteroids:
- Sets the maximum number of active (i.e. "thrown") asteroids that can be heading toward a friendly ship at any given time
- Syntax: Float list
- Default: 3, 4, 5, 7, 10
$Player Damage Factor:
- Defines the factor applied to damage suffered by the player
- Syntax: Float list
- Default: 0.25, 0.5, 0.65, 0.85, 1
$Player Subsys Damage Factor:
- Sets the factor applied to subsystem damage suffered by the player. This is in addition to the $Player Damage Factor:
- Syntax: Float list
- Default: 0.2, 0.4, 0.6, 0.8, 1
$Predict Position Delay:
- Sets the measure of time (in F1_0 units) after which the AI will recalculate the position of its target
- Syntax: Float list
- Default: 2, 1.5, 1.333, 0.5, 0
$Player Shield Recharge Scale:
- Sets the factor applied to the speed at which the player's shields recharge
- Syntax: Float list
- Default: 4, 2, 1.5, 1.25, 1
$AI Shield Manage Delay:
- Also $AI Shield Manage Delays:
- Sets the time in seconds between each instance of an AI ship managing its shields
- Syntax: Float list
- Default: 5, 4, 2.5, 1.2, 0.1
$Friendly AI Fire Delay Scale:
- Sets the factor applied to "fire wait" for friendly ships
- Syntax: Float list
- Default: 2, 1.4, 1.25, 1.1, 1
$Hostile AI Fire Delay Scale:
- Sets the factor applied to "fire wait" for hostile ships
- Syntax: Float list
- Default: 4, 2.5, 1.75, 1.25, 1
$Player Subsys Damage Factor:
- Also $AI Damage Reduction to Player Subsys:
- Syntax: Float list
- Default: 0.2, 0.4, 0.6, 0.8, 1
$AI Turn Time Scale:
- Defines the factor applied to time it takes for enemy ships to turn
- Syntax: Float list
- Default: 3, 2.2, 1.6, 1.3, 1
$Player Weapon Recharge Scale:
- Defines the factor applied to the speed at which the player's weapons recharge
- Syntax: Float list
- Default: 10, 4, 2.5, 2, 1.5
$Max Turret Target Ownage:
- Sets the maximum number of turrets on a particular ship allowed to be attacking the same target at any given time
- Syntax: Float list
- Default: 3, 4, 7, 12, 19
$Max Turret Player Ownage:
- Sets the maximum number of turrets on a particular ship allowed to be attacking the player at any given time
- Syntax: Float list
- Default: 3, 4, 7, 12, 19
$Percentage Required For Kill Scale:
- Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded a kill (3.6.10 and on)
- Syntax: Float list
- Default: 0.30, 0.30, 0.30, 0.30, 0.30
$Percentage Required For Assist Scale:
- Sets the minimum percentage of the total assessed damage a player must inflict in order to be awarded an assist (3.6.10 and on)
- Syntax: Float list
- Default: 0.15, 0.15, 0.15, 0.15, 0.15
$Percentage Awarded For Capship Assist:
- In TvT and Coop missions all teammates will be granted this percentage of the capships score when someone scores a kill (3.6.10 and on)
- Syntax: Float list
- Default: 0.5, 0.5, 0.5, 0.5, 0.5
$Repair Penalty:
- The amount to subtract from the player's score if they are repaired by a support ship
- Syntax: Integer list
- Default: 10, 20, 35, 50, 60
$Delay Before Allowing Bombs to Be Shot Down:
- Time after the during which period bombs are invulnerable to weapon hits
- Syntax: Float list
- Default: 1.5, 1.5, 1.5, 1.5, 1.5
The following entries are boolean flags. They can be set to YES or NO, TRUE or FALSE, OUI or NON, HIja′ or ghobe′, etc. The default is NO.
$big ships can attack beam turrets on untargeted ships:
- If set, big ships can attack a beam turret that's firing on them from a ship that they don't currently have targeted.
$smart primary weapon selection:
- If set, enables the new primary weapon selection method
$smart secondary weapon selection:
- If set, enables the new secondary weapon selection method (including proper use of bomber+ missiles)
$smart shield management:
- If set, shields will devote all their charging energy to the weakest quadrant(s) and not waste energy on fully-charged quadrants (previously was -smart_shields on the command line)
$smart afterburner management:
- If set, the AI will properly use brief pulses of afterburner power instead of afterburning until fuel is exhausted
$allow rapid secondary dumbfire:
- If set, allows an AI ship to switch to rapid fire for dumbfire missiles
$huge turret weapons ignore bombs:
- If set, causes huge turret weapons (including anti-capship beams) to not target bombs
$don't insert random turret fire delay:
- If set, removes the random turret fire delay (from .1 to .9 seconds) inserted in addition to AI Fire Delay Scale
$hack improve non-homing swarm turret fire accuracy:
- If set, triggers a hack to improves the accuracy of non-homing swarm missiles by firing them along the turret's last fire direction rather than the direction it currently faces
- Also disables swarm weapons ability to fire only on the 'turrets barrel line'.
$shockwaves damage small ship subsystems:
- If set, shockwaves will cause damage to small ship subsystems (like in FS1)
- If set, ships will not be able to warp out if their navigation subsystem is destroyed or low in strength
$ignore lower bound for minimum speed of docked ship:
- If set, there will be no lower bound for the speed at which docked ships move (like in FS1).
- When a ship is towing another ship or ships, the towing ship will be slowed down to a degree depending on the total mass of all docked ships. In FS1, the ships could slow down to an arbitrarily slow speed, even a fraction of a m/s above zero. In FS2, there is a lower bound on this behavior so that all ships are guaranteed to move at a minimum docked speed. When set, this flag removes the lower bound and restores FS1 behavior.
$disable linked fire penalty:
- If set, there will be no penalty for linking primaries. Normally, the rate of fire is divided by the number of linked guns.
$disable weapon damage scaling:
- If set, weapons will do the same damage to a ship regardless of "big damage", "supercap", etc. ship types.
$use additive weapon velocity:
- If set, weapons will inherit their firing ship's velocity. A ship traveling quickly will fire weapons faster than a ship traveling slowly. This also improves the accuracy of weapons fired while gliding.
$use newtonian dampening:
- Newtonian Dampening changes turning and acceleration behavior. By default, there's quite a bit of slide when you turn, and when combined with high damp values (such as in BtRL), you can actually push your speed up beyond the max. Newtonian Dampening is the more realistic turns, where too much turning will lower your speed. Forward momentum is also affected. Backslash can explain it in more detail. [1]
$include beams for kills and assists:
- If set, beam damage is counted when calculating kills and assists.
$score kills based on damage caused:
- If set, kills gain score based on the percentage damage the killer inflicted on the dead ship.
$score assists based on damage caused:
- If set, kills gain score based on the percentage damage the player gaining the assist inflicted on the dead ship.
$allow event and goal scoring in multiplayer:
- If set, players (rather than just their team) can gain score from events in multiplayer.
$fix linked primary weapon decision bug:
- If set, the AI will properly link primaries according to specified percentages of energy levels instead of retail behavior where it mistakenly linked according to absolute energy levels.
$prevent turrets targeting too distant bombs:
- If set, prevents turrets from targeting bombs beyond maximum range of the weapons of the turret.
$smart subsystem targeting for turrets:
- If set, prevents turrets from trying to target subsystems beyond their fov limits, also keeps the turret subsystem targeting preference order intact regardless of the angle to the target.
$fix heat seekers homing on stealth ships bug:
- If set, heat-seeking missiles will not home in on stealth ships (this mirrors the established behavior where heat-seeking missiles do not home in on ships that are hidden from sensors).
$multi allow empty primaries:
- If set, allows a player to commit into a multiplayer game without primaries.
$multi allow empty secondaries:
- If set, allows a player to commit into a multiplayer game without secondaries.
$allow turrets target weapons freely:
- If set, allows turrets to target any weapons instead of just targeting bombs, to be used in conjunction with target priorities setup.
Sample Entry
- Retail FS2 behaviour
#AI Profiles $Default Profile: FS2 RETAIL $Profile Name: FS2 RETAIL $Player Afterburner Recharge Scale: 5, 3, 2, 1.5, 1 $Max Beam Friendly Fire Damage: 0, 5, 10, 20, 30 $Player Countermeasure Life Scale: 3, 2, 1.5, 1.25, 1 $AI Countermeasure Firing Chance: 0.2, 0.3, 0.5, 0.9, 1.1 $AI In Range Time: 2, 1.4, 0.75, 0, -1 $AI Always Links Ammo Weapons: 95, 80, 60, 40, 20 $AI Maybe Links Ammo Weapons: 90, 60, 40, 20, 10 $AI Always Links Energy Weapons: 100, 80, 60, 40, 20 $AI Maybe Links Energy Weapons: 90, 60, 40, 20, 10 $Max Missles Locked on Player: 2, 3, 4, 7, 99 $Max Player Attackers: 2, 3, 4, 5, 99 $Max Incoming Asteroids: 3, 4, 5, 7, 10 $Player Damage Factor: 0.25, 0.5, 0.65, 0.85, 1 $Player Subsys Damage Factor: 0.2, 0.4, 0.6, 0.8, 1 $Predict Position Delay: 2, 1.5, 1.33, 0.5, 0 $AI Shield Manage Delay: 5, 4, 2.5, 1.2, 0.1 $Friendly AI Fire Delay Scale: 2, 1.4, 1.25, 1.1, 1 $Hostile AI Fire Delay Scale: 4, 2.5, 1.75, 1.25, 1 $AI Turn Time Scale: 3, 2.2, 1.6, 1.3, 1 $Player Shield Recharge Scale: 4, 2, 1.5, 1.25, 1 $Player Weapon Recharge Scale: 10, 4, 2.5, 2, 1.5 $Max Turret Target Ownage: 3, 4, 7, 12, 19 $Max Turret Player Ownage: 3, 4, 7, 12, 19 $Percentage Required For Kill Scale: 0.30, 0.30, 0.30, 0.30, 0.30 $Percentage Required For Assist Scale: 0.15, 0.15, 0.15, 0.15, 0.15 $Percentage Awarded For Capship Assist: 0.5, 0.5, 0.5, 0.5, 0.5 $big ships can attack beam turrets on untargeted ships: NO $smart primary weapon selection: NO $smart secondary weapon selection: NO $smart shield management: NO $smart afterburner management: NO $allow rapid secondary dumbfire: NO $huge turret weapons ignore bombs: NO $don't insert random turret fire delay: NO $hack improve non-homing swarm turret fire accuracy: NO $shockwaves damage small ship subsystems: NO $navigation subsystem governs warpout capability: NO $ignore lower bound for minimum speed of docked ship: NO $disable linked fire penalty: NO $disable weapon damage scaling: NO $use additive weapon velocity: NO $use newtonian dampening: NO $include beams for kills and assists: NO $score kills based on damage caused: NO $score assists based on damage caused: NO $allow event and goal scoring in multiplayer: NO $fix linked primary weapon decision bug: NO $prevent turrets targeting too distant bombs: NO $smart subsystem targeting for turrets: NO $fix heat seekers homing on stealth ships bug: NO $multi allow empty primaries: NO $multi allow empty secondaries: NO #End
References
- "Re: New difficulty? - Feature request!", Hard Light Productions Forums, Hard Light Productions, 2007-12-15. Retrieved on December_27, 2007.