====PRE-FAQ NOTE====
Sorry 56K'ers. This FAQ isn't meant for you guys. It's got over 1.5 Megabytes
of data and it'll take you lot forever to download it. If you're dead set on
modding, drop me an email and I'll give you personal assistance. Isn't that nice?
=====================
_ _ _ _
| | | | ___ _ __ ___ _____ _____ _ __| | __| |
| |_| |/ _ \| '_ ` _ \ / _ \ \ /\ / / _ \| '__| |/ _` |
| _ | (_) | | | | | | __/\ V V / (_) | | | | (_| |
|_| |_|\___/|_| |_| |_|\___| \_/\_/ \___/|_| |_|\__,_|
--- A Ship/Script Editing FAQ ---
Your Author: Seb Haque
E-mail: seb_da_web@hotmail.com ~ Feel free to add me to MSN.
Version: 0.2
Date: 10/07/2005
-=-
Sites this FAQ is allowed to appear on:
www.gamefaqs.com (GameFAQs)
www.gamespot.com (GameSpot)
If you want to be added to the list then simply email me and I'll put you on.
-=-
Sites this FAQ is NEVER allowed to appear on, under ANY circumstances:
www.cheatcc.com (Cheat Code Central)
I do NOT support FAQ stealers and I will not tolerate unauthorised posting of
my FAQs.
======
Introduction
======
Hey there, and welcome to my Homeworld Ship Script Editing FAQ. This FAQ was
designed for people who want to tweak Homeworld, but don't know how. It doesn't
require too much coding knowledge, the principal fact being backing up your files
before tweaking. Below, you'll find all the ships in alphabetical order according to
their SHP name. They are arranged by race, with Kushan/Taiidan being first (the
two fleets run on the same BIG entries), then Turanics, then Kadeshi, then
Traders/One-Offs, and finally Resources.
If you want to find a specific ship, simply hit Ctrl+F and type in the FULL name.
You'll be zipped straight to the ship itself.
=====
Contents
=====
o Introduction
o Contents
o How to Tweak
o Warning/Disclaimer
o Where Ships Go
o Race Summaries
o Ships (the big kahuna)
o Fun Stuff
o Credits
o Closing Speech and Other Crap
=====
How to Tweak
=====
OK, firstly you'll need to back up Homeworld. If you've got disk space to blow,
copy the entire Homeworld directory into another folder in your Sierra directory.
Call it "Homeworld Backup" or something similar for convenience. If you haven't
got the disk space, just back up the Saved Games folder, and the Homeworld.big file,
the HW_Comp.vce file, the HW_Music.wxd file, and the Update.big file. Next, you'll need
to get yourself a basic .shp template. To do this, open up any folder on
your computer. Go to Tools -> Folder Options and then click View. Scroll down to
"Hide extensions for known file types" and make sure it is deselected. All files
on your computer should now have an extension depending upon what type of file
they are. Create a text document, and rename it to "<name of ship>.shp". Obviously the
<name of ship> needs to be named according to what ship you are tweaking. The list is
below, you impatient buggers. Read all this first.
If you're too lazy or are unable to do it for whatever reason, simply e-mail me at
seb_da_web@hotmail.com or sebhaque@gmail.com and I'll zip over a .shp file as fast
as I can.
Next, you need to take your .shp file and empty it. Then paste from the first
{}{}{} to the next {}{}{} - you do NOT include them in the actual file. Next,
the ships must be placed in a folder specific to the race of the ship. See the
table below for guidance as to which ship goes where. The file needs to be named as
the text to the right of it says. For example, a Support Frigate will need to be
called "AdvanceSupportFrigate". Don't ask me why. Then simply run up Homeworld and
enjoy your tweak!
=====
Warning/Disclaimer
=====
WARNING: SOME VERSIONS OF HOMEWORLD ARE VERY TOUCHY ABOUT HOW THEIR SHP FILES LOOK. SINCE
GAMEFAQS CROPS ALL FAQS TO 79CPL, SOME DATA MAY NOT DISPLAY PROPERLY. IF YOU'RE STUCK WITH
A CRASHING HOMEWORLD BECAUSE THE DATA HAS BEEN CUT DOWN, E-MAIL ME AND I'LL SEND YOU A
FRESH SHP COLLECTION.
Unfortunately, I have to put a disclaimer in because otherwise I'd be bombarded with
claims of ruining people's games.
Right. I'm not responsible for anything you lot do with the code below. I'm not
going to be responsible if you completely screw up your game; likewise I'm not
going to be responsible if you make a mod that revives Homeworld and nets you a million
pounds. Just remember, back up your files before modding, and you'll be alright.
======
Where Ships Go
======
Right. So you've got your SHP file, tweaked it, named it, but don't know where to put it?
Create a folder in your main Homeworld directory (...\Sierra\Homeworld). This is where
you put your file. The folder itself has to have a special name according to its race
though - this table shows the race and what the folder has to be called.
_____________________
| Race | Name |
|=====================|
|Kushan |R1 |
|Taiidan |R2 |
|Turanics |P1 |
|Kadeshi |P2 |
|Derelicts |derelicts |
|Bentusi |traders |
|One-Offs |traders |
|Resources |resources |
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Hurrah for crappy ASCII tables!
=====
Race Summaries
=====
Just in case you weren't sure about who's who, I've added a small Race Summary section to
the FAQ. This is only meant to serve as a reminder - don't rely on it to teach you on
every single aspect of a race's creation. I've left out some ships - you won't find ships
like the Junkyard Dawg, Ghost Ship, or other stuff in here. This is because they don't
really have a race, and it'd be stupid to give them their own special parts in this FAQ.
The later parts of this section do not correspond to the Ships layout.
-=Kushan=-
The Kushani are the goodies - after being sent into exile by the Taiidani when they were
captured, they now are fighting back to reclaim their Homeworld: Hiigara. Their ships are
generally quite nice to look at, and they are more centred towards firepower and maneouverabilty
than the Taiidani.
-=Taiidan=-
The Taiidani are the baddies - they rule the galaxy and are plain evil. After sending the Kushani
into exile, they went on to rule the galaxy. The Turanic race are the servants of the Taiidani.
Most of their ships are as ugly as hell, and the Taiidani concentrate more on defence and
weapon range than anything else.
-=Turanics=-
The Turanics are a group of nomads - they are the servants of the Taiidani and are determined
to destroy the Kushan fleet. Their ships aren't the nicest things to look at; however they
pack a considerable amount of firepower. The Raiders are commonly referred to as Pirates.
-=Kadeshi=-
The Kadeshi are a group of religious freaks who guard their nebula as if it is Sanctuary. They do
not care who gets into their nebula, if they ain't gunna join, they ain't gunna survive. Kadeshi
ships are generally quite formidable, but have a major downside. Most of 'em look pretty decent,
too. Overall, the Kadeshi are probably the most formidable out of the sub-races.
-=Bentusi=-
The Bentusi don't really class as a sub-race because you only see two ships. From what you
see though, they are amazing. Thank God they're your allies and you don't have to fight them,
because I'd hate to be up against those triple Ion Cannons. I'm digressing. Anyway, Bentusi
ships run on inertialess engines, which use a kind of sustained hyperspace field to "slide"
through space without inertia. They also pack a punch, and are not to be messed with. The
Trade Ship is arguably the most powerful ship in the game.
======
Ships
======
Cut and paste from the first {}{}{} to the next {}{}{}. You do NOT, I repeat,
do NOT need the {}{}{} - it is simply a guide
as to where to start and where to stop.
-=Kushan/Taiidan=-
Support Frigate ~ AdvanceSupportFrigate
{}{}{}
[AdvanceSupportFrigate]
;Source Files
;=----------=
LODFile AdvanceSupportFrigate.lod
pMexData AdvanceSupportFrigate\Rl0\LOD0\AdvanceSupportFrigate.mex
;Ship Physics
;=----------=
mass 1045.0 ; ship mass [fighter = 1]
momentOfInertiaX 250.0 ; resistance to rotation
momentOfInertiaY 250.0 ; [fighter = 1]
momentOfInertiaZ 250.0
maxvelocity 420.0 ; [fighter = 1000]
maxrot 2.0 ; maximum rotation speed [don't make faster than ~10]
;Basic Ship Stats
;=--------------=
shipclass CLASS_Frigate
isCapitalShip TRUE
buildCost 845 ; resource units to build
buildTime 75 ; time in seconds to build
maxhealth 7500 //15000 ; hit points
groupSize 2 ; size of group ships of this type tend to form
repairTime 15 ; every this many seconds
repairDamage 100 ; this much damage is repaired
repairCombatTime 25 ; every this many seconds
repairCombatDamage 50 ; this much damage is repaired
blastRadiusShockWave 1.75
blastRadiusDamage 275
canReceiveShips TRUE ; other ships can dock in this ship
canReceiveFighters TRUE
canReceiveCorvettes TRUE
canHandleNumShipsDocking 14
dockShipRange 500.0 ; how close ships should get before considering docking (to ship surface)
pumpFuelRate 500.0 ; how fast pumps fuel in.
repairOtherShipRate 0.20 ; how fast heals damaged ships. Must be an integer
;Special Z repair info
;repairBeamCapable FALSE
;healthPerSecond 20.0 ;health added per second to repaired ship
;CapitalDistanceRepairStart2 260.0 ;maximum range for repairing
;CapitalDistanceRepairStart 200.0 ;desired range for repairing
;AngleDotProdThreshold 0.93969 ;COSine of MAXIMUM angle that repair corevettes
;heading can deviatre from target in order for
;repair effect to come on and ship to be repaired
;0.9848 ~=10degrees
;Moving Around
;=-----------=
thruststrength[TRANS_UP] 40.0 ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN] 40.0
thruststrength[TRANS_RIGHT] 40.0
thruststrength[TRANS_LEFT] 40.0
thruststrength[TRANS_FORWARD] 50.0
thruststrength[TRANS_BACK] 40.0
rotstrength[ROT_YAWLEFT] 0.05 ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT] 0.05
rotstrength[ROT_PITCHUP] 0.05
rotstrength[ROT_PITCHDOWN] 0.05
rotstrength[ROT_ROLLRIGHT] 0.05
rotstrength[ROT_ROLLLEFT] 0.05
turnspeed[TURN_YAW] 0.3 ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH] 0.3
turnspeed[TURN_ROLL] 0.3
canTargetMultipleTargets TRUE
rotateToRetaliate TRUE
repositionTime 6 ; time in seconds which corvette will spend to reposition
; itself to a new location for it to fire.
tooCloseRange 500.0
passiveRetaliateZone 7000.0
;Weapons
;=-----=
NUMBER_OF_GUNS 1
GUN 0
//ADD this amount: 150 to compensate for centrepoint
//ADD this amount: 784 to compensate for stopping distance
{
Type GUN_NewGimble ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType GS_MediumEnergyCannon
DamageLo 175 ; damage variance per shot - low
DamageHi 200 ; damage variance per shot - high
BulletLength 18.0 ; visual only. Length of bullet on screen
BulletRange 5500.0 ; distance bullets travel before disappearing
BulletSpeed 4400.0 ; measured in m/s.
BulletMass 2.5 ; mass of bullet
FireTime 2.2 ; fire repeat rate (reciprocal = shots/second)
TriggerHappy 1.0
minturnangle -180.0 ; degrees
maxturnangle 180.0
mindeclination -90.0
maxdeclination 20.0
maxanglespeed 460.0 ; degrees/s
maxdeclinationspeed 460.0
angletracking 3.2
declinationtracking 3.2
BarrelLength 20.0
RecoilLength 10.0
BulletLifeTime 3.0 ;Life time of bullet
}
; itself to a new location for it to fire.
tooCloseRange 2000.0
NUMBER_OF_DOCK_POINTS 14
; format is DockPoint name,type,flyawaydist,mindist,maxdist,[headingdirection,updirection] (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockPoint FightL0,LatchPoint,250,240,870,0,5
DockPoint FightL1,LatchPoint,250,240,870,0,5
DockPoint FightL2,LatchPoint,250,240,870,0,5
DockPoint FightL3,LatchPoint,250,240,870,0,5
DockPoint FightL4,LatchPoint,250,240,870,0,5
DockPoint FightR0,LatchPoint,250,240,870,0,1
DockPoint FightR1,LatchPoint,250,240,870,0,1
DockPoint FightR2,LatchPoint,250,240,870,0,1
DockPoint FightR3,LatchPoint,250,240,870,0,1
DockPoint FightR4,LatchPoint,250,240,870,0,1
DockPoint Corv0,LatchPoint,130,120,850,0,6
DockPoint Corv1,LatchPoint,130,120,850,0,6
DockPoint Corv2,LatchPoint,130,120,850,0,6
DockPoint Corv3,LatchPoint,130,120,850,0,6
;Docking Overide Variables for SpecialCase Ships
NUMBER_OF_DOCK_OVERIDES 1
;need DockOveride shipraceshipname,<0=no 1=yes: use new heading and up),newHeading,newUp,<yesno use new offset>,offsetx,offsety,offsetz
;offset is vector seen in lightwave when the ship is attached to the light origin
;(0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockOveride R1,CloakedFighter,1,2,0,0,0.0,0.0,0.0
NUMBER_OF_SALVAGE_POINTS 2
NUM_NEEDED_FOR_SALVAGE 2 ;number of ships needed to capture a craft
NEED_BIGR1 FALSE
NEED_BIGR2 TRUE
WILL_FIT_CARRIER TRUE
; format: name,type
SalvagePoint Point1,AttachPoint
SalvagePoint Point2,AttachPoint
NUMBER_OF_NAV_LIGHTS 7
; format is NavLight name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight antenna1, NAVLIGHT_Default, 2, 0.5, 1, 6, 2, etg\textures\glow32
NavLight antenna2, NAVLIGHT_Default, 1.5, 0.5, 0, 4, 2, etg\textures\glow32
NavLight antenna3, NAVLIGHT_Default, 1, 0.5, 0.5, 4, 2, etg\textures\glow32
NavLight Dock1, NAVLIGHT_Default, 0.5, 1.5, 0.5, 7, 2, etg\textures\glow32
NavLight Dock2, NAVLIGHT_Default, 0.5, 1.5, 0.5, 7, 2, etg\textures\glow32
NavLight Dock3, NAVLIGHT_Default, 0.5, 1.5, 0.5, 7, 2, etg\textures\glow32
NavLight Dock4, NAVLIGHT_Default, 0.5, 1.5, 0.5, 7, 2, etg\textures\glow32
;Explosions
;=--------=
explosionType ET_FrigateExplosion
;Gun Binding
BindGun AdvanceSupportFrigateGun Gun0,Azimuth,Recoil,Frequency 1
;Engine Glow
;=---------=
trailWidth 60.0
trailHeight 126.0
trailLength 110.0
trailStyle 3
trailScaleCap 0.0002
;Docking Light
;=-----------=
dockLightNear 180.0
dockLightFar 320.0
dockLightColor 120,194,255
;Special Operation Variables
;=----------=
repairApproachDistance 600.0 ;approach distance, from hull to target
canSpecialBandBoxFriendlies TRUE
BindAnimations 1
;MadStartInfo needs a starting /Animation Text Name(no spaces allowed!)
animation(1-yes,0-no)/
MadStartInfo 1 , open , 1 , open
;MadDockAnims definitions in explination below
; n = number, g = gun, o = open, c = close, d = damaged, a = animations
; ;ngoa,names,...,ngca,names,...,ngoda,names,... ,ngcda,names,...
;if this doesn't
;makes sence, ask Bryce
MadSpecialCaseAnims 1, open, 1, close, 0,blah, 1, damageclose
MadDockAnims 0, blah, 1, close, 0,blah, 1, damageclose
;Ships health must be below this percentage to use the damaged animations.
madGunOpenDamagedHealthThreshold 0.70 ;<= 1.0f
minimumZoomDistance 290
Overlay_Selection_Scalar 0.8 ; scale the tactical overlay by this amount
;Override face-specific damage:
collSideModifiers[TRANS_UP] 0.7
collSideModifiers[TRANS_DOWN] 1.1
collSideModifiers[TRANS_RIGHT] 1.0
collSideModifiers[TRANS_LEFT] 1.0
collSideModifiers[TRANS_FORWARD] 0.5
collSideModifiers[TRANS_BACK] 1.7
surroundDistance 10000.0 ; how far ships will minimally disperse themselves from this ship after
; they are built. Note that this number is added to the minimum collision distance.
surroundDistanceRand 1000.0 ; random number between 0 and x added to surroundDistance
surroundRotYMinAng -35.0 ; ship may be positioned between min and max degrees elevation
surroundRotYMaxAng 35.0
surroundRotZMinAng -180.0 ; ship may be positioned between min and max degrees angle
surroundRotZMaxAng 180.0
repositionTime 2 ; time in seconds which corvette will spend to reposition
; itself to a new location for it to fire.
fullMovementFreedom TRUE
{}{}{}
Attack Bomber ~ AttackBomber
{}{}{}
[AttackBomber]
;Source Files
;=----------=
LODFile AttackBomber.lod
pMexData AttackBomber\Rl0\LOD0\AttackBomber.mex
;Ship Physics
;=----------=
mass 40.0 ; ship mass [fighter = 1]
momentOfInertiaX 4.0 ; resistance to rotation
momentOfInertiaY 4.0 ; [fighter = 1]
momentOfInertiaZ 4.0
maxvelocity 750.0 ; [fighter = 1000]
maxrot 10.0 ; maximum rotation speed [don't make faster than ~10]
;Basic Ship Stats
;=--------------=
shipclass CLASS_Fighter
buildCost 85 ; resource units to build
buildTime 25 ; time in seconds to build
maxhealth 200 ; hit points
maxfuel 24000.0
lowfuelpoint 0.35 ; percentage of tank which is considered "low on fuel"
fuelburnrate 0.021 ; based on distance ship moves in the world
attackfuelburnrate 0.040
groupSize 4 ; size of group ships of this type tend to form
blastRadiusShockWave 6.0
blastRadiusDamage 75
;Moving Around
;=-----------=
thruststrength[TRANS_UP] 775.0 ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN] 775.0
thruststrength[TRANS_RIGHT] 800.0
thruststrength[TRANS_LEFT] 800.0
thruststrength[TRANS_FORWARD] 875.0
thruststrength[TRANS_BACK] 300.0
rotstrength[ROT_YAWLEFT] 100.0 ; rotational acceleration (deg/s^2) [0.01 - 400]
rotstrength[ROT_YAWRIGHT] 100.0
rotstrength[ROT_PITCHUP] 100.0
rotstrength[ROT_PITCHDOWN] 100.0
rotstrength[ROT_ROLLRIGHT] 100.0
rotstrength[ROT_ROLLLEFT] 100.0
turnspeed[TURN_YAW] 2.4 ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH] 2.4
turnspeed[TURN_ROLL] 2.4
rotateToRetaliate TRUE
;Weapons
;=-----=
NUMBER_OF_GUNS 2
GUN 0
{
Type GUN_Gimble
SoundType GS_SmallPlasmaBomb
DamageLo 40 ; damage variance per shot - low
DamageHi 50 ; damage variance per shot - high
MinAngle 0
MaxAngle 4
BulletLength 25.0 ; visual only. Length of bullet on screen
BulletRange 2800.0 ; distance bullets travel before disappearing
BulletSpeed 3000.0 ; measured in m/s.
BulletMass 1.5 ; mass of bullet
FireTime 0.9 ; fire repeat rate (reciprocal = shots/second)
BulletLifeTime 3.0 ;Life time of bullet
}
GUN 1
{
Type GUN_Gimble
SoundType GS_SmallPlasmaBomb
DamageLo 40 ; damage variance per shot - low
DamageHi 50 ; damage variance per shot - high
MinAngle 0
MaxAngle 4
BulletLength 25.0 ; visual only. Length of bullet on screen
BulletRange 2800.0 ; distance bullets travel before disappearing
BulletSpeed 3000.0 ; measured in m/s.
BulletMass 1.5 ; mass of bullet
FireTime 0.9 ; fire repeat rate (reciprocal = shots/second)
BulletLifeTime 3.0 ;Life time of bullet
SlaveDriver 0
}
;gunsFireTime 0.2 ; how long between each shot, for alternating guns
;Ship AI
;=-----=
tooCloseRange 500.0
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Evasive Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Evasive Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Evasive Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Evasive Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Evasive Default 2.0 ; within how many degrees will try to align itself with target
maxAttackTime Evasive Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Evasive Default 0,2,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive Default 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive Default 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive Default 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Evasive CLASS_Mothership 8000.0
maxFlyAwayDist Evasive CLASS_Mothership 10000.0
breakRange Evasive CLASS_Mothership 2000.0
triggerHappy Evasive CLASS_Mothership 11.0
faceTargetAccuracy Evasive CLASS_Mothership 2.5
maxAttackTime Evasive CLASS_Mothership 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Mothership 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Mothership 1,3,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Mothership 5,5,10,10,10,10,10,8 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Mothership 5,5,10,0,10,10,10,8 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Mothership 5,5,10,10,10,10,10,8 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Evasive CLASS_Carrier 3000.0
maxFlyAwayDist Evasive CLASS_Carrier 3500.0
breakRange Evasive CLASS_Carrier 1000.0
triggerHappy Evasive CLASS_Carrier 11.0
faceTargetAccuracy Evasive CLASS_Carrier 2.5
maxAttackTime Evasive CLASS_Carrier 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Carrier 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Carrier 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Carrier 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Carrier 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Carrier 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Evasive CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Evasive CLASS_HeavyCruiser 3500.0
breakRange Evasive CLASS_HeavyCruiser 1000.0
triggerHappy Evasive CLASS_HeavyCruiser 11.0
faceTargetAccuracy Evasive CLASS_HeavyCruiser 2.5
maxAttackTime Evasive CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_HeavyCruiser 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_HeavyCruiser 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_HeavyCruiser 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_HeavyCruiser 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_HeavyCruiser 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Evasive CLASS_Destroyer 3000.0
maxFlyAwayDist Evasive CLASS_Destroyer 3500.0
breakRange Evasive CLASS_Destroyer 1000.0
triggerHappy Evasive CLASS_Destroyer 11.0
faceTargetAccuracy Evasive CLASS_Destroyer 2.5
maxAttackTime Evasive CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Destroyer 0,3,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Destroyer 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Destroyer 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Destroyer 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Destroyer 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Evasive CLASS_Frigate 3000.0 //3000
maxFlyAwayDist Evasive CLASS_Frigate 3500.0 //3300
breakRange Evasive CLASS_Frigate 1000.0 //725
triggerHappy Evasive CLASS_Frigate 11.0 //4
faceTargetAccuracy Evasive CLASS_Frigate 2.0
maxAttackTime Evasive CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Frigate 0,3,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Frigate 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Frigate 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Frigate 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Frigate 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Evasive CLASS_Corvette 2200.0
maxFlyAwayDist Evasive CLASS_Corvette 2600.0
breakRange Evasive CLASS_Corvette 750.0
triggerHappy Evasive CLASS_Corvette 3.5
faceTargetAccuracy Evasive CLASS_Corvette 3.5
maxAttackTime Evasive CLASS_Corvette 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Corvette 0,4,3,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Corvette 1,2,3,1,2 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Corvette 5,5,8,10,8,13,13,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Corvette 5,5,8,0,8,13,13,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Corvette 5,5,8,10,8,13,13,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Evasive CLASS_Fighter 1200.0
maxFlyAwayDist Evasive CLASS_Fighter 1300.0
breakRange Evasive CLASS_Fighter 600.0
triggerHappy Evasive CLASS_Fighter 2.5
faceTargetAccuracy Evasive CLASS_Fighter 0.5
maxAttackTime Evasive CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Fighter 0,5,5,2,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Fighter 1,2,3,1,2 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Fighter 5,5,10,15,10,10,10,15 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Fighter 5,5,10,5,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Fighter 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Evasive CLASS_Resource 3000.0
maxFlyAwayDist Evasive CLASS_Resource 3500.0
breakRange Evasive CLASS_Resource 1000.0
triggerHappy Evasive CLASS_Resource 11.0
faceTargetAccuracy Evasive CLASS_Resource 2.0
maxAttackTime Evasive CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Resource 0,4,4,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Resource 1,2,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Resource 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Resource 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Resource 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Evasive CLASS_NonCombat 3000.0
maxFlyAwayDist Evasive CLASS_NonCombat 3500.0
breakRange Evasive CLASS_NonCombat 1000.0
triggerHappy Evasive CLASS_NonCombat 4.0
faceTargetAccuracy Evasive CLASS_NonCombat 2.5
maxAttackTime Evasive CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_NonCombat 0,4,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_NonCombat 1,2,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_NonCombat 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Neutral Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Neutral Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Neutral Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Neutral Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Neutral Default 2.0 ; within how many degrees will try to align itself with target
maxAttackTime Neutral Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Neutral Default 0,1,1,1,1 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral Default 5,5,10,10,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral Default 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral Default 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Neutral CLASS_Mothership 8000.0
maxFlyAwayDist Neutral CLASS_Mothership 10000.0
breakRange Neutral CLASS_Mothership 2000.0
triggerHappy Neutral CLASS_Mothership 11.0
faceTargetAccuracy Neutral CLASS_Mothership 2.5
maxAttackTime Neutral CLASS_Mothership 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Mothership 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Mothership 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Mothership 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Mothership 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Mothership 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Neutral CLASS_Carrier 3000.0
maxFlyAwayDist Neutral CLASS_Carrier 3500.0
breakRange Neutral CLASS_Carrier 1000.0
triggerHappy Neutral CLASS_Carrier 11.0
faceTargetAccuracy Neutral CLASS_Carrier 2.5
maxAttackTime Neutral CLASS_Carrier 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Carrier 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Carrier 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Carrier 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Carrier 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Carrier 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Neutral CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Neutral CLASS_HeavyCruiser 3500.0
breakRange Neutral CLASS_HeavyCruiser 1000.0
triggerHappy Neutral CLASS_HeavyCruiser 11.0
faceTargetAccuracy Neutral CLASS_HeavyCruiser 2.5
maxAttackTime Neutral CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_HeavyCruiser 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_HeavyCruiser 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_HeavyCruiser 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_HeavyCruiser 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_HeavyCruiser 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Neutral CLASS_Destroyer 3000.0
maxFlyAwayDist Neutral CLASS_Destroyer 3500.0
breakRange Neutral CLASS_Destroyer 1000.0
triggerHappy Neutral CLASS_Destroyer 11.0
faceTargetAccuracy Neutral CLASS_Destroyer 2.5
maxAttackTime Neutral CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Destroyer 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Destroyer 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Destroyer 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Destroyer 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Destroyer 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Neutral CLASS_Frigate 3000.0
maxFlyAwayDist Neutral CLASS_Frigate 3500.0
breakRange Neutral CLASS_Frigate 1000.0 //725
triggerHappy Neutral CLASS_Frigate 11.0
faceTargetAccuracy Neutral CLASS_Frigate 1.0
maxAttackTime Neutral CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Frigate 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Frigate 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Frigate 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Frigate 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Frigate 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Neutral CLASS_Corvette 2100.0
maxFlyAwayDist Neutral CLASS_Corvette 2500.0
breakRange Neutral CLASS_Corvette 650.0
triggerHappy Neutral CLASS_Corvette 4.2
faceTargetAccuracy Neutral CLASS_Corvette 2.5
maxAttackTime Neutral CLASS_Corvette 4.0
Relative frequenciesfor:
flightmanTurnaround Neutral CLASS_Corvette 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Corvette 1,1,1,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Corvette 5,5,10,15,10,10,10,5; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Corvette 5,5,10,0,10,10,10,5; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Corvette 5,5,10,10,10,10,10,5; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Neutral CLASS_Fighter 1500.0
maxFlyAwayDist Neutral CLASS_Fighter 1700.0
breakRange Neutral CLASS_Fighter 600.0
triggerHappy Neutral CLASS_Fighter 3.2
faceTargetAccuracy Neutral CLASS_Fighter 0.5
maxAttackTime Neutral CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Fighter 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Fighter 1,1,1,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Fighter 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Fighter 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Fighter 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Neutral CLASS_Resource 3000.0
maxFlyAwayDist Neutral CLASS_Resource 3500.0
breakRange Neutral CLASS_Resource 1000.0
triggerHappy Neutral CLASS_Resource 11.0
faceTargetAccuracy Neutral CLASS_Resource 2.0
maxAttackTime Neutral CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Resource 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Resource 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Resource 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Resource 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Resource 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Neutral CLASS_NonCombat 3000.0
maxFlyAwayDist Neutral CLASS_NonCombat 3500.0
breakRange Neutral CLASS_NonCombat 1000.0
triggerHappy Neutral CLASS_NonCombat 3.0
faceTargetAccuracy Neutral CLASS_NonCombat 2.5
maxAttackTime Neutral CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_NonCombat 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_NonCombat 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_NonCombat 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_NonCombat 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Aggressive Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Aggressive Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Aggressive Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Aggressive Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Aggressive Default 2.0 ; within how many degrees will try to align itself with target
maxAttackTime Aggressive Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Aggressive Default 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive Default 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive Default 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive Default 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Aggressive CLASS_Mothership 8000.0
maxFlyAwayDist Aggressive CLASS_Mothership 10000.0
breakRange Aggressive CLASS_Mothership 2000.0
triggerHappy Aggressive CLASS_Mothership 11.0
faceTargetAccuracy Aggressive CLASS_Mothership 2.5
maxAttackTime Aggressive CLASS_Mothership 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Mothership 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Mothership 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Mothership 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Mothership 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Mothership 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Aggressive CLASS_Carrier 3000.0
maxFlyAwayDist Aggressive CLASS_Carrier 3500.0
breakRange Aggressive CLASS_Carrier 1000.0
triggerHappy Aggressive CLASS_Carrier 11.0
faceTargetAccuracy Aggressive CLASS_Carrier 2.5
maxAttackTime Aggressive CLASS_Carrier 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Carrier 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Carrier 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Carrier 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Carrier 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Carrier 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Aggressive CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Aggressive CLASS_HeavyCruiser 3500.0
breakRange Aggressive CLASS_HeavyCruiser 1000.0
triggerHappy Aggressive CLASS_HeavyCruiser 11.0
faceTargetAccuracy Aggressive CLASS_HeavyCruiser 2.5
maxAttackTime Aggressive CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_HeavyCruiser 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_HeavyCruiser 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_HeavyCruiser 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_HeavyCruiser 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_HeavyCruiser 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Aggressive CLASS_Destroyer 3000.0
maxFlyAwayDist Aggressive CLASS_Destroyer 3500.0
breakRange Aggressive CLASS_Destroyer 1000.0
triggerHappy Aggressive CLASS_Destroyer 11.0
faceTargetAccuracy Aggressive CLASS_Destroyer 2.5
maxAttackTime Aggressive CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Destroyer 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Destroyer 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Destroyer 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Destroyer 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Destroyer 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Aggressive CLASS_Frigate 3000.0
maxFlyAwayDist Aggressive CLASS_Frigate 3500.0
breakRange Aggressive CLASS_Frigate 1000.0 //725
triggerHappy Aggressive CLASS_Frigate 11.0
faceTargetAccuracy Aggressive CLASS_Frigate 2.0
maxAttackTime Aggressive CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Frigate 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Frigate 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Frigate 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Frigate 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Frigate 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Aggressive CLASS_Corvette 2000.0
maxFlyAwayDist Aggressive CLASS_Corvette 2600.0
breakRange Aggressive CLASS_Corvette 450.0
triggerHappy Aggressive CLASS_Corvette 3.8
faceTargetAccuracy Aggressive CLASS_Corvette 2.5
maxAttackTime Aggressive CLASS_Corvette 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Corvette 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Corvette 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Corvette 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Corvette 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Corvette 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Aggressive CLASS_Fighter 1600.0
maxFlyAwayDist Aggressive CLASS_Fighter 1800.0
breakRange Aggressive CLASS_Fighter 600.0
triggerHappy Aggressive CLASS_Fighter 2.8
faceTargetAccuracy Aggressive CLASS_Fighter 0.5
maxAttackTime Aggressive CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Fighter 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Fighter 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Fighter 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Fighter 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Fighter 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Aggressive CLASS_Resource 3000.0
maxFlyAwayDist Aggressive CLASS_Resource 3500.0
breakRange Aggressive CLASS_Resource 1000.0
triggerHappy Aggressive CLASS_Resource 11.0
faceTargetAccuracy Aggressive CLASS_Resource 2.0
maxAttackTime Aggressive CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Resource 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Resource 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Resource 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Resource 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Resource 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Aggressive CLASS_NonCombat 3000.0
maxFlyAwayDist Aggressive CLASS_NonCombat 3500.0
breakRange Aggressive CLASS_NonCombat 1000.0
triggerHappy Aggressive CLASS_NonCombat 4.0
faceTargetAccuracy Aggressive CLASS_NonCombat 2.5
maxAttackTime Aggressive CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_NonCombat 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_NonCombat 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_NonCombat 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_NonCombat 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_NonCombat 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
badAI FALSE ; normally set this to FALSE
;Ship Trails
;=---------=
trailSegments 20
trailGranularity 2
trailColor 0, 0, 0, 0, 0 ;grey team
trailColor 0, 1, 238, 238, 238
trailColor 0, 8, 141, 106, 87
trailColor 0, 19, 0, 0, 0
trailColor 1, 0, 0, 0, 0 ;red team
trailColor 1, 1, 225, 124, 33
trailColor 1, 8, 146, 0, 0
trailColor 1, 19, 0, 0, 0
trailColor 2, 0, 0, 0, 0 ;blue team
trailColor 2, 1, 11, 255, 255
trailColor 2, 8, 51, 0, 243
trailColor 2, 19, 0, 0, 0
trailColor 3, 0, 0, 0, 0 ;green team
trailColor 3, 1, 201, 254, 39
trailColor 3, 8, 0, 84, 4
trailColor 3, 19, 0, 0, 0
trailColor 4, 0, 0, 0, 0 ;yellow team
trailColor 4, 1, 255, 240, 97
trailColor 4, 8, 160, 124, 0
trailColor 4, 19, 0, 0, 0
trailColor 5, 0, 0, 0, 0 ;orange team
trailColor 5, 1, 225, 255, 11
trailColor 5, 8, 160, 124, 0
trailColor 5, 19, 0, 0, 0
trailColor 6, 0, 0, 0, 0 ;purple team
trailColor 6, 1, 255, 135, 157
trailColor 6, 8, 121, 0, 135
trailColor 6, 19, 0, 0, 0
trailColor 7, 0, 0, 0, 0 ;pale blue-green team
trailColor 7, 1, 45, 255, 149
trailColor 7, 8, 0, 105, 137
trailColor 7, 19, 0, 0, 0
;Explosions
;=--------=
explosionType ET_InterceptorExplosion
//left gun
BindGun AttackBomberLPod Gun0,Declination,Frequency 1
//right gun
BindGun AttackBomberRPod Gun1,Declination,Frequency 1
;Engine trails
;=-----------=
trailWidth 26.75
trailHeight 5.75
collSideModifiers[TRANS_UP] 0.7
collSideModifiers[TRANS_DOWN] 0.7
collSideModifiers[TRANS_RIGHT] 0.7
collSideModifiers[TRANS_LEFT] 0.7
collSideModifiers[TRANS_FORWARD] 0.6
collSideModifiers[TRANS_BACK] 1.5
minimumZoomDistance 60
{}{}{}
Carrier ~ Carrier
{}{}{}
[Carrier]
;Source Files
;=----------=
pMexData Carrier\Rl0\LOD0\Carrier.mex
LODFile Carrier.lod
;Ship Physics
;=----------=
mass 10031.0 ; ship mass [fighter = 1]
momentOfInertiaX 2500.0 ; resistance to rotation
momentOfInertiaY 2500.0 ; [fighter = 1]
momentOfInertiaZ 2500.0
maxvelocity 300.0 ; [fighter = 1000]
maxrot 2.0 ; maximum rotation speed [don't make faster than ~10]
avoidcollmodifier 0.8
;Basic Ship Stats
;=--------------=
shipclass CLASS_Carrier
isCapitalShip TRUE
buildCost 2400 ; resource units to build
buildTime 260 ; time in seconds to build
maxhealth 75000 //142000 ; hit points
groupSize 1 ; size of group ships of this type tend to form
repairTime 15 ; every this many seconds
repairDamage 225 ; this much damage is repaired
repairCombatTime 20 ; every this many seconds
repairCombatDamage 125 ; this much damage is repaired
blastRadiusShockWave 1.0
blastRadiusDamage 125
blastRadiusShockWave 3.0
canBuildShips TRUE ; ship can build ships
canReceiveShips TRUE ; other ships can dock in this ship
canReceiveResources TRUE ; Resource Collectors,etc can deposit resources in this ship
canReceiveShipsPermanently TRUE ; ships can dock permanently here
canReceiveShipsForRetire TRUE ; ships can dock here and be converted to RU's!
canReceiveFighters TRUE
canReceiveCorvettes TRUE
canReceiveResourceCollectors TRUE
canReceiveOtherNonCapitalShips TRUE
maxDockableFighters 25
maxDockableCorvettes 10
pumpFuelRate 600.0 ; how fast carrier pumps fuel in.
repairOtherShipRate 0.30 ; how fast carrier heals damaged ships. Must be an integer
clearanceDirection 4 ; (0=up,1=right,2=forward,4=down,5=left,6=back)
clearanceDistance 1500.0 ; how far ships go away from this ship when they are just built.
; Note that this number is added to the minimum collision distance.
dockShipRange 1500.0 ; how close ships should get before considering docking (to ship surface)
;Moving Around
;=-----------=
thruststrength[TRANS_UP] 30.0 ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN] 30.0
thruststrength[TRANS_RIGHT] 30.0
thruststrength[TRANS_LEFT] 30.0
thruststrength[TRANS_FORWARD] 40.0
thruststrength[TRANS_BACK] 30.0
rotstrength[ROT_YAWLEFT] 0.02 ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT] 0.02
rotstrength[ROT_PITCHUP] 0.02
rotstrength[ROT_PITCHDOWN] 0.02
rotstrength[ROT_ROLLRIGHT] 0.02
rotstrength[ROT_ROLLLEFT] 0.02
turnspeed[TURN_YAW] 0.2 ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH] 0.2
turnspeed[TURN_ROLL] 0.2
rotateToRetaliate TRUE
passiveAttackPenaltyExempt TRUE
canTargetMultipleTargets TRUE
passiveRetaliateZone 6000.0
tooCloseRange 500.0
;Weapons
;=------=
NUMBER_OF_GUNS 4
GUN 0
{
Type GUN_Gimble
SoundType GS_SmallProjectile
DamageLo 5 ; damage variance per shot - low
DamageHi 7 ; damage variance per shot - high
MinAngle 0
MaxAngle 75
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 4000.0 ; distance bullets travel before disappearing
BulletSpeed 5000.0 ; measured in m/s.
BulletMass 0.4 ; mass of bullet
FireTime 0.14 ; fire repeat rate (reciprocal = shots/second)
BurstFireTime 0.6
BurstWaitTime 0.8
TriggerHappy 5.0
fireEffect defaultBlast.ebg
hitEffect defaultBlast.ebg
}
GUN 1
{
Type GUN_Gimble
SoundType GS_SmallProjectile
DamageLo 5 ; damage variance per shot - low
DamageHi 7 ; damage variance per shot - high
MinAngle 0
MaxAngle 75
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 4000.0 ; distance bullets travel before disappearing
BulletSpeed 5000.0 ; measured in m/s.
BulletMass 0.4 ; mass of bullet
FireTime 0.14 ; fire repeat rate (reciprocal = shots/second)
BurstFireTime 0.6
BurstWaitTime 0.8
TriggerHappy 2.0
fireEffect defaultBlast.ebg
hitEffect defaultBlast.ebg
}
GUN 2
{
Type GUN_Gimble
SoundType GS_SmallProjectile
DamageLo 5 ; damage variance per shot - low
DamageHi 7 ; damage variance per shot - high
MinAngle 0
MaxAngle 100
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 4000.0 ; distance bullets travel before disappearing
BulletSpeed 5000.0 ; measured in m/s.
BulletMass 0.4 ; mass of bullet
FireTime 0.14 ; fire repeat rate (reciprocal = shots/second)
BurstFireTime 0.6
BurstWaitTime 0.8
TriggerHappy 2.0
fireEffect defaultBlast.ebg
hitEffect defaultBlast.ebg
}
GUN 3
{
Type GUN_Gimble
SoundType GS_SmallProjectile
DamageLo 5 ; damage variance per shot - low
DamageHi 7 ; damage variance per shot - high
MinAngle 0
MaxAngle 100
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 4000.0 ; distance bullets travel before disappearing
BulletSpeed 5000.0 ; measured in m/s.
BulletMass 0.4 ; mass of bullet
FireTime 0.14 ; fire repeat rate (reciprocal = shots/second)
BurstFireTime 0.6
BurstWaitTime 0.8
TriggerHappy 2.0
fireEffect defaultBlast.ebg
hitEffect defaultBlast.ebg
}
NUMBER_OF_DOCK_POINTS 7
; format is DockPoint name,type,flyawaydist,mindist,maxdist,[headingdirection,updirection] (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockPoint In0,DockingCone,300,1000,3000 // It works so don't touch!
DockPoint Out0,LaunchPoint,500,100,100,2,0
DockPoint In1,DockingCone,300,1000,3000
DockPoint Out1,LaunchPoint,500,100,100,2,0
DockPoint Frigate,LaunchPoint,1200,1300,1500,2,0
DockPoint Res0,LatchPoint,150,290,1810,2,4
DockPoint Res1,LatchPoint,150,290,1810,2,4
NUMBER_OF_SALVAGE_POINTS 5
NUM_NEEDED_FOR_SALVAGE 5 ;number of ships needed to capture a craft
NEED_BIGR1 TRUE
NEED_BIGR2 TRUE
WILL_FIT_CARRIER FALSE
; format: name,type
SalvagePoint Point1,AttachPoint
SalvagePoint Point2,AttachPoint
SalvagePoint Point3,AttachPoint
SalvagePoint Point4,AttachPoint
SalvagePoint Point5,AttachPoint
NUMBER_OF_NAV_LIGHTS 8
; format is NavLight name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight caution1, NAVLIGHT_Default, 1, 1, 0, 10, 2, etg\textures\glow32
NavLight caution2, NAVLIGHT_Default, 1, 1, 0, 10, 2, etg\textures\glow32
NavLight bow1, NAVLIGHT_Default, 0.5, 1, 0, 10, 2, etg\textures\glow32
NavLight bow2, NAVLIGHT_Default, 0.5, 1, 0, 10, 2, etg\textures\glow32
NavLight antenna1, NAVLIGHT_Default, 2, 0.5, 0, 7, 2, etg\textures\glow32
NavLight antenna2, NAVLIGHT_Default, 2, 0.5, 0, 7, 2, etg\textures\glow32
NavLight antenna3, NAVLIGHT_Default, 2, 0.5, 0, 7, 2, etg\textures\glow32
NavLight side, NAVLIGHT_Default, 2, 0.8, 0, 7, 2, etg\textures\glow32
NUMBER_OF_DOCK_OVERIDES 1
;need DockOveride shipraceshipname,<0=no 1=yes: use new heading and up),newHeading,newUp,<yesno use new offset>,offsetx,offsety,offsetz
;offset is vector seen in lightwave when the ship is attached to the light origin
;(0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockOveride R1,SensorArray,1,4,2,0,0.0,0.0,0.0
;DockOveride R1,ResearchShip,1,2,5,0,0.0,0.0,0.0
;Explosions
;=--------=
explosionType ET_CarrierExplosion
;Engine Glow
;=---------=
trailWidth 450.0
trailHeight 290.0
trailLength 560.0
;trailRibbonAdjust 1.32
trailScaleCap 0.00006
;trailScaleCap 0.000094
;Special Ops info
;;;;;;;;;;;;;;;;
//repair refuel distance
repairApproachDistance 800.0
canSpecialBandBoxFriendlies TRUE
minimumZoomDistance 1200
Overlay_Selection_Scalar 1.4 ; scale the tactical overlay by this amount
;Override face-specific damage:
collSideModifiers[TRANS_UP] 0.7
collSideModifiers[TRANS_DOWN] 0.8
collSideModifiers[TRANS_RIGHT] 0.7
collSideModifiers[TRANS_LEFT] 0.7
collSideModifiers[TRANS_FORWARD] 0.9
collSideModifiers[TRANS_BACK] 1.7
surroundDistance 10000.0 ; how far ships will minimally disperse themselves from this ship after
; they are built. Note that this number is added to the minimum collision distance.
surroundDistanceRand 1000.0 ; random number between 0 and x added to surroundDistance
surroundRotYMinAng -35.0 ; ship may be positioned between min and max degrees elevation
surroundRotYMaxAng 35.0
surroundRotZMinAng -180.0 ; ship may be positioned between min and max degrees angle
surroundRotZMaxAng 180.0
{}{}{}
Cloaked Fighter ~ CloakedFighter
{}{}{}
[CloakedFighter]
;Source Files
;=----------=
LODFile CloakedFighter.lod
pMexData CloakedFighter\Rl0\LOD0\CloakedFighter.mex
;Ship Physics
;=----------=
mass 25.0 ; ship mass [fighter = 1]
momentOfInertiaX 2.0 ; resistance to rotation
momentOfInertiaY 2.0 ; [fighter = 1]
momentOfInertiaZ 2.0
maxvelocity 775.0 ; [fighter = 1000]
maxrot 10.0 ; maximum rotation speed [don't make faster than ~10]
;Basic Ship Stats
;=--------------=
shipclass CLASS_Fighter
buildCost 85 ; resource units to build
buildTime 45 ; time in seconds to build
maxhealth 75 ; hit points
maxfuel 10000.0
lowfuelpoint 0.35 ; percentage of tank which is considered "low on fuel"
fuelburnrate 0.021 ; based on distance ship moves in the world
attackfuelburnrate 0.040
groupSize 4 ; size of group ships of this type tend to form
blastRadiusShockWave 6.0
blastRadiusDamage 75
;Cloaking Device Stats
;=--------------=
CloakFuelBurnRate 0.3 ; fuel burned per second of cloak usage
ForceDeCloakAtFuelPercent 10.0 ; When fuel reaches xx% of Maxfuel, ship decloaks and can't cloak
CloakingTime 0.05 ; Cloaking Time in seconds
DeCloakingTime 0.1 ; Decloaking time
VisibleState 0.1 ; Point at which ship becomes 'invisible' to sensors, ships, and everything else
; Visually: 1.0 is completly vissible, and 0.0 is completly invisible
battleReCloakTime 2.8 ; seconds after ship fires that it starts recloaking
;Moving Around
;=-----------=
thruststrength[TRANS_UP] 705.0 ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN] 705.0
thruststrength[TRANS_RIGHT] 790.0
thruststrength[TRANS_LEFT] 790.0
thruststrength[TRANS_FORWARD] 875.0
thruststrength[TRANS_BACK] 300.0
rotstrength[ROT_YAWLEFT] 100.0 ; rotational acceleration (deg/s^2) [0.01 - 400]
rotstrength[ROT_YAWRIGHT] 100.0
rotstrength[ROT_PITCHUP] 100.0
rotstrength[ROT_PITCHDOWN] 100.0
rotstrength[ROT_ROLLRIGHT] 100.0
rotstrength[ROT_ROLLLEFT] 100.0
turnspeed[TURN_YAW] 2.5 ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH] 2.5
turnspeed[TURN_ROLL] 2.5
rotateToRetaliate TRUE
;Weapons
;=-----=
NUMBER_OF_GUNS 2
GUN 0
{
Type GUN_Gimble
SoundType GS_SmallEnergyCannon
DamageLo 10 ; damage variance per shot - low
DamageHi 14 ; damage variance per shot - high
MinAngle 0
MaxAngle 4
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 3500.0 ; distance bullets travel before disappearing
BulletSpeed 4500.0 ; measured in m/s.
BulletMass 0.65 ; mass of bullet
FireTime 0.14 ; fire repeat rate (reciprocal = shots/second)
BurstFireTime 1.75
BurstWaitTime 2.25
BulletLifeTime 2.0 ;Life time of bullet
}
GUN 1
{
Type GUN_Gimble
SoundType GS_SmallEnergyCannon
DamageLo 10 ; damage variance per shot - low
DamageHi 14 ; damage variance per shot - high
MinAngle 0
MaxAngle 4
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 3500.0 ; distance bullets travel before disappearing
BulletSpeed 4500.0 ; measured in m/s.
BulletMass 0.65 ; mass of bullet
FireTime 0.14 ; fire repeat rate (reciprocal = shots/second)
BurstFireTime 1.75
BurstWaitTime 2.25
BulletLifeTime 2.0 ;Life time of bullet
}
gunsFireTime 0.155 ; tune this value, not FireTime
;Ship AI
;=-----=
tooCloseRange 500.0
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Evasive Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Evasive Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Evasive Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Evasive Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Evasive Default 2.0 ; within how many degrees will try to align itself with target
maxAttackTime Evasive Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Evasive Default 0,2,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive Default 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive Default 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive Default 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Evasive CLASS_Mothership 8000.0
maxFlyAwayDist Evasive CLASS_Mothership 10000.0
breakRange Evasive CLASS_Mothership 2000.0
triggerHappy Evasive CLASS_Mothership 11.0
faceTargetAccuracy Evasive CLASS_Mothership 2.5
maxAttackTime Evasive CLASS_Mothership 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Mothership 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Mothership 1,3,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Mothership 5,5,10,10,10,10,10,8 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Mothership 5,5,10,0,10,10,10,8 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Mothership 5,5,10,10,10,10,10,8 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Evasive CLASS_Carrier 3000.0
maxFlyAwayDist Evasive CLASS_Carrier 3500.0
breakRange Evasive CLASS_Carrier 1000.0
triggerHappy Evasive CLASS_Carrier 11.0
faceTargetAccuracy Evasive CLASS_Carrier 2.5
maxAttackTime Evasive CLASS_Carrier 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Carrier 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Carrier 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Carrier 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Carrier 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Carrier 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Evasive CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Evasive CLASS_HeavyCruiser 3500.0
breakRange Evasive CLASS_HeavyCruiser 1000.0
triggerHappy Evasive CLASS_HeavyCruiser 11.0
faceTargetAccuracy Evasive CLASS_HeavyCruiser 2.5
maxAttackTime Evasive CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_HeavyCruiser 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_HeavyCruiser 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_HeavyCruiser 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_HeavyCruiser 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_HeavyCruiser 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Evasive CLASS_Destroyer 3000.0
maxFlyAwayDist Evasive CLASS_Destroyer 3500.0
breakRange Evasive CLASS_Destroyer 1000.0
triggerHappy Evasive CLASS_Destroyer 11.0
faceTargetAccuracy Evasive CLASS_Destroyer 2.5
maxAttackTime Evasive CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Destroyer 0,3,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Destroyer 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Destroyer 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Destroyer 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Destroyer 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Evasive CLASS_Frigate 3000.0 //3000
maxFlyAwayDist Evasive CLASS_Frigate 3500.0 //3300
breakRange Evasive CLASS_Frigate 1000.0 //725
triggerHappy Evasive CLASS_Frigate 11.0 //4
faceTargetAccuracy Evasive CLASS_Frigate 2.0
maxAttackTime Evasive CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Frigate 0,3,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Frigate 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Frigate 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Frigate 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Frigate 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Evasive CLASS_Corvette 2200.0
maxFlyAwayDist Evasive CLASS_Corvette 2600.0
breakRange Evasive CLASS_Corvette 750.0
triggerHappy Evasive CLASS_Corvette 4.5
faceTargetAccuracy Evasive CLASS_Corvette 3.5
maxAttackTime Evasive CLASS_Corvette 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Corvette 0,4,3,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Corvette 1,2,3,1,2 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Corvette 5,5,8,10,8,13,13,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Corvette 5,5,8,0,8,13,13,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Corvette 5,5,8,10,8,13,13,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Evasive CLASS_Fighter 1200.0
maxFlyAwayDist Evasive CLASS_Fighter 1300.0
breakRange Evasive CLASS_Fighter 600.0
triggerHappy Evasive CLASS_Fighter 2.5
faceTargetAccuracy Evasive CLASS_Fighter 0.5
maxAttackTime Evasive CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Fighter 0,5,5,2,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Fighter 1,2,3,1,2 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Fighter 5,5,10,15,10,10,10,15 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Fighter 5,5,10,5,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Fighter 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Evasive CLASS_Resource 3000.0
maxFlyAwayDist Evasive CLASS_Resource 3500.0
breakRange Evasive CLASS_Resource 1000.0
triggerHappy Evasive CLASS_Resource 11.0
faceTargetAccuracy Evasive CLASS_Resource 2.0
maxAttackTime Evasive CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Resource 0,4,4,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Resource 1,2,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Resource 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Resource 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Resource 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Evasive CLASS_NonCombat 3000.0
maxFlyAwayDist Evasive CLASS_NonCombat 3500.0
breakRange Evasive CLASS_NonCombat 1000.0
triggerHappy Evasive CLASS_NonCombat 4.0
faceTargetAccuracy Evasive CLASS_NonCombat 2.5
maxAttackTime Evasive CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_NonCombat 0,4,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_NonCombat 1,2,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_NonCombat 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Neutral Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Neutral Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Neutral Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Neutral Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Neutral Default 2.0 ; within how many degrees will try to align itself with target
maxAttackTime Neutral Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Neutral Default 0,1,1,1,1 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral Default 5,5,10,10,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral Default 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral Default 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Neutral CLASS_Mothership 8000.0
maxFlyAwayDist Neutral CLASS_Mothership 10000.0
breakRange Neutral CLASS_Mothership 2000.0
triggerHappy Neutral CLASS_Mothership 11.0
faceTargetAccuracy Neutral CLASS_Mothership 2.5
maxAttackTime Neutral CLASS_Mothership 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Mothership 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Mothership 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Mothership 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Mothership 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Mothership 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Neutral CLASS_Carrier 3000.0
maxFlyAwayDist Neutral CLASS_Carrier 3500.0
breakRange Neutral CLASS_Carrier 1000.0
triggerHappy Neutral CLASS_Carrier 11.0
faceTargetAccuracy Neutral CLASS_Carrier 2.5
maxAttackTime Neutral CLASS_Carrier 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Carrier 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Carrier 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Carrier 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Carrier 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Carrier 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Neutral CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Neutral CLASS_HeavyCruiser 3500.0
breakRange Neutral CLASS_HeavyCruiser 1000.0
triggerHappy Neutral CLASS_HeavyCruiser 11.0
faceTargetAccuracy Neutral CLASS_HeavyCruiser 2.5
maxAttackTime Neutral CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_HeavyCruiser 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_HeavyCruiser 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_HeavyCruiser 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_HeavyCruiser 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_HeavyCruiser 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Neutral CLASS_Destroyer 3000.0
maxFlyAwayDist Neutral CLASS_Destroyer 3500.0
breakRange Neutral CLASS_Destroyer 1000.0
triggerHappy Neutral CLASS_Destroyer 11.0
faceTargetAccuracy Neutral CLASS_Destroyer 2.5
maxAttackTime Neutral CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Destroyer 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Destroyer 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Destroyer 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Destroyer 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Destroyer 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Neutral CLASS_Frigate 3000.0
maxFlyAwayDist Neutral CLASS_Frigate 3500.0
breakRange Neutral CLASS_Frigate 1000.0 //725
triggerHappy Neutral CLASS_Frigate 11.0
faceTargetAccuracy Neutral CLASS_Frigate 1.0
maxAttackTime Neutral CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Frigate 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Frigate 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Frigate 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Frigate 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Frigate 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Neutral CLASS_Corvette 2100.0
maxFlyAwayDist Neutral CLASS_Corvette 2500.0
breakRange Neutral CLASS_Corvette 650.0
triggerHappy Neutral CLASS_Corvette 5.2
faceTargetAccuracy Neutral CLASS_Corvette 2.5
maxAttackTime Neutral CLASS_Corvette 4.0
Relative frequenciesfor:
flightmanTurnaround Neutral CLASS_Corvette 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Corvette 1,1,1,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Corvette 5,5,10,15,10,10,10,5; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Corvette 5,5,10,0,10,10,10,5; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Corvette 5,5,10,10,10,10,10,5; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Neutral CLASS_Fighter 1500.0
maxFlyAwayDist Neutral CLASS_Fighter 1700.0
breakRange Neutral CLASS_Fighter 600.0
triggerHappy Neutral CLASS_Fighter 3.2
faceTargetAccuracy Neutral CLASS_Fighter 0.5
maxAttackTime Neutral CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Fighter 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Fighter 1,1,1,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Fighter 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Fighter 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Fighter 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Neutral CLASS_Resource 3000.0
maxFlyAwayDist Neutral CLASS_Resource 3500.0
breakRange Neutral CLASS_Resource 1000.0
triggerHappy Neutral CLASS_Resource 11.0
faceTargetAccuracy Neutral CLASS_Resource 2.0
maxAttackTime Neutral CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Resource 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Resource 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Resource 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Resource 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Resource 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Neutral CLASS_NonCombat 3000.0
maxFlyAwayDist Neutral CLASS_NonCombat 3500.0
breakRange Neutral CLASS_NonCombat 1000.0
triggerHappy Neutral CLASS_NonCombat 3.0
faceTargetAccuracy Neutral CLASS_NonCombat 2.5
maxAttackTime Neutral CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_NonCombat 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_NonCombat 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_NonCombat 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_NonCombat 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Aggressive Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Aggressive Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Aggressive Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Aggressive Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Aggressive Default 2.0 ; within how many degrees will try to align itself with target
maxAttackTime Aggressive Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Aggressive Default 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive Default 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive Default 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive Default 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Aggressive CLASS_Mothership 8000.0
maxFlyAwayDist Aggressive CLASS_Mothership 10000.0
breakRange Aggressive CLASS_Mothership 2000.0
triggerHappy Aggressive CLASS_Mothership 11.0
faceTargetAccuracy Aggressive CLASS_Mothership 2.5
maxAttackTime Aggressive CLASS_Mothership 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Mothership 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Mothership 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Mothership 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Mothership 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Mothership 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Aggressive CLASS_Carrier 3000.0
maxFlyAwayDist Aggressive CLASS_Carrier 3500.0
breakRange Aggressive CLASS_Carrier 1000.0
triggerHappy Aggressive CLASS_Carrier 11.0
faceTargetAccuracy Aggressive CLASS_Carrier 2.5
maxAttackTime Aggressive CLASS_Carrier 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Carrier 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Carrier 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Carrier 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Carrier 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Carrier 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Aggressive CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Aggressive CLASS_HeavyCruiser 3500.0
breakRange Aggressive CLASS_HeavyCruiser 1000.0
triggerHappy Aggressive CLASS_HeavyCruiser 11.0
faceTargetAccuracy Aggressive CLASS_HeavyCruiser 2.5
maxAttackTime Aggressive CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_HeavyCruiser 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_HeavyCruiser 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_HeavyCruiser 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_HeavyCruiser 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_HeavyCruiser 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Aggressive CLASS_Destroyer 3000.0
maxFlyAwayDist Aggressive CLASS_Destroyer 3500.0
breakRange Aggressive CLASS_Destroyer 1000.0
triggerHappy Aggressive CLASS_Destroyer 11.0
faceTargetAccuracy Aggressive CLASS_Destroyer 2.5
maxAttackTime Aggressive CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Destroyer 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Destroyer 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Destroyer 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Destroyer 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Destroyer 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Aggressive CLASS_Frigate 3000.0
maxFlyAwayDist Aggressive CLASS_Frigate 3500.0
breakRange Aggressive CLASS_Frigate 1000.0 //725
triggerHappy Aggressive CLASS_Frigate 11.0
faceTargetAccuracy Aggressive CLASS_Frigate 2.0
maxAttackTime Aggressive CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Frigate 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Frigate 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Frigate 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Frigate 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Frigate 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Aggressive CLASS_Corvette 2000.0
maxFlyAwayDist Aggressive CLASS_Corvette 2600.0
breakRange Aggressive CLASS_Corvette 450.0
triggerHappy Aggressive CLASS_Corvette 4.8
faceTargetAccuracy Aggressive CLASS_Corvette 2.5
maxAttackTime Aggressive CLASS_Corvette 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Corvette 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Corvette 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Corvette 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Corvette 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Corvette 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Aggressive CLASS_Fighter 1600.0
maxFlyAwayDist Aggressive CLASS_Fighter 1800.0
breakRange Aggressive CLASS_Fighter 600.0
triggerHappy Aggressive CLASS_Fighter 2.8
faceTargetAccuracy Aggressive CLASS_Fighter 0.5
maxAttackTime Aggressive CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Fighter 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Fighter 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Fighter 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Fighter 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Fighter 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Aggressive CLASS_Resource 3000.0
maxFlyAwayDist Aggressive CLASS_Resource 3500.0
breakRange Aggressive CLASS_Resource 1000.0
triggerHappy Aggressive CLASS_Resource 11.0
faceTargetAccuracy Aggressive CLASS_Resource 2.0
maxAttackTime Aggressive CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Resource 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Resource 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Resource 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Resource 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Resource 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Aggressive CLASS_NonCombat 3000.0
maxFlyAwayDist Aggressive CLASS_NonCombat 3500.0
breakRange Aggressive CLASS_NonCombat 1000.0
triggerHappy Aggressive CLASS_NonCombat 4.0
faceTargetAccuracy Aggressive CLASS_NonCombat 2.5
maxAttackTime Aggressive CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_NonCombat 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_NonCombat 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_NonCombat 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_NonCombat 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_NonCombat 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
badAI FALSE ; normally set this to FALSE
;Ship Trails
;=---------=
trailSegments 20
trailGranularity 2
trailColor 0, 0, 0, 0, 0 ;grey team
trailColor 0, 1, 238, 238, 238
trailColor 0, 8, 141, 106, 87
trailColor 0, 19, 0, 0, 0
trailColor 1, 0, 0, 0, 0 ;red team
trailColor 1, 1, 225, 124, 33
trailColor 1, 8, 146, 0, 0
trailColor 1, 19, 0, 0, 0
trailColor 2, 0, 0, 0, 0 ;blue team
trailColor 2, 1, 11, 255, 255
trailColor 2, 8, 51, 0, 243
trailColor 2, 19, 0, 0, 0
trailColor 3, 0, 0, 0, 0 ;green team
trailColor 3, 1, 201, 254, 39
trailColor 3, 8, 0, 84, 4
trailColor 3, 19, 0, 0, 0
trailColor 4, 0, 0, 0, 0 ;yellow team
trailColor 4, 1, 255, 240, 97
trailColor 4, 8, 160, 124, 0
trailColor 4, 19, 0, 0, 0
trailColor 5, 0, 0, 0, 0 ;orange team
trailColor 5, 1, 225, 255, 11
trailColor 5, 8, 160, 124, 0
trailColor 5, 19, 0, 0, 0
trailColor 6, 0, 0, 0, 0 ;purple team
trailColor 6, 1, 255, 135, 157
trailColor 6, 8, 121, 0, 135
trailColor 6, 19, 0, 0, 0
trailColor 7, 0, 0, 0, 0 ;pale blue-green team
trailColor 7, 1, 45, 255, 149
trailColor 7, 8, 0, 105, 137
trailColor 7, 19, 0, 0, 0
;Explosions
;=--------=
explosionType ET_InterceptorExplosion
;Engine trails
;=-----------=
trailAngle 90.0
trailWidth 21.0
trailHeight 4.4
minimumZoomDistance 60
Overlay_Selection_Scalar 1.1 ; scale the tactical overlay by this amount
collSideModifiers[TRANS_UP] 0.8
collSideModifiers[TRANS_DOWN] 0.8
collSideModifiers[TRANS_RIGHT] 0.8
collSideModifiers[TRANS_LEFT] 0.8
collSideModifiers[TRANS_FORWARD] 0.7
collSideModifiers[TRANS_BACK] 1.5
{}{}{}
Cloak Generator ~ cloakgenerator
{}{}{}
[CloakGenerator]
;Source Files
;=----------=
LODFile CloakGenerator.lod
pMexData CloakGenerator\Rl0\LOD0\CloakGenerator.mex
;Ship Physics
;=----------=
mass 1423.0 ; ship mass [fighter = 1]
momentOfInertiaX 350.0 ; resistance to rotation
momentOfInertiaY 350.0 ; [fighter = 1]
momentOfInertiaZ 350.0
maxvelocity 325.0 ; [fighter = 1000]
maxrot 5.0 ; maximum rotation speed [don't make faster than ~10]
;Basic Ship Stats
;=--------------=
shipclass CLASS_NonCombat
isCapitalShip TRUE
buildCost 900 ; resource units to build
buildTime 120 ; time in seconds to build
maxhealth 3000 //6000 ; hit points
groupSize 2 ; size of group ships of this type tend to form
repairTime 5 ; every this many seconds
repairDamage 25 ; this much damage is repaired
repairCombatTime 15 ; every this many seconds
repairCombatDamage 12 ; this much damage is repaired
blastRadiusShockWave 1.75
blastRadiusDamage 275
;Moving Around
;=-----------=
thruststrength[TRANS_UP] 25.0 ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN] 25.0
thruststrength[TRANS_RIGHT] 25.0
thruststrength[TRANS_LEFT] 25.0
thruststrength[TRANS_FORWARD] 35.0
thruststrength[TRANS_BACK] 15.0
rotstrength[ROT_YAWLEFT] 0.05 ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT] 0.05
rotstrength[ROT_PITCHUP] 0.05
rotstrength[ROT_PITCHDOWN] 0.05
rotstrength[ROT_ROLLRIGHT] 0.05
rotstrength[ROT_ROLLLEFT] 0.05
turnspeed[TURN_YAW] 0.3 ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH] 0.3
turnspeed[TURN_ROLL] 0.3
;Weapons
;=-----=
;
;no weapons
NUMBER_OF_SALVAGE_POINTS 2
NUM_NEEDED_FOR_SALVAGE 2 ;number of ships needed to capture a craft
NEED_BIGR1 FALSE
NEED_BIGR2 TRUE
WILL_FIT_CARRIER TRUE
; format: name,type
SalvagePoint Point1,AttachPoint
SalvagePoint Point2,AttachPoint
NUMBER_OF_NAV_LIGHTS 2
; format is NavLight name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight antenna1, NAVLIGHT_Default, 2, 0.75, 0, 6, 2, etg\textures\glow32
NavLight antenna2, NAVLIGHT_Default, 2, 0.75, 0, 6, 2, etg\textures\glow32
;Ship Trails
;=---------=
;Explosions
;=--------=
explosionType ET_InterceptorExplosion
;Cloaking Values
;=--------=
CloakingRadius 2500.0 ; Everything inside is cloaked
CloakingTime 1.5 ; Time to cloak in seconds
DeCloakingTime 0.3 ; Time to properly decloak in seconds
MaxCloakingTime 300.0 ; Time in seconds that objects may be cloaked before CloakGenerator Shuts down
ReChargeRate 0.5 ; # of seconds of the 300 above are added every second.
MinCharge 150.0 ; Minimum value of cloaking 'state' for cloak to be able to turn on...in seconds: Lower = requires less charge
;Engine Glow
;=---------=
trailWidth 40.0
trailHeight 66.5
trailLength 75.0
minimumZoomDistance 175
Overlay_Selection_Scalar 1.3 ; scale the tactical overlay by this amount
;Override face-specific damage:
collSideModifiers[TRANS_UP] 1.2
collSideModifiers[TRANS_DOWN] 1.2
collSideModifiers[TRANS_RIGHT] 1.0
collSideModifiers[TRANS_LEFT] 1.0
collSideModifiers[TRANS_FORWARD] 1.0
collSideModifiers[TRANS_BACK] 1.5
{}{}{}
Cryo Tray ~ cryotray
{}{}{}
CryoTray]
LODFile CryoTray.lod
pMexData CryoTray\Rl0\LOD0\CryoTray.mex
mass 4234.0
momentOfInertiaX 1000.0
momentOfInertiaY 1000.0
momentOfInertiaZ 1000.0
maxvelocity 600.0
maxrot 6.0
maxhealth 14000 //28000 ; hit points
cannotForceAttackIfOwnShip TRUE
thruststrength[TRANS_UP] 50.0 ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN] 50.0
thruststrength[TRANS_RIGHT] 50.0
thruststrength[TRANS_LEFT] 50.0
thruststrength[TRANS_FORWARD] 50.0
thruststrength[TRANS_BACK] 50.0
rotstrength[ROT_YAWLEFT] 0.05 ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT] 0.05
rotstrength[ROT_PITCHUP] 0.05
rotstrength[ROT_PITCHDOWN] 0.05
rotstrength[ROT_ROLLRIGHT] 0.05
rotstrength[ROT_ROLLLEFT] 0.05
turnspeed[TURN_YAW] 0.3 ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH] 0.3
turnspeed[TURN_ROLL] 0.3
;Basic Ship Stats
;=--------------=
shipclass CLASS_NonCombat
repairTime 8 ; every this many seconds
repairDamage 255 ; this much damage is repaired
blastRadiusShockWave 1.75
blastRadiusDamage 125
minimumZoomDistance 760
explosionType ET_InterceptorExplosion
NUMBER_OF_SALVAGE_POINTS 1
NUM_NEEDED_FOR_SALVAGE 1 ;number of ships needed to capture a craft
NEED_BIGR1 TRUE
NEED_BIGR2 TRUE
WILL_FIT_CARRIER FALSE
; format: name,type
SalvagePoint point1,AttachPoint
renderlistFade 15000.0
renderlistLimit 24000.0
{}{}{}
Defense Fighter ~ defensefighter
{}{}{}
[DefenseFighter]
;Source Files
;=----------=
LODFile DefenseFighter.lod
pMexData DefenseFighter\Rl0\LOD0\DefenseFighter.mex
;Ship Physics
;=----------=
mass 20.0 ; ship mass [fighter = 1]
momentOfInertiaX 2.0 ; resistance to rotation
momentOfInertiaY 2.0 ; [fighter = 1]
momentOfInertiaZ 2.0
maxvelocity 875.0 ; [fighter = 1000]
maxrot 10.0 ; maximum rotation speed [don't make faster than ~10]
;Basic Ship Stats
;=--------------=
shipclass CLASS_Fighter
buildCost 85 ; resource units to build
buildTime 30 ; time in seconds to build
maxhealth 60 ; hit points
maxfuel 12000.0
lowfuelpoint 0.35 ; percentage of tank which is considered "low on fuel"
fuelburnrate 0.021 ; based on distance ship moves in the world
attackfuelburnrate 0.042
groupSize 4 ; size of group ships of this type tend to form
blastRadiusShockWave 6.0
blastRadiusDamage 75
;Moving Around
;=-----------=
thruststrength[TRANS_UP] 475.0 ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN] 475.0
thruststrength[TRANS_RIGHT] 500.0
thruststrength[TRANS_LEFT] 500.0
thruststrength[TRANS_FORWARD] 575.0
thruststrength[TRANS_BACK] 300.0
rotstrength[ROT_YAWLEFT] 120.0 ; rotational acceleration (deg/s^2) [0.01 - 400]
rotstrength[ROT_YAWRIGHT] 120.0
rotstrength[ROT_PITCHUP] 120.0
rotstrength[ROT_PITCHDOWN] 120.0
rotstrength[ROT_ROLLRIGHT] 120.0
rotstrength[ROT_ROLLLEFT] 120.0
turnspeed[TURN_YAW] 2.8 ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH] 2.8
turnspeed[TURN_ROLL] 2.8
rotateToRetaliate TRUE
tooCloseRange 500.0
;Weapons
;=-----=
NUMBER_OF_GUNS 1
;All gun variables have no effect on anything...so don't bother changine them (except for BulletRange)
GUN 0
{
Type GUN_Gimble
SoundType GS_Laser ;place holder
BulletType BULLET_Laser
DamageLo 1 ; damage variance per shot - low
DamageHi 1 ; damage variance per shot - high
BulletLength 600.0 ; visual only. Length of bullet on screen
BulletRange 2500.0 ; distance bullets travel before disappearing
BulletSpeed 2000.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 1 ; fire repeat rate (reciprocal = shots/second)
}
gunsFireTime 1.0 ; leave even though it only has 1 gun
;Ship AI
;=-----=
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Evasive Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Evasive Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Evasive Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Evasive Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Evasive Default 2.0 ; within how many degrees will try to align itself with target
maxAttackTime Evasive Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Evasive Default 0,2,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive Default 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive Default 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive Default 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Evasive CLASS_Mothership 8000.0
maxFlyAwayDist Evasive CLASS_Mothership 10000.0
breakRange Evasive CLASS_Mothership 2000.0
triggerHappy Evasive CLASS_Mothership 11.0
faceTargetAccuracy Evasive CLASS_Mothership 2.5
maxAttackTime Evasive CLASS_Mothership 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Mothership 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Mothership 1,3,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Mothership 5,5,10,10,10,10,10,8 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Mothership 5,5,10,0,10,10,10,8 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Mothership 5,5,10,10,10,10,10,8 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Evasive CLASS_Carrier 3000.0
maxFlyAwayDist Evasive CLASS_Carrier 3500.0
breakRange Evasive CLASS_Carrier 1000.0
triggerHappy Evasive CLASS_Carrier 11.0
faceTargetAccuracy Evasive CLASS_Carrier 2.5
maxAttackTime Evasive CLASS_Carrier 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Carrier 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Carrier 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Carrier 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Carrier 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Carrier 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Evasive CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Evasive CLASS_HeavyCruiser 3500.0
breakRange Evasive CLASS_HeavyCruiser 1000.0
triggerHappy Evasive CLASS_HeavyCruiser 11.0
faceTargetAccuracy Evasive CLASS_HeavyCruiser 2.5
maxAttackTime Evasive CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_HeavyCruiser 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_HeavyCruiser 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_HeavyCruiser 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_HeavyCruiser 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_HeavyCruiser 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Evasive CLASS_Destroyer 3000.0
maxFlyAwayDist Evasive CLASS_Destroyer 3500.0
breakRange Evasive CLASS_Destroyer 1000.0
triggerHappy Evasive CLASS_Destroyer 11.0
faceTargetAccuracy Evasive CLASS_Destroyer 2.5
maxAttackTime Evasive CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Destroyer 0,3,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Destroyer 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Destroyer 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Destroyer 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Destroyer 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Evasive CLASS_Frigate 3000.0 //3000
maxFlyAwayDist Evasive CLASS_Frigate 3500.0 //3300
breakRange Evasive CLASS_Frigate 1000.0 //725
triggerHappy Evasive CLASS_Frigate 11.0 //4
faceTargetAccuracy Evasive CLASS_Frigate 2.0
maxAttackTime Evasive CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Frigate 0,3,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Frigate 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Frigate 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Frigate 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Frigate 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Evasive CLASS_Corvette 2200.0
maxFlyAwayDist Evasive CLASS_Corvette 2600.0
breakRange Evasive CLASS_Corvette 750.0
triggerHappy Evasive CLASS_Corvette 4.5
faceTargetAccuracy Evasive CLASS_Corvette 3.5
maxAttackTime Evasive CLASS_Corvette 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Corvette 0,4,3,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Corvette 1,2,3,1,2 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Corvette 5,5,8,10,8,13,13,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Corvette 5,5,8,0,8,13,13,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Corvette 5,5,8,10,8,13,13,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Evasive CLASS_Fighter 1200.0
maxFlyAwayDist Evasive CLASS_Fighter 1300.0
breakRange Evasive CLASS_Fighter 600.0
triggerHappy Evasive CLASS_Fighter 2.5
faceTargetAccuracy Evasive CLASS_Fighter 0.5
maxAttackTime Evasive CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Fighter 0,5,5,2,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Fighter 1,2,3,1,2 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Fighter 5,5,10,15,10,10,10,15 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Fighter 5,5,10,5,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Fighter 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Evasive CLASS_Resource 3000.0
maxFlyAwayDist Evasive CLASS_Resource 3500.0
breakRange Evasive CLASS_Resource 1000.0
triggerHappy Evasive CLASS_Resource 11.0
faceTargetAccuracy Evasive CLASS_Resource 2.0
maxAttackTime Evasive CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Resource 0,4,4,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Resource 1,2,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Resource 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Resource 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Resource 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Evasive CLASS_NonCombat 3000.0
maxFlyAwayDist Evasive CLASS_NonCombat 3500.0
breakRange Evasive CLASS_NonCombat 1000.0
triggerHappy Evasive CLASS_NonCombat 4.0
faceTargetAccuracy Evasive CLASS_NonCombat 2.5
maxAttackTime Evasive CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_NonCombat 0,4,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_NonCombat 1,2,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_NonCombat 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Neutral Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Neutral Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Neutral Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Neutral Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Neutral Default 2.0 ; within how many degrees will try to align itself with target
maxAttackTime Neutral Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Neutral Default 0,1,1,1,1 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral Default 5,5,10,10,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral Default 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral Default 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Neutral CLASS_Mothership 8000.0
maxFlyAwayDist Neutral CLASS_Mothership 10000.0
breakRange Neutral CLASS_Mothership 2000.0
triggerHappy Neutral CLASS_Mothership 11.0
faceTargetAccuracy Neutral CLASS_Mothership 2.5
maxAttackTime Neutral CLASS_Mothership 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Mothership 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Mothership 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Mothership 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Mothership 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Mothership 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Neutral CLASS_Carrier 3000.0
maxFlyAwayDist Neutral CLASS_Carrier 3500.0
breakRange Neutral CLASS_Carrier 1000.0
triggerHappy Neutral CLASS_Carrier 11.0
faceTargetAccuracy Neutral CLASS_Carrier 2.5
maxAttackTime Neutral CLASS_Carrier 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Carrier 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Carrier 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Carrier 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Carrier 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Carrier 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Neutral CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Neutral CLASS_HeavyCruiser 3500.0
breakRange Neutral CLASS_HeavyCruiser 1000.0
triggerHappy Neutral CLASS_HeavyCruiser 11.0
faceTargetAccuracy Neutral CLASS_HeavyCruiser 2.5
maxAttackTime Neutral CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_HeavyCruiser 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_HeavyCruiser 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_HeavyCruiser 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_HeavyCruiser 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_HeavyCruiser 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Neutral CLASS_Destroyer 3000.0
maxFlyAwayDist Neutral CLASS_Destroyer 3500.0
breakRange Neutral CLASS_Destroyer 1000.0
triggerHappy Neutral CLASS_Destroyer 11.0
faceTargetAccuracy Neutral CLASS_Destroyer 2.5
maxAttackTime Neutral CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Destroyer 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Destroyer 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Destroyer 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Destroyer 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Destroyer 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Neutral CLASS_Frigate 3000.0
maxFlyAwayDist Neutral CLASS_Frigate 3500.0
breakRange Neutral CLASS_Frigate 1000.0 //725
triggerHappy Neutral CLASS_Frigate 11.0
faceTargetAccuracy Neutral CLASS_Frigate 1.0
maxAttackTime Neutral CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Frigate 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Frigate 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Frigate 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Frigate 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Frigate 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Neutral CLASS_Corvette 2100.0
maxFlyAwayDist Neutral CLASS_Corvette 2500.0
breakRange Neutral CLASS_Corvette 650.0
triggerHappy Neutral CLASS_Corvette 5.2
faceTargetAccuracy Neutral CLASS_Corvette 2.5
maxAttackTime Neutral CLASS_Corvette 4.0
Relative frequenciesfor:
flightmanTurnaround Neutral CLASS_Corvette 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Corvette 1,1,1,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Corvette 5,5,10,15,10,10,10,5; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Corvette 5,5,10,0,10,10,10,5; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Corvette 5,5,10,10,10,10,10,5; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Neutral CLASS_Fighter 1500.0
maxFlyAwayDist Neutral CLASS_Fighter 1700.0
breakRange Neutral CLASS_Fighter 600.0
triggerHappy Neutral CLASS_Fighter 3.2
faceTargetAccuracy Neutral CLASS_Fighter 0.5
maxAttackTime Neutral CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Fighter 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Fighter 1,1,1,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Fighter 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Fighter 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Fighter 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Neutral CLASS_Resource 3000.0
maxFlyAwayDist Neutral CLASS_Resource 3500.0
breakRange Neutral CLASS_Resource 1000.0
triggerHappy Neutral CLASS_Resource 11.0
faceTargetAccuracy Neutral CLASS_Resource 2.0
maxAttackTime Neutral CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Resource 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Resource 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Resource 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Resource 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Resource 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Neutral CLASS_NonCombat 3000.0
maxFlyAwayDist Neutral CLASS_NonCombat 3500.0
breakRange Neutral CLASS_NonCombat 1000.0
triggerHappy Neutral CLASS_NonCombat 3.0
faceTargetAccuracy Neutral CLASS_NonCombat 2.5
maxAttackTime Neutral CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_NonCombat 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_NonCombat 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_NonCombat 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_NonCombat 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Aggressive Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Aggressive Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Aggressive Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Aggressive Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Aggressive Default 2.0 ; within how many degrees will try to align itself with target
maxAttackTime Aggressive Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Aggressive Default 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive Default 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive Default 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive Default 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Aggressive CLASS_Mothership 8000.0
maxFlyAwayDist Aggressive CLASS_Mothership 10000.0
breakRange Aggressive CLASS_Mothership 2000.0
triggerHappy Aggressive CLASS_Mothership 11.0
faceTargetAccuracy Aggressive CLASS_Mothership 2.5
maxAttackTime Aggressive CLASS_Mothership 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Mothership 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Mothership 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Mothership 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Mothership 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Mothership 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Aggressive CLASS_Carrier 3000.0
maxFlyAwayDist Aggressive CLASS_Carrier 3500.0
breakRange Aggressive CLASS_Carrier 1000.0
triggerHappy Aggressive CLASS_Carrier 11.0
faceTargetAccuracy Aggressive CLASS_Carrier 2.5
maxAttackTime Aggressive CLASS_Carrier 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Carrier 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Carrier 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Carrier 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Carrier 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Carrier 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Aggressive CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Aggressive CLASS_HeavyCruiser 3500.0
breakRange Aggressive CLASS_HeavyCruiser 1000.0
triggerHappy Aggressive CLASS_HeavyCruiser 11.0
faceTargetAccuracy Aggressive CLASS_HeavyCruiser 2.5
maxAttackTime Aggressive CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_HeavyCruiser 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_HeavyCruiser 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_HeavyCruiser 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_HeavyCruiser 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_HeavyCruiser 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Aggressive CLASS_Destroyer 3000.0
maxFlyAwayDist Aggressive CLASS_Destroyer 3500.0
breakRange Aggressive CLASS_Destroyer 1000.0
triggerHappy Aggressive CLASS_Destroyer 11.0
faceTargetAccuracy Aggressive CLASS_Destroyer 2.5
maxAttackTime Aggressive CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Destroyer 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Destroyer 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Destroyer 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Destroyer 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Destroyer 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Aggressive CLASS_Frigate 3000.0
maxFlyAwayDist Aggressive CLASS_Frigate 3500.0
breakRange Aggressive CLASS_Frigate 1000.0 //725
triggerHappy Aggressive CLASS_Frigate 11.0
faceTargetAccuracy Aggressive CLASS_Frigate 2.0
maxAttackTime Aggressive CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Frigate 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Frigate 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Frigate 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Frigate 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Frigate 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Aggressive CLASS_Corvette 2000.0
maxFlyAwayDist Aggressive CLASS_Corvette 2600.0
breakRange Aggressive CLASS_Corvette 450.0
triggerHappy Aggressive CLASS_Corvette 4.8
faceTargetAccuracy Aggressive CLASS_Corvette 2.5
maxAttackTime Aggressive CLASS_Corvette 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Corvette 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Corvette 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Corvette 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Corvette 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Corvette 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Aggressive CLASS_Fighter 1600.0
maxFlyAwayDist Aggressive CLASS_Fighter 1800.0
breakRange Aggressive CLASS_Fighter 600.0
triggerHappy Aggressive CLASS_Fighter 2.8
faceTargetAccuracy Aggressive CLASS_Fighter 0.5
maxAttackTime Aggressive CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Fighter 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Fighter 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Fighter 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Fighter 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Fighter 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Aggressive CLASS_Resource 3000.0
maxFlyAwayDist Aggressive CLASS_Resource 3500.0
breakRange Aggressive CLASS_Resource 1000.0
triggerHappy Aggressive CLASS_Resource 11.0
faceTargetAccuracy Aggressive CLASS_Resource 2.0
maxAttackTime Aggressive CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Resource 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Resource 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Resource 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Resource 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Resource 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Aggressive CLASS_NonCombat 3000.0
maxFlyAwayDist Aggressive CLASS_NonCombat 3500.0
breakRange Aggressive CLASS_NonCombat 1000.0
triggerHappy Aggressive CLASS_NonCombat 4.0
faceTargetAccuracy Aggressive CLASS_NonCombat 2.5
maxAttackTime Aggressive CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_NonCombat 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_NonCombat 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_NonCombat 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_NonCombat 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_NonCombat 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
badAI FALSE ; normally set this to FALSE
;Ship Trails
;=---------=
trailSegments 20
trailGranularity 2
trailColor 0, 0, 0, 0, 0 ;grey team
trailColor 0, 1, 238, 238, 238
trailColor 0, 8, 141, 106, 87
trailColor 0, 19, 0, 0, 0
trailColor 1, 0, 0, 0, 0 ;red team
trailColor 1, 1, 225, 124, 33
trailColor 1, 8, 146, 0, 0
trailColor 1, 19, 0, 0, 0
trailColor 2, 0, 0, 0, 0 ;blue team
trailColor 2, 1, 11, 255, 255
trailColor 2, 8, 51, 0, 243
trailColor 2, 19, 0, 0, 0
trailColor 3, 0, 0, 0, 0 ;green team
trailColor 3, 1, 201, 254, 39
trailColor 3, 8, 0, 84, 4
trailColor 3, 19, 0, 0, 0
trailColor 4, 0, 0, 0, 0 ;yellow team
trailColor 4, 1, 255, 240, 97
trailColor 4, 8, 160, 124, 0
trailColor 4, 19, 0, 0, 0
trailColor 5, 0, 0, 0, 0 ;orange team
trailColor 5, 1, 225, 255, 11
trailColor 5, 8, 160, 124, 0
trailColor 5, 19, 0, 0, 0
trailColor 6, 0, 0, 0, 0 ;purple team
trailColor 6, 1, 255, 135, 157
trailColor 6, 8, 121, 0, 135
trailColor 6, 19, 0, 0, 0
trailColor 7, 0, 0, 0, 0 ;pale blue-green team
trailColor 7, 1, 45, 255, 149
trailColor 7, 8, 0, 105, 137
trailColor 7, 19, 0, 0, 0
;Engine trails
;=-----------=
trailRibbonAdjust 0.5 ; also the default
trailWidth 25.0
trailHeight 14.0
trailSpriteRadius 40.0
;trailRibbonAdjust2 0.5 ; also the default
;trailWidth2 18.0
;trailHeight2 8.0
;trailSpriteRadius2 25.0
;Explosions
;=--------=
explosionType ET_InterceptorExplosion
;Special Abilities
;=--------=
;tune laser range above in gun struct
;but tune everything else here...
;;;;
;;;;AttackBubbleRadius 1500.0 ; Radius in which bullets are targetted
;;;;
NumTargetsCanAttack 4 ; Number of targets ship can attack
; simultaneously...i.e. # of lasers
CoolDownTimePerLaser 0.4 ; Time it takes for a shot laser bank
; to be freed to be able to shoot again
DamageReductionLow 5 ; Damage taken off a bullet when shot
DamageReductionHigh 14 ; High Damage Taken off bullet
DamageRate 0 ; Every X frames of univupdate that damage
; is applied to tracked bullets must
; be 1,3,7, 15, 31, etc.
RangeCheckRate 0 ; How often do we 'recheck' if bullet is
; in range, and infront...slow...
; 1,3,7,15,31, etc...
TargetOwnBullets 0 ; True(-1) or false (0)...
; target your own bullets.
MultipleTargettingofSingleBullet 0 ; True(-1) or false (0) Multiple defese
; Fighters can attack the same bullet
; Decreases effectiveness in large groups
; due to nature of list walking when targetting
max_rot_speed 9.0 ; Maximum rotational speed during special operations
rotate_recover_time 8.0 ; Seconds it takes for the DF to recover from
; a rotational special ops move and to be able to
; do it again
rotate_time 10.0 ; Time the DF will rotate for when given special
; ops command
minimumZoomDistance 60
Overlay_Selection_Scalar 0.9 ; scale the tactical overlay by this amount
collSideModifiers[TRANS_UP] 0.8
collSideModifiers[TRANS_DOWN] 0.8
collSideModifiers[TRANS_RIGHT] 0.8
collSideModifiers[TRANS_LEFT] 0.8
collSideModifiers[TRANS_FORWARD] 0.7
collSideModifiers[TRANS_BACK] 1.5
{}{}{}
Defense Field Generator ~ dfgfrigate
{}{}{}
[DFGFrigate]
;Source Files
;=----------=
LODFile DFGFrigate.lod
pMexData DFGFrigate\Rl0\LOD0\DFGFrigate.mex
;Ship Physics
;=----------=
mass 1203.0 ; ship mass [fighter = 1]
momentOfInertiaX 300.0 ; resistance to rotation
momentOfInertiaY 300.0 ; [fighter = 1]
momentOfInertiaZ 300.0
maxvelocity 355.0 ; [fighter = 1000]
maxrot 1.0 ; maximum rotation speed [don't make faster than ~10]
;Basic Ship Stats
;=--------------=
shipclass CLASS_Frigate
isCapitalShip TRUE
buildCost 900 ; resource units to build
buildTime 75 ; time in seconds to build
maxhealth 7300 //14600 ; hit points
groupSize 2 ; size of group ships of this type tend to form
repairTime 16 ; every this many seconds
repairDamage 100 ; this much damage is repaired
repairCombatTime 25 ; every this many seconds
repairCombatDamage 50 ; this much damage is repaired
blastRadiusShockWave 1.75
blastRadiusDamage 275
;Moving Around
;=-----------=
thruststrength[TRANS_UP] 35.0 ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN] 35.0
thruststrength[TRANS_RIGHT] 35.0
thruststrength[TRANS_LEFT] 35.0
thruststrength[TRANS_FORWARD] 45.0
thruststrength[TRANS_BACK] 35.0
rotstrength[ROT_YAWLEFT] 0.05 ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT] 0.05
rotstrength[ROT_PITCHUP] 0.05
rotstrength[ROT_PITCHDOWN] 0.05
rotstrength[ROT_ROLLRIGHT] 0.05
rotstrength[ROT_ROLLLEFT] 0.05
turnspeed[TURN_YAW] 0.3 ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH] 0.3
turnspeed[TURN_ROLL] 0.3
;No Weapons except for the missile launcher! :)
;=--------------------------------------------=
tooCloseRange 2000.0
NUMBER_OF_SALVAGE_POINTS 2
NUM_NEEDED_FOR_SALVAGE 2 ;number of ships needed to capture a craft
NEED_BIGR1 FALSE
NEED_BIGR2 TRUE
WILL_FIT_CARRIER TRUE
; format: name,type
SalvagePoint Point1,AttachPoint
SalvagePoint Point2,AttachPoint
NUMBER_OF_NAV_LIGHTS 6
; format is NavLight name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight antenna1, NAVLIGHT_Default, 2, 1, 0.5, 7, 2, etg\textures\glow32
NavLight antenna2, NAVLIGHT_Default, 2, 1, 0.5, 7, 2, etg\textures\glow32
NavLight caution1, NAVLIGHT_Default, 0.5, 1, 0, 8, 2, etg\textures\glow32
NavLight caution2, NAVLIGHT_Default, 0.5, 1, 0, 8, 2, etg\textures\glow32
NavLight caution3, NAVLIGHT_Default, 0.5, 1, 0, 8, 2, etg\textures\glow32
NavLight caution4, NAVLIGHT_Default, 0.5, 1, 0, 8, 2, etg\textures\glow32
;Explosions
;=--------=
explosionType ET_FrigateExplosion
repositionTime 6
fullMovementFreedom TRUE
;DFG's Field Parameters
;=--------=
fieldRadius 6000.0 ;Radius at which point the bullets are captured by the DFG
BulletDamageMultiplier 1.0 ;Bullets damage is multiplied by this factor
BulletLifeExtension 1.0 ;Bullets Life is Extended by this ammount (Set high to ensure collision)
percentageThatGetThrough 27 ;percetage of bullets that are uneffected by the field
;integer number between 0 and 100 (0 = perfect shield, 100 = chicken wire fence)
angleVariance 30 ;variance in bullet reflections
;Engine Glow
;=---------=
trailWidth 75.0
trailHeight 105.0
trailLength 100.0
trailScaleCap 0.000196
minimumZoomDistance 265
{}{}{}
Drone Frigate ~ dddfrigate
{}{}{}
[Drone Frigate]
;Source Files
;=----------=
LODFile DDDFrigate.lod
pMexData DDDFrigate\Rl0\LOD0\DDDFrigate.mex
;Ship Physics
;=----------=
mass 1256.0 ; ship mass [fighter = 1]
momentOfInertiaX 300.0 ; resistance to rotation
momentOfInertiaY 300.0 ; [fighter = 1]
momentOfInertiaZ 300.0
maxvelocity 355.0 ; [fighter = 1000]
maxrot 2.0 ; maximum rotation speed [don't make faster than ~10]
;Basic Ship Stats
;=--------------=
shipclass CLASS_Frigate
isCapitalShip TRUE
buildCost 900 ; resource units to build
buildTime 75 ; time in seconds to build
maxhealth 8000 //16000 ; hit points
groupSize 2 ; size of group ships of this type tend to form
repairTime 15 ; every this many seconds
repairDamage 100 ; this much damage is repaired
repairCombatTime 25 ; every this many seconds
repairCombatDamage 50 ; this much damage is repaired
blastRadiusShockWave 1.75
blastRadiusDamage 275
canReceiveShipsPermanently TRUE ; drones can dock permanently here
;Moving Around
;=-----------=
thruststrength[TRANS_UP] 35.0 ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN] 35.0
thruststrength[TRANS_RIGHT] 35.0
thruststrength[TRANS_LEFT] 35.0
thruststrength[TRANS_FORWARD] 45.0
thruststrength[TRANS_BACK] 35.0
rotstrength[ROT_YAWLEFT] 0.05 ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT] 0.05
rotstrength[ROT_PITCHUP] 0.05
rotstrength[ROT_PITCHDOWN] 0.05
rotstrength[ROT_ROLLRIGHT] 0.05
rotstrength[ROT_ROLLLEFT] 0.05
turnspeed[TURN_YAW] 0.3 ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH] 0.3
turnspeed[TURN_ROLL] 0.3
rotateToRetaliate TRUE
repositionTime 2 ; time in seconds which corvette will spend to reposition
; itself to a new location for it to fire.
circleRange 5000.0
;Weapons
;=-----=
;all the guns are in the drones
//this causes a crash if true
canTargetMultipleTargets FALSE
;Docking
;
NUMBER_OF_DOCK_POINTS 24
; format is DockPoint name,type,flyawaydist,mindist,maxdist,[headingdirection,updirection] (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockPoint Drone0,LaunchPoint,300,200,2000,0,6
DockPoint Drone1,LaunchPoint,300,200,2000,0,6
DockPoint Drone2,LaunchPoint,300,200,2000,0,6
DockPoint Drone3,LaunchPoint,300,200,2000,0,6
DockPoint Drone4,LaunchPoint,300,200,2000,0,6
DockPoint Drone5,LaunchPoint,300,200,2000,0,6
DockPoint Drone6,LaunchPoint,300,200,2000,0,6
DockPoint Drone7,LaunchPoint,300,200,2000,0,6
DockPoint Drone8,LaunchPoint,300,200,2000,0,6
DockPoint Drone9,LaunchPoint,300,200,2000,0,6
DockPoint Drone10,LaunchPoint,300,200,2000,0,6
DockPoint Drone11,LaunchPoint,300,200,2000,0,6
DockPoint Drone12,LaunchPoint,300,200,2000,0,6
DockPoint Drone13,LaunchPoint,300,200,2000,0,6
DockPoint Drone14,LaunchPoint,300,200,2000,0,6
DockPoint Drone15,LaunchPoint,300,200,2000,0,6
DockPoint Drone16,LaunchPoint,300,200,2000,0,6
DockPoint Drone17,LaunchPoint,300,200,2000,0,6
DockPoint Drone18,LaunchPoint,300,200,2000,0,6
DockPoint Drone19,LaunchPoint,300,200,2000,0,6
DockPoint Drone20,LaunchPoint,300,200,2000,0,6
DockPoint Drone21,LaunchPoint,300,200,2000,0,6
DockPoint Drone22,LaunchPoint,300,200,2000,0,6
DockPoint Drone23,LaunchPoint,300,200,2000,0,6
NUMBER_OF_NAV_LIGHTS 4
; format is NavLight name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight antenna1, NAVLIGHT_Default, 2, 1, 0, 7, 2, etg\textures\glow32
NavLight antenna3, NAVLIGHT_Default, 1.5, 1, 0, 7, 2, etg\textures\glow32
NavLight antenna2, NAVLIGHT_Default, 2, 1, 0.5, 6, 2, etg\textures\glow32
NavLight bridge, NAVLIGHT_Default, 1, 1, 0.5, 6, 2, etg\textures\glow32
NUMBER_OF_SALVAGE_POINTS 2
NUM_NEEDED_FOR_SALVAGE 2 ;number of ships needed to capture a craft
NEED_BIGR1 FALSE
NEED_BIGR2 TRUE
WILL_FIT_CARRIER TRUE
; format: name,type
SalvagePoint Point1,AttachPoint
SalvagePoint Point2,AttachPoint
;Explosions
;=--------=
explosionType ET_FrigateExplosion
;AI
;=--=
bulletRange[0] 5000.0 ; explicitly set bulletRange for DDDFrigate because it doesn't have guns
bulletRange[1] 5000.0
bulletRange[2] 5000.0
minBulletRange[0] 1000.0
minBulletRange[1] 1000.0
minBulletRange[2] 1000.0
attackRange 4000.0
tooCloseRange 200.0
internalRegenerateRate 25.0
externalRegenerateRate 45.0
droneDeploymentRange 800.0 ; Range from ship's centre point drones will deploy to.
;Engine Glow
;=---------=
trailWidth 60.0
trailHeight 105.0
trailLength 90.0
trailStyle 3
trailScaleCap 0.00025
minimumZoomDistance 230
Overlay_Selection_Scalar 1.1 ; scale the tactical overlay by this amount
{}{}{}
Drone Frigate Drone ~ drone
{}{}{}
[Drone]
;Source Files
;=----------=
LODFile Drone.lod
pMexData Drone\Rl0\LOD0\Drone.mex
;Ship Physics
;=----------=
mass 4.0 ; ship mass [fighter = 1]
momentOfInertiaX 1.0 ; resistance to rotation
momentOfInertiaY 1.0 ; [fighter = 1]
momentOfInertiaZ 1.0
maxvelocity 700.0 ; [fighter = 1000]
maxrot 10.0 ; maximum rotation speed [don't make faster than ~10]
;Basic Ship Stats
;=--------------=
shipclass CLASS_Fighter
maxhealth 25 //50 ; hit points
groupSize 48
blastRadiusShockWave 6.0
blastRadiusDamage 75
passiveAttackPenaltyExempt TRUE
;Moving Around
;=-----------=
thruststrength[TRANS_UP] 600.0 ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN] 600.0
thruststrength[TRANS_RIGHT] 600.0
thruststrength[TRANS_LEFT] 600.0
thruststrength[TRANS_FORWARD] 600.0
thruststrength[TRANS_BACK] 600.0
rotstrength[ROT_YAWLEFT] 140.0 ; rotational acceleration (deg/s^2) [0.01 - 400]
rotstrength[ROT_YAWRIGHT] 140.0
rotstrength[ROT_PITCHUP] 140.0
rotstrength[ROT_PITCHDOWN] 140.0
rotstrength[ROT_ROLLRIGHT] 140.0
rotstrength[ROT_ROLLLEFT] 140.0
turnspeed[TURN_YAW] 3.5 ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH] 3.5
turnspeed[TURN_ROLL] 3.5
;Weapons
;=-----=
NUMBER_OF_GUNS 1
rotateToRetaliate TRUE
passiveRetaliateZone 7000.0
tooCloseRange 500.0
GUN 0
{
Type GUN_Gimble
SoundType GS_SmallProjectile
DamageLo 5 ; damage variance per shot - low
DamageHi 7 ; damage variance per shot - high
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 3500.0 ; distance bullets travel before disappearing
BulletSpeed 4000.0 ; measured in m/s.
BulletMass 0.4 ; mass of bullet
FireTime 0.15 ; fire repeat rate (reciprocal = shots/second)
BurstFireTime 0.6
BurstWaitTime 1.35
TriggerHappy 5 ; how triggerHapppy the ship is when firing the fixed.
MinAngle 0.0
MaxAngle 4.0
BulletLifeTime 2.0 ;Life time of bullet
}
{}{}{}
Gravity Well Generator ~ gravwellgenerator
{}{}{}
[GravWellGenerator]
;Source Files
;=----------=
LODFile GravWellGenerator.lod
pMexData GravWellGenerator\Rl0\LOD0\GravWellGenerator.mex
;Ship Physics
;=----------=
mass 1423.0 ; ship mass [fighter = 1]
momentOfInertiaX 350.0 ; resistance to rotation
momentOfInertiaY 350.0 ; [fighter = 1]
momentOfInertiaZ 350.0
maxvelocity 325.0 ; [fighter = 1000]
maxrot 5.0 ; maximum rotation speed [don't make faster than ~10]
;Basic Ship Stats
;=--------------=
shipclass CLASS_NonCombat
isCapitalShip TRUE
buildCost 900 ; resource units to build
buildTime 90 ; time in seconds to build
maxhealth 4000 //8000 ; hit points
groupSize 2 ; size of group ships of this type tend to form
repairTime 15 ; every this many seconds
repairDamage 45 ; this much damage is repaired
repairCombatTime 25 ; every this many seconds
repairCombatDamage 22 ; this much damage is repaired
blastRadiusShockWave 1.75
blastRadiusDamage 275
;Moving Around
;=-----------=
thruststrength[TRANS_UP] 35.0 ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN] 35.0
thruststrength[TRANS_RIGHT] 35.0
thruststrength[TRANS_LEFT] 35.0
thruststrength[TRANS_FORWARD] 45.0
thruststrength[TRANS_BACK] 25.0
rotstrength[ROT_YAWLEFT] 0.05 ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT] 0.05
rotstrength[ROT_PITCHUP] 0.05
rotstrength[ROT_PITCHDOWN] 0.05
rotstrength[ROT_ROLLRIGHT] 0.05
rotstrength[ROT_ROLLLEFT] 0.05
turnspeed[TURN_YAW] 0.3 ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH] 0.3
turnspeed[TURN_ROLL] 0.3
;Weapons
;=-----=
;
;no weapons
;Ship Trails
;=---------=
;Explosions
;=--------=
explosionType ET_InterceptorExplosion
NUMBER_OF_NAV_LIGHTS 2
; format is NavLight name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight side1, NAVLIGHT_Default, 1, 1, 0, 7, 2, etg\textures\glow32
NavLight side2, NAVLIGHT_Default, 1, 1, 0, 7, 2, etg\textures\glow32
NUMBER_OF_SALVAGE_POINTS 2
NUM_NEEDED_FOR_SALVAGE 2 ;number of ships needed to capture a craft
NEED_BIGR1 FALSE
NEED_BIGR2 TRUE
WILL_FIT_CARRIER TRUE
; format: name,type
SalvagePoint Point1,AttachPoint
SalvagePoint Point2,AttachPoint
BindAnimations 1
;MadStartInfo needs a starting paused / Animation Text Name / needs starting animation / Animation Text Name
animation(when built+placed)/ (no spaces allowed!) / (when built and launched) / (no spaces allowed!)
MadStartInfo 1 , arms_open , 1 , arms_open
;MadDockAnims definitions of explanation below
; n = number, d = docking, p = post docking, w = damaged
;
; nd, names, ..., np, names, ..., ndw, names, npw, names
MadSpecialCaseAnims 1, arms_open, 1 arms_close, 1, damage_open,1,damage_close
;Ships health must be below this percentage to use the damaged animations.
madGunOpenDamagedHealthThreshold 0.70 ;<= 1.0f
;Special Effects
;=--------=
GravWellRadius 4000.0 ; Radius in which things are affected
OperationTime 410.0 ; Time in Seconds the Well is On
EffectConstant 0.070 ; velocity multiplier to slow ships down and stop them!
scanrate 63 ; Every Xth frame at which gravwell scans for objects to capture..lower = slower
; 1,3,7, 15, 31, etc.
repulseForce 70.0 ; repulsion force
warmupdowntime 4.0 ; seconds it takes for grav well to
;rotaion speeds are maximums...random values are chosen between
;-rot and +rot and then applied to object
xrot 200.0 ;maximum rotation speed in x direction
yrot 200.0 ;maximum rotation speed in y direction
zrot 200.0 ;maximum rotation speed in z direction
; power up,down
;Engine Glow
;=---------=
trailWidth 120.0
trailHeight 95.0
trailLength 130.0
trailScaleCap 0.000196
minimumZoomDistance 300
Overlay_Selection_Scalar 0.75 ; scale the tactical overlay by this amount
;Override face-specific damage:
collSideModifiers[TRANS_UP] 1.3
collSideModifiers[TRANS_DOWN] 1.3
collSideModifiers[TRANS_RIGHT] 1.0
collSideModifiers[TRANS_LEFT] 1.0
collSideModifiers[TRANS_FORWARD] 1.0
collSideModifiers[TRANS_BACK] 1.5
{}{}{}
HeadShot Asteroid ~ headshotasteroid
{}{}{}
[HeadShotAsteroid]
LODFile headshotasteroid.lod
pMexData headshotasteroid\Rl0\LOD0\headshotasteroid.mex
mass 150000.0
momentOfInertiaX 37000.0
momentOfInertiaY 37000.0
momentOfInertiaZ 37000.0
maxvelocity 1000.0
maxrot 2.0
renderlistFade 12000.0
renderlistLimit 18000.0
shipclass CLASS_Mothership
maxhealth 450000
blastRadiusShockWave 1.0
blastRadiusDamage 125
;Moving Around
;=-----------=
thruststrength[TRANS_UP] 35.0 ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN] 35.0
thruststrength[TRANS_RIGHT] 35.0
thruststrength[TRANS_LEFT] 35.0
thruststrength[TRANS_FORWARD] 35.0
thruststrength[TRANS_BACK] 35.0
rotstrength[ROT_YAWLEFT] 0.05 ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT] 0.05
rotstrength[ROT_PITCHUP] 0.02
rotstrength[ROT_PITCHDOWN] 0.02
rotstrength[ROT_ROLLRIGHT] 0.02
rotstrength[ROT_ROLLLEFT] 0.02
turnspeed[TURN_YAW] 0.2 ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH] 0.2
turnspeed[TURN_ROLL] 0.2
asteroidCanBreak TRUE
breakinto[Asteroid0] 0
breakinto[Asteroid1] 4
breakinto[Asteroid2] 2
breakinto[Asteroid3] 3
breakinto[Asteroid4] 5
minimumZoomDistance 1000
{}{}{}
Heavy Corvette ~ HeavyCorvette
{}{}{}
[HeavyCorvette]
;Source Files
;=----------=
LODFile HeavyCorvette.lod
pMexData HeavyCorvette\Rl0\LOD0\HeavyCorvette.mex
;Ship Physics
;=----------=
mass 250.0 ; ship mass [fighter = 1]
momentOfInertiaX 25.0 ; resistance to rotation
momentOfInertiaY 25.0 ; [fighter = 1]
momentOfInertiaZ 25.0
maxvelocity 520.0 ; [fighter = 1000]
maxrot 10.0 ; maximum rotation speed [don't make faster than ~10]
;Basic Ship Stats
;=--------------=
shipclass CLASS_Corvette
buildCost 240 ; resource units to build
buildTime 32 ; time in seconds to build
maxhealth 1150 //2300 ; hit points
maxfuel 30000.0
lowfuelpoint 0.25 ; percentage of tank which is considered "low on fuel"
fuelburnrate 0.036
attackfuelburnrate 0.06
groupSize 2 ; size of group ships of this type tend to form
blastRadiusDamage 230
;Moving Around
;=-----------=
thruststrength[TRANS_UP] 320.0 ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN] 320.0
thruststrength[TRANS_RIGHT] 320.0
thruststrength[TRANS_LEFT] 320.0
thruststrength[TRANS_FORWARD] 350.0
thruststrength[TRANS_BACK] 220.0
rotstrength[ROT_YAWLEFT] 0.9 ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT] 0.9
rotstrength[ROT_PITCHUP] 0.9
rotstrength[ROT_PITCHDOWN] 0.9
rotstrength[ROT_ROLLRIGHT] 0.9
rotstrength[ROT_ROLLLEFT] 0.9
turnspeed[TURN_YAW] 1.5
turnspeed[TURN_PITCH] 1.5
turnspeed[TURN_ROLL] 1.5
;Weapons
;=-----=
NUMBER_OF_GUNS 2
canTargetMultipleTargets TRUE
rotateToRetaliate TRUE
tooCloseRange 500.0
;Left gun
GUN 0
{
Type GUN_NewGimble
SoundType GS_MediumEnergyCannon
DamageLo 30.5
DamageHi 40.0
BulletLength 25.0
BulletRange 4000.0
BulletSpeed 4700.0
BulletMass 1.35 ; mass of bullet
FireTime 0.325
TriggerHappy 0.50
minturnangle -90.0 ; degrees
maxturnangle 30.0
mindeclination -0.0
maxdeclination 30.0
maxanglespeed 500.0 ; degrees/s
maxdeclinationspeed 500.0
BarrelLength 8.0
RecoilLength 7.00
BulletLifeTime 2.0 ;Life time of bullet
angletracking 3.4
declinationtracking 3.4
}
;Right gun
GUN 1
{
Type GUN_NewGimble
SoundType GS_MediumEnergyCannon
DamageLo 30.5
DamageHi 40.0
BulletLength 25.0
BulletRange 4000.0
BulletSpeed 4700.0
BulletMass 1.35
FireTime 0.325
TriggerHappy 0.50
minturnangle -30.0 ; degrees
maxturnangle 90.0
mindeclination -0.0
maxdeclination 30.0
maxanglespeed 500.0 ; degrees/s
maxdeclinationspeed 500.0
BarrelLength 8.0
RecoilLength 7.00
BulletLifeTime 2.0 ;Life time of bullet
angletracking 3.4
declinationtracking 3.4
}
;Ship AI
;=-----=
repositionTime 1.6 ; time in seconds which corvette will spend to reposition
; itself to a new location for it to fire.
circleRange 1800.0
fullMovementFreedom TRUE
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Evasive Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Evasive Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Evasive Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Evasive Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Evasive Default 4.0 ; within how many degrees will try to align itself with target
maxAttackTime Evasive Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Evasive Default 0,2,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive Default 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive Default 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive Default 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Evasive CLASS_Mothership 8000.0
maxFlyAwayDist Evasive CLASS_Mothership 10000.0
breakRange Evasive CLASS_Mothership 2000.0
triggerHappy Evasive CLASS_Mothership 11.0
faceTargetAccuracy Evasive CLASS_Mothership 4.5
maxAttackTime Evasive CLASS_Mothership 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Mothership 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Mothership 1,3,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Mothership 5,5,10,10,10,10,10,8 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Mothership 5,5,10,0,10,10,10,8 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Mothership 5,5,10,10,10,10,10,8 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Evasive CLASS_Carrier 3000.0
maxFlyAwayDist Evasive CLASS_Carrier 3500.0
breakRange Evasive CLASS_Carrier 1000.0
triggerHappy Evasive CLASS_Carrier 11.0
faceTargetAccuracy Evasive CLASS_Carrier 4.5
maxAttackTime Evasive CLASS_Carrier 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Carrier 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Carrier 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Carrier 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Carrier 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Carrier 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Evasive CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Evasive CLASS_HeavyCruiser 3500.0
breakRange Evasive CLASS_HeavyCruiser 1000.0
triggerHappy Evasive CLASS_HeavyCruiser 11.0
faceTargetAccuracy Evasive CLASS_HeavyCruiser 4.5
maxAttackTime Evasive CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_HeavyCruiser 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_HeavyCruiser 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_HeavyCruiser 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_HeavyCruiser 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_HeavyCruiser 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Evasive CLASS_Destroyer 3000.0
maxFlyAwayDist Evasive CLASS_Destroyer 3500.0
breakRange Evasive CLASS_Destroyer 1000.0
triggerHappy Evasive CLASS_Destroyer 11.0
faceTargetAccuracy Evasive CLASS_Destroyer 4.5
maxAttackTime Evasive CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Destroyer 0,3,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Destroyer 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Destroyer 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Destroyer 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Destroyer 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Evasive CLASS_Frigate 3000.0 //3000
maxFlyAwayDist Evasive CLASS_Frigate 3500.0 //3300
breakRange Evasive CLASS_Frigate 1000.0 //725
triggerHappy Evasive CLASS_Frigate 11.0 //4
faceTargetAccuracy Evasive CLASS_Frigate 4.0
maxAttackTime Evasive CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Frigate 0,3,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Frigate 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Frigate 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Frigate 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Frigate 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Evasive CLASS_Corvette 2200.0
maxFlyAwayDist Evasive CLASS_Corvette 2600.0
breakRange Evasive CLASS_Corvette 750.0
triggerHappy Evasive CLASS_Corvette 4.5
faceTargetAccuracy Evasive CLASS_Corvette 4.5
maxAttackTime Evasive CLASS_Corvette 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Corvette 0,4,3,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Corvette 1,2,3,1,2 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Corvette 5,5,8,10,8,13,13,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Corvette 5,5,8,0,8,13,13,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Corvette 5,5,8,10,8,13,13,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Evasive CLASS_Fighter 1200.0
maxFlyAwayDist Evasive CLASS_Fighter 1300.0
breakRange Evasive CLASS_Fighter 600.0
triggerHappy Evasive CLASS_Fighter 2.5
faceTargetAccuracy Evasive CLASS_Fighter 4.5
maxAttackTime Evasive CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Fighter 0,5,5,2,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Fighter 1,2,3,1,2 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Fighter 5,5,10,15,10,10,10,15 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Fighter 5,5,10,5,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Fighter 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Evasive CLASS_Resource 3000.0
maxFlyAwayDist Evasive CLASS_Resource 3500.0
breakRange Evasive CLASS_Resource 1000.0
triggerHappy Evasive CLASS_Resource 11.0
faceTargetAccuracy Evasive CLASS_Resource 4.0
maxAttackTime Evasive CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Resource 0,4,4,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Resource 1,2,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Resource 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Resource 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Resource 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Evasive CLASS_NonCombat 3000.0
maxFlyAwayDist Evasive CLASS_NonCombat 3500.0
breakRange Evasive CLASS_NonCombat 1000.0
triggerHappy Evasive CLASS_NonCombat 4.0
faceTargetAccuracy Evasive CLASS_NonCombat 4.5
maxAttackTime Evasive CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_NonCombat 0,4,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_NonCombat 1,2,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_NonCombat 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Neutral Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Neutral Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Neutral Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Neutral Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Neutral Default 4.0 ; within how many degrees will try to align itself with target
maxAttackTime Neutral Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Neutral Default 0,1,1,1,1 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral Default 5,5,10,10,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral Default 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral Default 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Neutral CLASS_Mothership 8000.0
maxFlyAwayDist Neutral CLASS_Mothership 10000.0
breakRange Neutral CLASS_Mothership 2000.0
triggerHappy Neutral CLASS_Mothership 11.0
faceTargetAccuracy Neutral CLASS_Mothership 4.5
maxAttackTime Neutral CLASS_Mothership 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Mothership 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Mothership 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Mothership 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Mothership 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Mothership 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Neutral CLASS_Carrier 3000.0
maxFlyAwayDist Neutral CLASS_Carrier 3500.0
breakRange Neutral CLASS_Carrier 1000.0
triggerHappy Neutral CLASS_Carrier 11.0
faceTargetAccuracy Neutral CLASS_Carrier 4.5
maxAttackTime Neutral CLASS_Carrier 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Carrier 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Carrier 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Carrier 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Carrier 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Carrier 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Neutral CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Neutral CLASS_HeavyCruiser 3500.0
breakRange Neutral CLASS_HeavyCruiser 1000.0
triggerHappy Neutral CLASS_HeavyCruiser 11.0
faceTargetAccuracy Neutral CLASS_HeavyCruiser 4.5
maxAttackTime Neutral CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_HeavyCruiser 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_HeavyCruiser 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_HeavyCruiser 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_HeavyCruiser 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_HeavyCruiser 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Neutral CLASS_Destroyer 3000.0
maxFlyAwayDist Neutral CLASS_Destroyer 3500.0
breakRange Neutral CLASS_Destroyer 1000.0
triggerHappy Neutral CLASS_Destroyer 11.0
faceTargetAccuracy Neutral CLASS_Destroyer 4.5
maxAttackTime Neutral CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Destroyer 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Destroyer 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Destroyer 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Destroyer 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Destroyer 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Neutral CLASS_Frigate 3000.0
maxFlyAwayDist Neutral CLASS_Frigate 3500.0
breakRange Neutral CLASS_Frigate 1000.0 //725
triggerHappy Neutral CLASS_Frigate 11.0
faceTargetAccuracy Neutral CLASS_Frigate 4.0
maxAttackTime Neutral CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Frigate 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Frigate 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Frigate 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Frigate 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Frigate 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Neutral CLASS_Corvette 2100.0
maxFlyAwayDist Neutral CLASS_Corvette 2500.0
breakRange Neutral CLASS_Corvette 650.0
triggerHappy Neutral CLASS_Corvette 5.2
faceTargetAccuracy Neutral CLASS_Corvette 4.5
maxAttackTime Neutral CLASS_Corvette 4.0
Relative frequenciesfor:
flightmanTurnaround Neutral CLASS_Corvette 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Corvette 1,1,1,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Corvette 5,5,10,15,10,10,10,5; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Corvette 5,5,10,0,10,10,10,5; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Corvette 5,5,10,10,10,10,10,5; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Neutral CLASS_Fighter 1500.0
maxFlyAwayDist Neutral CLASS_Fighter 1700.0
breakRange Neutral CLASS_Fighter 600.0
triggerHappy Neutral CLASS_Fighter 3.2
faceTargetAccuracy Neutral CLASS_Fighter 4.5
maxAttackTime Neutral CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Fighter 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Fighter 1,1,1,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Fighter 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Fighter 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Fighter 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Neutral CLASS_Resource 3000.0
maxFlyAwayDist Neutral CLASS_Resource 3500.0
breakRange Neutral CLASS_Resource 1000.0
triggerHappy Neutral CLASS_Resource 11.0
faceTargetAccuracy Neutral CLASS_Resource 4.0
maxAttackTime Neutral CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Resource 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Resource 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Resource 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Resource 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Resource 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Neutral CLASS_NonCombat 3000.0
maxFlyAwayDist Neutral CLASS_NonCombat 3500.0
breakRange Neutral CLASS_NonCombat 1000.0
triggerHappy Neutral CLASS_NonCombat 3.0
faceTargetAccuracy Neutral CLASS_NonCombat 4.5
maxAttackTime Neutral CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_NonCombat 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_NonCombat 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_NonCombat 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_NonCombat 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Aggressive Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Aggressive Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Aggressive Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Aggressive Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Aggressive Default 4.0 ; within how many degrees will try to align itself with target
maxAttackTime Aggressive Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Aggressive Default 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive Default 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive Default 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive Default 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Aggressive CLASS_Mothership 8000.0
maxFlyAwayDist Aggressive CLASS_Mothership 10000.0
breakRange Aggressive CLASS_Mothership 2000.0
triggerHappy Aggressive CLASS_Mothership 11.0
faceTargetAccuracy Aggressive CLASS_Mothership 4.5
maxAttackTime Aggressive CLASS_Mothership 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Mothership 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Mothership 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Mothership 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Mothership 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Mothership 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Aggressive CLASS_Carrier 3000.0
maxFlyAwayDist Aggressive CLASS_Carrier 3500.0
breakRange Aggressive CLASS_Carrier 1000.0
triggerHappy Aggressive CLASS_Carrier 11.0
faceTargetAccuracy Aggressive CLASS_Carrier 4.5
maxAttackTime Aggressive CLASS_Carrier 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Carrier 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Carrier 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Carrier 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Carrier 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Carrier 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Aggressive CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Aggressive CLASS_HeavyCruiser 3500.0
breakRange Aggressive CLASS_HeavyCruiser 1000.0
triggerHappy Aggressive CLASS_HeavyCruiser 11.0
faceTargetAccuracy Aggressive CLASS_HeavyCruiser 4.5
maxAttackTime Aggressive CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_HeavyCruiser 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_HeavyCruiser 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_HeavyCruiser 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_HeavyCruiser 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_HeavyCruiser 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Aggressive CLASS_Destroyer 3000.0
maxFlyAwayDist Aggressive CLASS_Destroyer 3500.0
breakRange Aggressive CLASS_Destroyer 1000.0
triggerHappy Aggressive CLASS_Destroyer 11.0
faceTargetAccuracy Aggressive CLASS_Destroyer 4.5
maxAttackTime Aggressive CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Destroyer 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Destroyer 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Destroyer 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Destroyer 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Destroyer 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Aggressive CLASS_Frigate 3000.0
maxFlyAwayDist Aggressive CLASS_Frigate 3500.0
breakRange Aggressive CLASS_Frigate 1000.0 //725
triggerHappy Aggressive CLASS_Frigate 11.0
faceTargetAccuracy Aggressive CLASS_Frigate 4.0
maxAttackTime Aggressive CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Frigate 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Frigate 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Frigate 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Frigate 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Frigate 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Aggressive CLASS_Corvette 2000.0
maxFlyAwayDist Aggressive CLASS_Corvette 2600.0
breakRange Aggressive CLASS_Corvette 450.0
triggerHappy Aggressive CLASS_Corvette 4.8
faceTargetAccuracy Aggressive CLASS_Corvette 4.5
maxAttackTime Aggressive CLASS_Corvette 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Corvette 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Corvette 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Corvette 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Corvette 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Corvette 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Aggressive CLASS_Fighter 1600.0
maxFlyAwayDist Aggressive CLASS_Fighter 1800.0
breakRange Aggressive CLASS_Fighter 600.0
triggerHappy Aggressive CLASS_Fighter 2.8
faceTargetAccuracy Aggressive CLASS_Fighter 4.5
maxAttackTime Aggressive CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Fighter 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Fighter 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Fighter 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Fighter 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Fighter 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Aggressive CLASS_Resource 3000.0
maxFlyAwayDist Aggressive CLASS_Resource 3500.0
breakRange Aggressive CLASS_Resource 1000.0
triggerHappy Aggressive CLASS_Resource 11.0
faceTargetAccuracy Aggressive CLASS_Resource 4.0
maxAttackTime Aggressive CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Resource 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Resource 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Resource 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Resource 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Resource 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Aggressive CLASS_NonCombat 3000.0
maxFlyAwayDist Aggressive CLASS_NonCombat 3500.0
breakRange Aggressive CLASS_NonCombat 1000.0
triggerHappy Aggressive CLASS_NonCombat 4.0
faceTargetAccuracy Aggressive CLASS_NonCombat 4.5
maxAttackTime Aggressive CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_NonCombat 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_NonCombat 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_NonCombat 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_NonCombat 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_NonCombat 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
badAI FALSE ; normally set this to FALSE
;Ship Trails
;=---------=
trailSegments 20
trailGranularity 3
trailColor 0, 0, 0, 0, 0 ;grey team
trailColor 0, 1, 238, 238, 238
trailColor 0, 8, 141, 106, 87
trailColor 0, 19, 0, 0, 0
trailColor 1, 0, 0, 0, 0 ;red team
trailColor 1, 1, 225, 124, 33
trailColor 1, 8, 146, 0, 0
trailColor 1, 19, 0, 0, 0
trailColor 2, 0, 0, 0, 0 ;blue team
trailColor 2, 1, 11, 255, 255
trailColor 2, 8, 51, 0, 243
trailColor 2, 19, 0, 0, 0
trailColor 3, 0, 0, 0, 0 ;green team
trailColor 3, 1, 201, 254, 39
trailColor 3, 8, 0, 84, 4
trailColor 3, 19, 0, 0, 0
trailColor 4, 0, 0, 0, 0 ;yellow team
trailColor 4, 1, 255, 240, 97
trailColor 4, 8, 160, 124, 0
trailColor 4, 19, 0, 0, 0
trailColor 5, 0, 0, 0, 0 ;orange team
trailColor 5, 1, 225, 255, 11
trailColor 5, 8, 160, 124, 0
trailColor 5, 19, 0, 0, 0
trailColor 6, 0, 0, 0, 0 ;purple team
trailColor 6, 1, 255, 135, 157
trailColor 6, 8, 121, 0, 135
trailColor 6, 19, 0, 0, 0
trailColor 7, 0, 0, 0, 0 ;pale blue-green team
trailColor 7, 1, 45, 255, 149
trailColor 7, 8, 0, 105, 137
trailColor 7, 19, 0, 0, 0
;Explosions
;=--------=
explosionType ET_CorvetteExplosion
;Gun Bindings:
;=----------=
//Left
BindGun CorvetteGun(2) Gun0,Azimuth,Recoil,Frequency 1
//Right
BindGun CorvetteGun(1) Gun1,Azimuth,Recoil,Frequency 1
BindAnimations 1
;Engine trails
;=-----------=
trailWidth 30.0
trailHeight 4.0
minimumZoomDistance 85
collSideModifiers[TRANS_UP] 0.7
collSideModifiers[TRANS_DOWN] 0.7
collSideModifiers[TRANS_RIGHT] 0.7
collSideModifiers[TRANS_LEFT] 0.7
collSideModifiers[TRANS_FORWARD] 0.6
collSideModifiers[TRANS_BACK] 1.5
{}{}{}
Heavy Cruiser ~ HeavyCruiser
{}{}{}
[HeavyCruiser]
;Source Files
;=----------=
pMexData HeavyCruiser\Rl0\LOD0\HeavyCruiser.mex
LODFile HeavyCruiser.lod
;Ship Physics
;=----------=
mass 12126.0 ; ship mass [fighter = 1]
momentOfInertiaX 3000.0 ; resistance to rotation
momentOfInertiaY 3000.0 ; [fighter = 1]
momentOfInertiaZ 3000.0
avoidcollmodifier 0.8
maxvelocity 280.0 ; [fighter = 1000]
maxrot 1.0 ; maximum rotation speed [don't make faster than ~10]
;Basic Ship Stats
;=--------------=
shipclass CLASS_HeavyCruiser
isCapitalShip TRUE
buildCost 4200 //3700 ; resource units to build
buildTime 420 ; time in seconds to build
maxhealth 45000 //184000 ; hit points
groupSize 1 ; size of group ships of this type tend to form
repairTime 14 ; every this many seconds
repairDamage 250 ; this much damage is repaired
repairCombatTime 18 ; every this many seconds
repairCombatDamage 125 ; this much damage is repaired
blastRadiusShockWave 1.0
blastRadiusDamage 125
;Moving Around
;=-----------=
thruststrength[TRANS_UP] 16.0 ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN] 16.0
thruststrength[TRANS_RIGHT] 16.0
thruststrength[TRANS_LEFT] 16.0
thruststrength[TRANS_FORWARD] 19.0
thruststrength[TRANS_BACK] 14.0
rotstrength[ROT_YAWLEFT] 0.06 ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT] 0.06
rotstrength[ROT_PITCHUP] 0.06
rotstrength[ROT_PITCHDOWN] 0.06
rotstrength[ROT_ROLLRIGHT] 0.06
rotstrength[ROT_ROLLLEFT] 0.06
turnspeed[TURN_YAW] 0.20 ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH] 0.20
turnspeed[TURN_ROLL] 0.20
;Weapons
;=------=
canTargetMultipleTargets TRUE
rotateToRetaliate TRUE
passiveRetaliateZone 7000.0
tooCloseRange 500.0
NUMBER_OF_GUNS 10
;This is the large Ion Cannon turret on TOP - the first gun is slaved to the second
GUN 0
//ADD this amount: 690 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type GUN_NewGimble
SoundType GS_LargeIonCannon
BulletType BULLET_Beam
DamageLo 50
DamageHi 60
BulletLength 8748.0
BulletRange 7748.0
BulletSpeed 5000.0
BulletLifeTime 2.2
BulletMass 0.85
FireTime 16.0
TriggerHappy 2
minturnangle -85.0 ; degrees
maxturnangle 85.0
mindeclination -1.0
maxdeclination 13.0
maxanglespeed 360.0 ; degrees/s
maxdeclinationspeed 360.0
BarrelLength 82.0
OffsetX 0.01
OffsetY -19
angletracking 1.5
declinationtracking 1.5
}
GUN 1
//ADD this amount: 690 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type GUN_NewGimble
SoundType GS_LargeIonCannon
BulletType BULLET_Beam
DamageLo 50
DamageHi 60
BulletLength 8748.0
BulletRange 7748.0
BulletSpeed 5000.0
BulletLifeTime 2.2
BulletMass 0.85
FireTime 16.0
TriggerHappy 2
minturnangle -85.0 ; degrees
maxturnangle 85.0
mindeclination -1.0
maxdeclination 13.0
maxanglespeed 360.0 ; degrees/s
maxdeclinationspeed 360.0
BarrelLength 82.0
OffsetX 0.01
OffsetY 19
SlaveDriver 0
angletracking 1.5
declinationtracking 1.5
}
;This is the large Ion Cannon turret on BOTTOM - the first gun is slaved to the second
GUN 2
//ADD this amount: 690 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type GUN_NewGimble
SoundType GS_VeryLargeIonCannon
BulletType BULLET_Beam
DamageLo 50
DamageHi 60
BulletLength 8748.0
BulletRange 7748.0
BulletSpeed 5000.0
BulletLifeTime 2.2
BulletMass 0.85
FireTime 16.0
TriggerHappy 2
minturnangle -85.0 ; degrees
maxturnangle 85.0
mindeclination -1.0
maxdeclination 13.0
maxanglespeed 360.0 ; degrees/s
maxdeclinationspeed 360.0
BarrelLength 82.0
OffsetX 0.01
OffsetY -19
angletracking 1.5
declinationtracking 1.5
}
GUN 3
//ADD this amount: 690 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type GUN_NewGimble
SoundType GS_VeryLargeIonCannon
BulletType BULLET_Beam
DamageLo 50
DamageHi 60
BulletLength 8748.0
BulletRange 7748.0
BulletSpeed 5000.0
BulletLifeTime 2.2
BulletMass 0.85
FireTime 16.0
TriggerHappy 2
minturnangle -85.0 ; degrees
maxturnangle 85.0
mindeclination -1.0
maxdeclination 13.0
maxanglespeed 360.0 ; degrees/s
maxdeclinationspeed 360.0
BarrelLength 82.0
OffsetX 0.01
OffsetY 19
SlaveDriver 2
angletracking 1.5
declinationtracking 1.5
}
;Very Large Energy Cannon - Right side of ship, top
GUN 4
//ADD this amount: 723 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type GUN_NewGimble ; type of gun - either GUN_Fixed or GUN_Gimble
SoundType GS_VeryLargeEnergyCannon
DamageLo 875 ; damage variance per shot - low
DamageHi 1125 ; damage variance per shot - high
BulletLength 18.0 ; visual only. Length of bullet on screen
BulletRange 7781.0 ; distance bullets travel before disappearing
BulletSpeed 4000.0 ; measured in m/s.
BulletMass 10.0
FireTime 7.7 ; fire repeat rate (reciprocal = shots/second)
TriggerHappy 2.0
minturnangle -180.0 ; degrees
maxturnangle 15.0
mindeclination -5.42
maxdeclination 40.0
maxanglespeed 360.0 ; degrees/s
maxdeclinationspeed 360.0
angletracking 1.5
declinationtracking 1.5
BarrelLength 49
RecoilLength 14.0
BulletLifeTime 4.0 ;Life time of bullet
}
;Very Large Energy Cannon - Left side of ship, top
GUN 5
//ADD this amount: 723 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type GUN_NewGimble
SoundType GS_VeryLargeEnergyCannon
DamageLo 875
DamageHi 1125
BulletLength 18.0
BulletRange 7781.0
BulletSpeed 4000.0
BulletMass 10.0
FireTime 7.7
TriggerHappy 2.0
minturnangle -15.0 ; degrees
maxturnangle 180.0
mindeclination -5.42
maxdeclination 40.0
maxanglespeed 360.0 ; degrees/s
maxdeclinationspeed 360.0
angletracking 1.5
declinationtracking 1.5
BarrelLength 49
RecoilLength 14.0
BulletLifeTime 4.0 ;Life time of bullet
}
;Very large Energy Cannon - right side of ship, bottom
GUN 6
//ADD this amount: 723 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type GUN_NewGimble
SoundType GS_VeryLargeEnergyCannon
DamageLo 875
DamageHi 1125
BulletLength 18.0
BulletRange 7781.0
BulletSpeed 4000.0
BulletMass 10.0
FireTime 7.7
TriggerHappy 2.0
minturnangle -180.0 ; degrees
maxturnangle 12.0
mindeclination -5.42
maxdeclination 40.0
maxanglespeed 360.0 ; degrees/s
maxdeclinationspeed 360.0
angletracking 1.5
declinationtracking 1.5
BarrelLength 49
RecoilLength 14.0
BulletLifeTime 4.0 ;Life time of bullet
}
;Very large Energy Cannon - left side of ship, bottom
GUN 7
//ADD this amount: 723 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type GUN_NewGimble
SoundType GS_VeryLargeEnergyCannon
DamageLo 875
DamageHi 1125
BulletLength 18.0
BulletRange 7781.0
BulletSpeed 4000.0
BulletMass 10.0
FireTime 7.7
TriggerHappy 2.0
minturnangle -12.0 ; degrees
maxturnangle 180.0
mindeclination -5.42
maxdeclination 40.0
maxanglespeed 360.0 ; degrees/s
maxdeclinationspeed 360.0
angletracking 1.5
declinationtracking 1.5
BarrelLength 49
RecoilLength 14.0
BulletLifeTime 4.0 ;Life time of bullet
}
;Very large Energy Cannon - left wing
GUN 8
//ADD this amount: 521 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type GUN_NewGimble
SoundType GS_VeryLargeEnergyCannon
DamageLo 875
DamageHi 1125
BulletLength 18.0
BulletRange 7579.0
BulletSpeed 4000.0
BulletMass 10.0
FireTime 7.7
TriggerHappy 2.0
minturnangle -180.0 ; degrees
maxturnangle 180.0
mindeclination -5.42
maxdeclination 40.0
maxanglespeed 360.0 ; degrees/s
maxdeclinationspeed 360.0
angletracking 1.5
declinationtracking 1.5
BarrelLength 49
RecoilLength 20.0
BulletLifeTime 4.0 ;Life time of bullet
}
;Very large Energy Cannon - Right Wing
GUN 9
//ADD this amount: 521 to compensate for centrepoint
//ADD this amount:1058 to compensate for stopping distance
{
Type GUN_NewGimble
SoundType GS_VeryLargeEnergyCannon
DamageLo 875
DamageHi 1125
BulletLength 18.0
BulletRange 7579.0
BulletSpeed 4000.0
BulletMass 10.0
FireTime 7.7
TriggerHappy 2.0
minturnangle -180.0 ; degrees
maxturnangle 180.0
mindeclination -5.42
maxdeclination 40.0
maxanglespeed 360.0 ; degrees/s
maxdeclinationspeed 360.0
angletracking 1.5
declinationtracking 1.5
BarrelLength 49
RecoilLength 20.0
BulletLifeTime 4.0 ;Life time of bullet
}
NUMBER_OF_SALVAGE_POINTS 6
NUM_NEEDED_FOR_SALVAGE 5 ;number of ships needed to capture a craft
NEED_BIGR1 TRUE
NEED_BIGR2 TRUE
WILL_FIT_CARRIER FALSE
; format: name,type
SalvagePoint Point1,AttachPoint
SalvagePoint Point2,AttachPoint
SalvagePoint Point3,AttachPoint
SalvagePoint Point4,AttachPoint
SalvagePoint Point5,AttachPoint
SalvagePoint Point6,AttachPoint
NUMBER_OF_NAV_LIGHTS 6
; format is NavLight name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight antenna1, NAVLIGHT_Default, 2, 1, 0, 8, 2, etg\textures\glow32
NavLight antenna2, NAVLIGHT_Default, 1.5, 1, 0, 7, 2, etg\textures\glow32
NavLight sideright1, NAVLIGHT_Default, 0.5, 1, 1, 9, 2, etg\textures\glow32
NavLight sideright2, NAVLIGHT_Default, 0.5, 1, 0, 9, 2, etg\textures\glow32
NavLight sideleft1, NAVLIGHT_Default, 0.5, 1, 1, 9, 2, etg\textures\glow32
NavLight sideleft2, NAVLIGHT_Default, 0.5, 1, 0, 9, 2, etg\textures\glow32
;Explosions
;=--------=
explosionType ET_CarrierExplosion
;GUN BINDINGS:
//Very Large Energy Cannon, Top turret, left side
BindGun HeavyCruiserTurret(3) Gun4,Azimuth,Recoil,Frequency 1
//Very Large Energy Cannon, Top turret, right side
BindGun HeavyCruiserTurret(4) Gun5,Azimuth,Recoil,Frequency 1
//Very Large Energy Cannon, Left wing,
BindGun HeavyCruiserTurret(1) Gun8,Azimuth,Recoil,Frequency 1
//Very Large Energy Cannon, Right wing,
BindGun HeavyCruiserTurret(2) Gun9,Azimuth,Recoil,Frequency 1
//Very Large Energy Cannon, Bottom turret, left side
BindGun HeavyCruiserTurret(5) Gun7,Azimuth,Recoil,Frequency 1
//Very Large Energy Cannon, Bottom turret, right side
BindGun HeavyCruiserTurret(6) Gun6,Azimuth,Recoil,Frequency 1
//bottom ion cannon turret
BindGun HeavyCruiserIon(1) Gun0,Azimuth,Declination,Frequency 1
BindGun HeavyCruiserIon(1) Gun1,Declination,Frequency 1
BindGun HeavyCruiserIon(1) Gun0,Azimuth,Declination,Frequency 1
BindGun HeavyCruiserIon(1) Gun0,Declination,Frequency 1
//top ion cannon turret
BindGun HeavyCruiserIon(2) Gun2,Azimuth,Declination,Frequency 1
BindGun HeavyCruiserIon(2) Gun3,Declination,Frequency 1
BindGun HeavyCruiserIon(2) Gun2,Azimuth,Declination,Frequency 1
BindGun HeavyCruiserIon(2) Gun2,Declination,Frequency 1
;Engine Glow
;=---------=
trailWidth 270.0
trailHeight 310.0
trailLength 300.0
minimumZoomDistance 825
Overlay_Selection_Scalar 1.35 ; scale the tactical overlay by this amount
{}{}{}
Defender ~ HeavyDefender
{}{}{}
[HeavyDefender]
;Source Files
;=----------=
LODFile HeavyDefender.lod
pMexData HeavyDefender\Rl0\LOD0\HeavyDefender.mex
;Ship Physics
;=----------=
mass 30.0 ; ship mass [fighter = 1]
momentOfInertiaX 3.0 ; resistance to rotation
momentOfInertiaY 3.0 ; [fighter = 1]
momentOfInertiaZ 3.0
maxvelocity 585.0 ; [fighter = 1000]
maxrot 10.0 ; maximum rotation speed [don't make faster than ~10]
;Basic Ship Stats
;=--------------=
shipclass CLASS_Fighter
buildCost 65 ; resource units to build
buildTime 16 ; time in seconds to build
maxhealth 60 ; hit points
maxfuel 8000.0
lowfuelpoint 0.35 ; percentage of tank which is considered "low on fuel"
fuelburnrate 0.030 ; based on distance ship moves in the world
attackfuelburnrate 0.045
groupSize 4 ; size of group ships of this type tend to form
blastRadiusShockWave 6.0
blastRadiusDamage 75
formationPaddingModifier 2.0
;Moving Around
;=-----------=
thruststrength[TRANS_UP] 385.0 ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN] 385.0
thruststrength[TRANS_RIGHT] 385.0
thruststrength[TRANS_LEFT] 385.0
thruststrength[TRANS_FORWARD] 485.0
thruststrength[TRANS_BACK] 285.0
rotstrength[ROT_YAWLEFT] 125.0 ; rotational acceleration (deg/s^2) [0.01 - 400]
rotstrength[ROT_YAWRIGHT] 125.0
rotstrength[ROT_PITCHUP] 125.0
rotstrength[ROT_PITCHDOWN] 125.0
rotstrength[ROT_ROLLRIGHT] 125.0
rotstrength[ROT_ROLLLEFT] 125.0
turnspeed[TURN_YAW] 2.8 ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH] 2.8
turnspeed[TURN_ROLL] 2.8
;Weapons
;=-----=
NUMBER_OF_GUNS 3
canTargetMultipleTargets TRUE
rotateToRetaliate TRUE
;Bottom gun
GUN 0
{
Type GUN_NewGimble
SoundType GS_SmallEnergyCannon
DamageLo 8 ; damage variance per shot - low
DamageHi 10 ; damage variance per shot - high
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 4200.0 ; distance bullets travel before disappearing
BulletSpeed 4500.0 ; measured in m/s.
BulletMass 0.7 ; mass of bullet
FireTime 0.125 ; fire repeat rate (reciprocal = shots/second)
BurstFireTime 1.0
BurstWaitTime 1.4
TriggerHappy 5.0
minturnangle -51.5 ; degrees
maxturnangle 6.8
mindeclination -90.0
maxdeclination 90.0
maxanglespeed 1000.0 ; degrees/s
maxdeclinationspeed 1000.0
BarrelLength 21.0
RecoilLength 3.1
BulletLifeTime 2.0 ;Life time of bullet
}
;Right gun
GUN 1
{
Type GUN_NewGimble
SoundType GS_SmallEnergyCannon
DamageLo 8 ; damage variance per shot - low
DamageHi 10 ; damage variance per shot - high
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 4200.0 ; distance bullets travel before disappearing
BulletSpeed 4500.0 ; measured in m/s.
BulletMass 0.7 ; mass of bullet
FireTime 0.125 ; fire repeat rate (reciprocal = shots/second)
BurstFireTime 1.0
BurstWaitTime 1.4
TriggerHappy 5.0
minturnangle -51.5 ; degrees
maxturnangle 10.0
mindeclination -90.0
maxdeclination 90.0
maxanglespeed 1000.0 ; degrees/s
maxdeclinationspeed 1000.0
BarrelLength 21.0
RecoilLength 3.1
BulletLifeTime 2.0 ;Life time of bullet
}
;Left gun
GUN 2
{
Type GUN_NewGimble
SoundType GS_SmallEnergyCannon
DamageLo 8 ; damage variance per shot - low
DamageHi 10 ; damage variance per shot - high
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 4200.0 ; distance bullets travel before disappearing
BulletSpeed 4500.0 ; measured in m/s.
BulletMass 0.7 ; mass of bullet
FireTime 0.125 ; fire repeat rate (reciprocal = shots/second)
BurstFireTime 1.0
BurstWaitTime 2.4
TriggerHappy 5.0
minturnangle -51.5 ; degrees
maxturnangle 10.0
mindeclination -90.0
maxdeclination 90.0
maxanglespeed 1000.0 ; degrees/s
maxdeclinationspeed 1000.0
BarrelLength 21.0
RecoilLength 3.1
BulletLifeTime 2.0 ;Life time of bullet
}
CIRCLE_RIGHT_VELOCITY 40.0
CIRCLE_RIGHT_THRUST 0.1
;Ship AI
repositionTime 1.6 ; time in seconds which corvette will spend to reposition
; itself to a new location for it to fire.
circleRange 500.0
fullMovementFreedom TRUE
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Evasive Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Evasive Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Evasive Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Evasive Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Evasive Default 4.0 ; within how many degrees will try to align itself with target
maxAttackTime Evasive Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Evasive Default 0,2,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive Default 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive Default 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive Default 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Evasive CLASS_Mothership 8000.0
maxFlyAwayDist Evasive CLASS_Mothership 10000.0
breakRange Evasive CLASS_Mothership 2000.0
triggerHappy Evasive CLASS_Mothership 11.0
faceTargetAccuracy Evasive CLASS_Mothership 4.5
maxAttackTime Evasive CLASS_Mothership 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Mothership 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Mothership 1,3,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Mothership 5,5,10,10,10,10,10,8 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Mothership 5,5,10,0,10,10,10,8 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Mothership 5,5,10,10,10,10,10,8 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Evasive CLASS_Carrier 3000.0
maxFlyAwayDist Evasive CLASS_Carrier 3500.0
breakRange Evasive CLASS_Carrier 1000.0
triggerHappy Evasive CLASS_Carrier 11.0
faceTargetAccuracy Evasive CLASS_Carrier 4.5
maxAttackTime Evasive CLASS_Carrier 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Carrier 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Carrier 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Carrier 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Carrier 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Carrier 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Evasive CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Evasive CLASS_HeavyCruiser 3500.0
breakRange Evasive CLASS_HeavyCruiser 1000.0
triggerHappy Evasive CLASS_HeavyCruiser 11.0
faceTargetAccuracy Evasive CLASS_HeavyCruiser 4.5
maxAttackTime Evasive CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_HeavyCruiser 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_HeavyCruiser 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_HeavyCruiser 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_HeavyCruiser 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_HeavyCruiser 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Evasive CLASS_Destroyer 3000.0
maxFlyAwayDist Evasive CLASS_Destroyer 3500.0
breakRange Evasive CLASS_Destroyer 1000.0
triggerHappy Evasive CLASS_Destroyer 11.0
faceTargetAccuracy Evasive CLASS_Destroyer 4.5
maxAttackTime Evasive CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Destroyer 0,3,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Destroyer 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Destroyer 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Destroyer 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Destroyer 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Evasive CLASS_Frigate 3000.0 //3000
maxFlyAwayDist Evasive CLASS_Frigate 3500.0 //3300
breakRange Evasive CLASS_Frigate 1000.0 //725
triggerHappy Evasive CLASS_Frigate 11.0 //4
faceTargetAccuracy Evasive CLASS_Frigate 4.0
maxAttackTime Evasive CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Frigate 0,3,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Frigate 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Frigate 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Frigate 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Frigate 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Evasive CLASS_Corvette 2200.0
maxFlyAwayDist Evasive CLASS_Corvette 2600.0
breakRange Evasive CLASS_Corvette 750.0
triggerHappy Evasive CLASS_Corvette 4.0
faceTargetAccuracy Evasive CLASS_Corvette 4.5
maxAttackTime Evasive CLASS_Corvette 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Corvette 0,4,3,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Corvette 1,2,3,1,2 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Corvette 5,5,8,10,8,13,13,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Corvette 5,5,8,0,8,13,13,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Corvette 5,5,8,10,8,13,13,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Evasive CLASS_Fighter 1200.0
maxFlyAwayDist Evasive CLASS_Fighter 1300.0
breakRange Evasive CLASS_Fighter 600.0
triggerHappy Evasive CLASS_Fighter 2.5
faceTargetAccuracy Evasive CLASS_Fighter 4.5
maxAttackTime Evasive CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Fighter 0,5,5,2,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Fighter 1,2,3,1,2 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Fighter 5,5,10,15,10,10,10,15 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Fighter 5,5,10,5,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Fighter 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Evasive CLASS_Resource 3000.0
maxFlyAwayDist Evasive CLASS_Resource 3500.0
breakRange Evasive CLASS_Resource 1000.0
triggerHappy Evasive CLASS_Resource 11.0
faceTargetAccuracy Evasive CLASS_Resource 4.0
maxAttackTime Evasive CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Resource 0,4,4,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Resource 1,2,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Resource 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Resource 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Resource 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Evasive CLASS_NonCombat 3000.0
maxFlyAwayDist Evasive CLASS_NonCombat 3500.0
breakRange Evasive CLASS_NonCombat 1000.0
triggerHappy Evasive CLASS_NonCombat 4.0
faceTargetAccuracy Evasive CLASS_NonCombat 4.5
maxAttackTime Evasive CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_NonCombat 0,4,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_NonCombat 1,2,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_NonCombat 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Neutral Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Neutral Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Neutral Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Neutral Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Neutral Default 4.0 ; within how many degrees will try to align itself with target
maxAttackTime Neutral Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Neutral Default 0,1,1,1,1 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral Default 5,5,10,10,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral Default 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral Default 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Neutral CLASS_Mothership 8000.0
maxFlyAwayDist Neutral CLASS_Mothership 10000.0
breakRange Neutral CLASS_Mothership 2000.0
triggerHappy Neutral CLASS_Mothership 11.0
faceTargetAccuracy Neutral CLASS_Mothership 4.5
maxAttackTime Neutral CLASS_Mothership 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Mothership 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Mothership 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Mothership 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Mothership 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Mothership 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Neutral CLASS_Carrier 3000.0
maxFlyAwayDist Neutral CLASS_Carrier 3500.0
breakRange Neutral CLASS_Carrier 1000.0
triggerHappy Neutral CLASS_Carrier 11.0
faceTargetAccuracy Neutral CLASS_Carrier 4.5
maxAttackTime Neutral CLASS_Carrier 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Carrier 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Carrier 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Carrier 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Carrier 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Carrier 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Neutral CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Neutral CLASS_HeavyCruiser 3500.0
breakRange Neutral CLASS_HeavyCruiser 1000.0
triggerHappy Neutral CLASS_HeavyCruiser 11.0
faceTargetAccuracy Neutral CLASS_HeavyCruiser 4.5
maxAttackTime Neutral CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_HeavyCruiser 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_HeavyCruiser 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_HeavyCruiser 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_HeavyCruiser 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_HeavyCruiser 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Neutral CLASS_Destroyer 3000.0
maxFlyAwayDist Neutral CLASS_Destroyer 3500.0
breakRange Neutral CLASS_Destroyer 1000.0
triggerHappy Neutral CLASS_Destroyer 11.0
faceTargetAccuracy Neutral CLASS_Destroyer 4.5
maxAttackTime Neutral CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Destroyer 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Destroyer 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Destroyer 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Destroyer 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Destroyer 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Neutral CLASS_Frigate 3000.0
maxFlyAwayDist Neutral CLASS_Frigate 3500.0
breakRange Neutral CLASS_Frigate 1000.0 //725
triggerHappy Neutral CLASS_Frigate 11.0
faceTargetAccuracy Neutral CLASS_Frigate 4.0
maxAttackTime Neutral CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Frigate 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Frigate 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Frigate 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Frigate 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Frigate 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Neutral CLASS_Corvette 2100.0
maxFlyAwayDist Neutral CLASS_Corvette 2500.0
breakRange Neutral CLASS_Corvette 650.0
triggerHappy Neutral CLASS_Corvette 4.2
faceTargetAccuracy Neutral CLASS_Corvette 4.5
maxAttackTime Neutral CLASS_Corvette 4.0
Relative frequenciesfor:
flightmanTurnaround Neutral CLASS_Corvette 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Corvette 1,1,1,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Corvette 5,5,10,15,10,10,10,5; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Corvette 5,5,10,0,10,10,10,5; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Corvette 5,5,10,10,10,10,10,5; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Neutral CLASS_Fighter 1500.0
maxFlyAwayDist Neutral CLASS_Fighter 1700.0
breakRange Neutral CLASS_Fighter 600.0
triggerHappy Neutral CLASS_Fighter 3.2
faceTargetAccuracy Neutral CLASS_Fighter 4.5
maxAttackTime Neutral CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Fighter 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Fighter 1,1,1,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Fighter 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Fighter 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Fighter 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Neutral CLASS_Resource 3000.0
maxFlyAwayDist Neutral CLASS_Resource 3500.0
breakRange Neutral CLASS_Resource 1000.0
triggerHappy Neutral CLASS_Resource 11.0
faceTargetAccuracy Neutral CLASS_Resource 4.0
maxAttackTime Neutral CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Resource 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Resource 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Resource 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Resource 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Resource 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Neutral CLASS_NonCombat 3000.0
maxFlyAwayDist Neutral CLASS_NonCombat 3500.0
breakRange Neutral CLASS_NonCombat 1000.0
triggerHappy Neutral CLASS_NonCombat 3.0
faceTargetAccuracy Neutral CLASS_NonCombat 4.5
maxAttackTime Neutral CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_NonCombat 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_NonCombat 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_NonCombat 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_NonCombat 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Aggressive Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Aggressive Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Aggressive Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Aggressive Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Aggressive Default 4.0 ; within how many degrees will try to align itself with target
maxAttackTime Aggressive Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Aggressive Default 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive Default 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive Default 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive Default 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Aggressive CLASS_Mothership 8000.0
maxFlyAwayDist Aggressive CLASS_Mothership 10000.0
breakRange Aggressive CLASS_Mothership 2000.0
triggerHappy Aggressive CLASS_Mothership 11.0
faceTargetAccuracy Aggressive CLASS_Mothership 4.5
maxAttackTime Aggressive CLASS_Mothership 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Mothership 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Mothership 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Mothership 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Mothership 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Mothership 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Aggressive CLASS_Carrier 3000.0
maxFlyAwayDist Aggressive CLASS_Carrier 3500.0
breakRange Aggressive CLASS_Carrier 1000.0
triggerHappy Aggressive CLASS_Carrier 11.0
faceTargetAccuracy Aggressive CLASS_Carrier 4.5
maxAttackTime Aggressive CLASS_Carrier 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Carrier 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Carrier 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Carrier 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Carrier 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Carrier 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Aggressive CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Aggressive CLASS_HeavyCruiser 3500.0
breakRange Aggressive CLASS_HeavyCruiser 1000.0
triggerHappy Aggressive CLASS_HeavyCruiser 11.0
faceTargetAccuracy Aggressive CLASS_HeavyCruiser 4.5
maxAttackTime Aggressive CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_HeavyCruiser 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_HeavyCruiser 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_HeavyCruiser 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_HeavyCruiser 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_HeavyCruiser 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Aggressive CLASS_Destroyer 3000.0
maxFlyAwayDist Aggressive CLASS_Destroyer 3500.0
breakRange Aggressive CLASS_Destroyer 1000.0
triggerHappy Aggressive CLASS_Destroyer 11.0
faceTargetAccuracy Aggressive CLASS_Destroyer 4.5
maxAttackTime Aggressive CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Destroyer 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Destroyer 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Destroyer 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Destroyer 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Destroyer 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Aggressive CLASS_Frigate 3000.0
maxFlyAwayDist Aggressive CLASS_Frigate 3500.0
breakRange Aggressive CLASS_Frigate 1000.0 //725
triggerHappy Aggressive CLASS_Frigate 11.0
faceTargetAccuracy Aggressive CLASS_Frigate 4.0
maxAttackTime Aggressive CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Frigate 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Frigate 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Frigate 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Frigate 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Frigate 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Aggressive CLASS_Corvette 2000.0
maxFlyAwayDist Aggressive CLASS_Corvette 2600.0
breakRange Aggressive CLASS_Corvette 450.0
triggerHappy Aggressive CLASS_Corvette 3.8
faceTargetAccuracy Aggressive CLASS_Corvette 4.5
maxAttackTime Aggressive CLASS_Corvette 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Corvette 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Corvette 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Corvette 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Corvette 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Corvette 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Aggressive CLASS_Fighter 1600.0
maxFlyAwayDist Aggressive CLASS_Fighter 1800.0
breakRange Aggressive CLASS_Fighter 600.0
triggerHappy Aggressive CLASS_Fighter 2.8
faceTargetAccuracy Aggressive CLASS_Fighter 4.5
maxAttackTime Aggressive CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Fighter 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Fighter 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Fighter 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Fighter 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Fighter 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Aggressive CLASS_Resource 3000.0
maxFlyAwayDist Aggressive CLASS_Resource 3500.0
breakRange Aggressive CLASS_Resource 1000.0
triggerHappy Aggressive CLASS_Resource 11.0
faceTargetAccuracy Aggressive CLASS_Resource 4.0
maxAttackTime Aggressive CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Resource 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Resource 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Resource 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Resource 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Resource 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Aggressive CLASS_NonCombat 3000.0
maxFlyAwayDist Aggressive CLASS_NonCombat 3500.0
breakRange Aggressive CLASS_NonCombat 1000.0
triggerHappy Aggressive CLASS_NonCombat 4.0
faceTargetAccuracy Aggressive CLASS_NonCombat 4.5
maxAttackTime Aggressive CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_NonCombat 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_NonCombat 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_NonCombat 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_NonCombat 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_NonCombat 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
badAI FALSE ; normally set this to FALSE
;Ship Trails
;=---------=
trailSegments 20
trailGranularity 2
trailColor 0, 0, 0, 0, 0 ;grey team
trailColor 0, 1, 238, 238, 238
trailColor 0, 8, 141, 106, 87
trailColor 0, 19, 0, 0, 0
trailColor 1, 0, 0, 0, 0 ;red team
trailColor 1, 1, 225, 124, 33
trailColor 1, 8, 146, 0, 0
trailColor 1, 19, 0, 0, 0
trailColor 2, 0, 0, 0, 0 ;blue team
trailColor 2, 1, 11, 255, 255
trailColor 2, 8, 51, 0, 243
trailColor 2, 19, 0, 0, 0
trailColor 3, 0, 0, 0, 0 ;green team
trailColor 3, 1, 201, 254, 39
trailColor 3, 8, 0, 84, 4
trailColor 3, 19, 0, 0, 0
trailColor 4, 0, 0, 0, 0 ;yellow team
trailColor 4, 1, 255, 240, 97
trailColor 4, 8, 160, 124, 0
trailColor 4, 19, 0, 0, 0
trailColor 5, 0, 0, 0, 0 ;orange team
trailColor 5, 1, 225, 255, 11
trailColor 5, 8, 160, 124, 0
trailColor 5, 19, 0, 0, 0
trailColor 6, 0, 0, 0, 0 ;purple team
trailColor 6, 1, 255, 135, 157
trailColor 6, 8, 121, 0, 135
trailColor 6, 19, 0, 0, 0
trailColor 7, 0, 0, 0, 0 ;pale blue-green team
trailColor 7, 1, 45, 255, 149
trailColor 7, 8, 0, 105, 137
trailColor 7, 19, 0, 0, 0
;Mad Animation Sillyness
;upon creation animation state:
;animation specified is started then paused
;i.e: HeaveyDefender needs to start a gun opening animation,
; and then pause it.
;MadStartInfo needs a starting /Animation Text Name(no spaces allowed!)
animation(1-yes,0-no)/
MadStartInfo 1 , Arms_OPEN , 1 , Arms_OPEN
;MadGunAnims definitions in explination below
; n = number, g = gun, o = open, c = close, d = damaged, a = animations
; ;ngoa,names,...,ngca,names,...,ngoda,names,... ,ngcda,names,...
;if this doesn't
;makes sence, ask Bryce
MadGunAnims 1, Arms_OPEN, 1, Arms_CLOSE, 1,Arms_Damaged_OPEN, 1, Arms_Damaged_CLOSE
;Ships health must be below this percentage to use the damaged animations.
madGunOpenDamagedHealthThreshold 0.70 ;<= 1.0f
;Explosions
;=--------=
explosionType ET_InterceptorExplosion
//bottom gun
BindGun HeavyDefenderArm(3) Gun0,Azimuth,Declination,Recoil,Frequency 1
BindGun HeavyDefenderGun(3) Gun0,Recoil,Frequency 1
//right gun
BindGun HeavyDefenderArm(1) Gun1,Azimuth,Declination,Recoil,Frequency 1
BindGun HeavyDefenderGun(1) Gun1,Recoil,Frequency 1
//left gun
BindGun HeavyDefenderArm(2) Gun2,Azimuth,Declination,Recoil,Frequency 1
BindGun HeavyDefenderGun(2) Gun2,Recoil,Frequency 1
BindAnimations 1
;Engine trails
;=-----------=
trailWidth 18.5
trailHeight 3.7
minimumZoomDistance 40
Overlay_Selection_Scalar 1.3 ; scale the tactical overlay by this amount
collSideModifiers[TRANS_UP] 0.8
collSideModifiers[TRANS_DOWN] 0.8
collSideModifiers[TRANS_RIGHT] 0.8
collSideModifiers[TRANS_LEFT] 0.8
collSideModifiers[TRANS_FORWARD] 0.7
collSideModifiers[TRANS_BACK] 1.5
{}{}{}
Interceptor ~ HeavyInterceptor
{}{}{}
[HeavyInterceptor]
;Source Files
;=----------=
LODFile HeavyInterceptor.lod
pMexData HeavyInterceptor\Rl0\LOD0\HeavyInterceptor.mex
;Ship Physics
;=----------=
mass 20.0 ; ship mass [fighter = 1]
momentOfInertiaX 2.0 ; resistance to rotation
momentOfInertiaY 2.0 ; [fighter = 1]
momentOfInertiaZ 2.0
maxvelocity 875.0 ; [fighter = 1000]
maxrot 10.0 ; maximum rotation speed [don't make faster than ~10]
;Basic Ship Stats
;=--------------=
shipclass CLASS_Fighter
buildCost 55 ; resource units to build
buildTime 20 ; time in seconds to build
maxhealth 90 ; hit points
maxfuel 14000.0
lowfuelpoint 0.35 ; percentage of tank which is considered "low on fuel"
fuelburnrate 0.021 ; based on distance ship moves in the world
attackfuelburnrate 0.040
groupSize 4 ; size of group ships of this type tend to form
blastRadiusShockWave 6.0
blastRadiusDamage 75
;Moving Around
;=-----------=
thruststrength[TRANS_UP] 775.0 ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN] 775.0
thruststrength[TRANS_RIGHT] 800.0
thruststrength[TRANS_LEFT] 800.0
thruststrength[TRANS_FORWARD] 875.0
thruststrength[TRANS_BACK] 300.0
rotstrength[ROT_YAWLEFT] 120.0 ; rotational acceleration (deg/s^2) [0.01 - 400]
rotstrength[ROT_YAWRIGHT] 120.0
rotstrength[ROT_PITCHUP] 120.0
rotstrength[ROT_PITCHDOWN] 120.0
rotstrength[ROT_ROLLRIGHT] 120.0
rotstrength[ROT_ROLLLEFT] 120.0
turnspeed[TURN_YAW] 2.8 ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH] 2.8
turnspeed[TURN_ROLL] 2.8
;Weapons
;=-----=
NUMBER_OF_GUNS 2
rotateToRetaliate TRUE
tooCloseRange 500.0
GUN 0
{
Type GUN_Gimble
SoundType GS_SmallEnergyCannon
DamageLo 12 //5 ; damage variance per shot - low
DamageHi 18 //8 ; damage variance per shot - high
MinAngle 0
MaxAngle 4
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 3200.0 ; distance bullets travel before disappearing
BulletSpeed 4500.0 ; measured in m/s.
BulletMass 0.65 ; mass of bullet
FireTime 0.17 //0.2 ; fire repeat rate (reciprocal = shots/second)
BurstFireTime 0.75
BurstWaitTime 1.25
TriggerHappy 3
BulletLifeTime 2.0 ;Life time of bullet
}
GUN 1
{
Type GUN_Gimble
SoundType GS_SmallEnergyCannon
DamageLo 12 //5 ; damage variance per shot - low
DamageHi 18 //8 ; damage variance per shot - high
MinAngle 0
MaxAngle 4
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 3200.0 ; distance bullets travel before disappearing
BulletSpeed 4500.0 ; measured in m/s.
BulletMass 0.65 ; mass of bullet
FireTime 0.17 //0.2 ; fire repeat rate (reciprocal = shots/second)
BurstFireTime 0.75
BurstWaitTime 1.25
TriggerHappy 3
BulletLifeTime 2.0 ;Life time of bullet
}
gunsFireTime 0.16 ; tune this value, not FireTime
;Ship AI
;=-----=
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Evasive Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Evasive Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Evasive Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Evasive Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Evasive Default 2.0 ; within how many degrees will try to align itself with target
maxAttackTime Evasive Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Evasive Default 0,2,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive Default 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive Default 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive Default 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Evasive CLASS_Mothership 8000.0
maxFlyAwayDist Evasive CLASS_Mothership 10000.0
breakRange Evasive CLASS_Mothership 2000.0
triggerHappy Evasive CLASS_Mothership 11.0
faceTargetAccuracy Evasive CLASS_Mothership 2.5
maxAttackTime Evasive CLASS_Mothership 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Mothership 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Mothership 1,3,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Mothership 5,5,10,10,10,10,10,8 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Mothership 5,5,10,0,10,10,10,8 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Mothership 5,5,10,10,10,10,10,8 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Evasive CLASS_Carrier 3000.0
maxFlyAwayDist Evasive CLASS_Carrier 3500.0
breakRange Evasive CLASS_Carrier 1000.0
triggerHappy Evasive CLASS_Carrier 11.0
faceTargetAccuracy Evasive CLASS_Carrier 2.5
maxAttackTime Evasive CLASS_Carrier 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Carrier 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Carrier 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Carrier 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Carrier 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Carrier 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Evasive CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Evasive CLASS_HeavyCruiser 3500.0
breakRange Evasive CLASS_HeavyCruiser 1000.0
triggerHappy Evasive CLASS_HeavyCruiser 11.0
faceTargetAccuracy Evasive CLASS_HeavyCruiser 2.5
maxAttackTime Evasive CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_HeavyCruiser 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_HeavyCruiser 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_HeavyCruiser 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_HeavyCruiser 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_HeavyCruiser 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Evasive CLASS_Destroyer 3000.0
maxFlyAwayDist Evasive CLASS_Destroyer 3500.0
breakRange Evasive CLASS_Destroyer 1000.0
triggerHappy Evasive CLASS_Destroyer 11.0
faceTargetAccuracy Evasive CLASS_Destroyer 2.5
maxAttackTime Evasive CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Destroyer 0,3,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Destroyer 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Destroyer 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Destroyer 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Destroyer 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Evasive CLASS_Frigate 3000.0 //3000
maxFlyAwayDist Evasive CLASS_Frigate 3500.0 //3300
breakRange Evasive CLASS_Frigate 1000.0 //725
triggerHappy Evasive CLASS_Frigate 11.0 //4
faceTargetAccuracy Evasive CLASS_Frigate 2.0
maxAttackTime Evasive CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Frigate 0,3,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Frigate 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Frigate 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Frigate 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Frigate 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Evasive CLASS_Corvette 2200.0
maxFlyAwayDist Evasive CLASS_Corvette 2600.0
breakRange Evasive CLASS_Corvette 750.0
triggerHappy Evasive CLASS_Corvette 3.5
faceTargetAccuracy Evasive CLASS_Corvette 3.5
maxAttackTime Evasive CLASS_Corvette 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Corvette 0,4,3,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Corvette 1,2,3,1,2 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Corvette 5,5,8,10,8,13,13,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Corvette 5,5,8,0,8,13,13,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Corvette 5,5,8,10,8,13,13,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Evasive CLASS_Fighter 1200.0
maxFlyAwayDist Evasive CLASS_Fighter 1300.0
breakRange Evasive CLASS_Fighter 600.0
triggerHappy Evasive CLASS_Fighter 2.5
faceTargetAccuracy Evasive CLASS_Fighter 0.5
maxAttackTime Evasive CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Fighter 0,5,5,2,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Fighter 1,2,3,1,2 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Fighter 5,5,10,15,10,10,10,15 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Fighter 5,5,10,5,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Fighter 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Evasive CLASS_Resource 3000.0
maxFlyAwayDist Evasive CLASS_Resource 3500.0
breakRange Evasive CLASS_Resource 1000.0
triggerHappy Evasive CLASS_Resource 11.0
faceTargetAccuracy Evasive CLASS_Resource 2.0
maxAttackTime Evasive CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Resource 0,4,4,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Resource 1,2,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Resource 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Resource 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Resource 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Evasive CLASS_NonCombat 3000.0
maxFlyAwayDist Evasive CLASS_NonCombat 3500.0
breakRange Evasive CLASS_NonCombat 1000.0
triggerHappy Evasive CLASS_NonCombat 4.0
faceTargetAccuracy Evasive CLASS_NonCombat 2.5
maxAttackTime Evasive CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_NonCombat 0,4,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_NonCombat 1,2,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_NonCombat 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Neutral Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Neutral Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Neutral Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Neutral Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Neutral Default 2.0 ; within how many degrees will try to align itself with target
maxAttackTime Neutral Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Neutral Default 0,1,1,1,1 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral Default 5,5,10,10,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral Default 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral Default 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Neutral CLASS_Mothership 8000.0
maxFlyAwayDist Neutral CLASS_Mothership 10000.0
breakRange Neutral CLASS_Mothership 2000.0
triggerHappy Neutral CLASS_Mothership 11.0
faceTargetAccuracy Neutral CLASS_Mothership 2.5
maxAttackTime Neutral CLASS_Mothership 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Mothership 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Mothership 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Mothership 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Mothership 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Mothership 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Neutral CLASS_Carrier 3000.0
maxFlyAwayDist Neutral CLASS_Carrier 3500.0
breakRange Neutral CLASS_Carrier 1000.0
triggerHappy Neutral CLASS_Carrier 11.0
faceTargetAccuracy Neutral CLASS_Carrier 2.5
maxAttackTime Neutral CLASS_Carrier 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Carrier 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Carrier 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Carrier 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Carrier 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Carrier 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Neutral CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Neutral CLASS_HeavyCruiser 3500.0
breakRange Neutral CLASS_HeavyCruiser 1000.0
triggerHappy Neutral CLASS_HeavyCruiser 11.0
faceTargetAccuracy Neutral CLASS_HeavyCruiser 2.5
maxAttackTime Neutral CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_HeavyCruiser 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_HeavyCruiser 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_HeavyCruiser 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_HeavyCruiser 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_HeavyCruiser 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Neutral CLASS_Destroyer 3000.0
maxFlyAwayDist Neutral CLASS_Destroyer 3500.0
breakRange Neutral CLASS_Destroyer 1000.0
triggerHappy Neutral CLASS_Destroyer 11.0
faceTargetAccuracy Neutral CLASS_Destroyer 2.5
maxAttackTime Neutral CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Destroyer 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Destroyer 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Destroyer 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Destroyer 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Destroyer 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Neutral CLASS_Frigate 3000.0
maxFlyAwayDist Neutral CLASS_Frigate 3500.0
breakRange Neutral CLASS_Frigate 1000.0 //725
triggerHappy Neutral CLASS_Frigate 11.0
faceTargetAccuracy Neutral CLASS_Frigate 1.0
maxAttackTime Neutral CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Frigate 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Frigate 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Frigate 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Frigate 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Frigate 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Neutral CLASS_Corvette 2100.0
maxFlyAwayDist Neutral CLASS_Corvette 2500.0
breakRange Neutral CLASS_Corvette 650.0
triggerHappy Neutral CLASS_Corvette 4.2
faceTargetAccuracy Neutral CLASS_Corvette 2.5
maxAttackTime Neutral CLASS_Corvette 4.0
Relative frequenciesfor:
flightmanTurnaround Neutral CLASS_Corvette 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Corvette 1,1,1,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Corvette 5,5,10,15,10,10,10,5; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Corvette 5,5,10,0,10,10,10,5; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Corvette 5,5,10,10,10,10,10,5; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Neutral CLASS_Fighter 1500.0
maxFlyAwayDist Neutral CLASS_Fighter 1700.0
breakRange Neutral CLASS_Fighter 600.0
triggerHappy Neutral CLASS_Fighter 3.2
faceTargetAccuracy Neutral CLASS_Fighter 0.5
maxAttackTime Neutral CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Fighter 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Fighter 1,1,1,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Fighter 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Fighter 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Fighter 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Neutral CLASS_Resource 3000.0
maxFlyAwayDist Neutral CLASS_Resource 3500.0
breakRange Neutral CLASS_Resource 1000.0
triggerHappy Neutral CLASS_Resource 11.0
faceTargetAccuracy Neutral CLASS_Resource 2.0
maxAttackTime Neutral CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Resource 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Resource 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Resource 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Resource 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Resource 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Neutral CLASS_NonCombat 3000.0
maxFlyAwayDist Neutral CLASS_NonCombat 3500.0
breakRange Neutral CLASS_NonCombat 1000.0
triggerHappy Neutral CLASS_NonCombat 3.0
faceTargetAccuracy Neutral CLASS_NonCombat 2.5
maxAttackTime Neutral CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_NonCombat 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_NonCombat 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_NonCombat 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_NonCombat 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Aggressive Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Aggressive Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Aggressive Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Aggressive Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Aggressive Default 2.0 ; within how many degrees will try to align itself with target
maxAttackTime Aggressive Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Aggressive Default 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive Default 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive Default 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive Default 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Aggressive CLASS_Mothership 8000.0
maxFlyAwayDist Aggressive CLASS_Mothership 10000.0
breakRange Aggressive CLASS_Mothership 2000.0
triggerHappy Aggressive CLASS_Mothership 11.0
faceTargetAccuracy Aggressive CLASS_Mothership 2.5
maxAttackTime Aggressive CLASS_Mothership 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Mothership 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Mothership 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Mothership 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Mothership 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Mothership 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Aggressive CLASS_Carrier 3000.0
maxFlyAwayDist Aggressive CLASS_Carrier 3500.0
breakRange Aggressive CLASS_Carrier 1000.0
triggerHappy Aggressive CLASS_Carrier 11.0
faceTargetAccuracy Aggressive CLASS_Carrier 2.5
maxAttackTime Aggressive CLASS_Carrier 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Carrier 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Carrier 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Carrier 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Carrier 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Carrier 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Aggressive CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Aggressive CLASS_HeavyCruiser 3500.0
breakRange Aggressive CLASS_HeavyCruiser 1000.0
triggerHappy Aggressive CLASS_HeavyCruiser 11.0
faceTargetAccuracy Aggressive CLASS_HeavyCruiser 2.5
maxAttackTime Aggressive CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_HeavyCruiser 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_HeavyCruiser 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_HeavyCruiser 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_HeavyCruiser 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_HeavyCruiser 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Aggressive CLASS_Destroyer 3000.0
maxFlyAwayDist Aggressive CLASS_Destroyer 3500.0
breakRange Aggressive CLASS_Destroyer 1000.0
triggerHappy Aggressive CLASS_Destroyer 11.0
faceTargetAccuracy Aggressive CLASS_Destroyer 2.5
maxAttackTime Aggressive CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Destroyer 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Destroyer 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Destroyer 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Destroyer 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Destroyer 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Aggressive CLASS_Frigate 3000.0
maxFlyAwayDist Aggressive CLASS_Frigate 3500.0
breakRange Aggressive CLASS_Frigate 1000.0 //725
triggerHappy Aggressive CLASS_Frigate 11.0
faceTargetAccuracy Aggressive CLASS_Frigate 2.0
maxAttackTime Aggressive CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Frigate 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Frigate 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Frigate 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Frigate 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Frigate 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Aggressive CLASS_Corvette 2000.0
maxFlyAwayDist Aggressive CLASS_Corvette 2600.0
breakRange Aggressive CLASS_Corvette 450.0
triggerHappy Aggressive CLASS_Corvette 3.8
faceTargetAccuracy Aggressive CLASS_Corvette 2.5
maxAttackTime Aggressive CLASS_Corvette 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Corvette 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Corvette 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Corvette 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Corvette 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Corvette 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Aggressive CLASS_Fighter 1600.0
maxFlyAwayDist Aggressive CLASS_Fighter 1800.0
breakRange Aggressive CLASS_Fighter 600.0
triggerHappy Aggressive CLASS_Fighter 2.8
faceTargetAccuracy Aggressive CLASS_Fighter 0.5
maxAttackTime Aggressive CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Fighter 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Fighter 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Fighter 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Fighter 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Fighter 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Aggressive CLASS_Resource 3000.0
maxFlyAwayDist Aggressive CLASS_Resource 3500.0
breakRange Aggressive CLASS_Resource 1000.0
triggerHappy Aggressive CLASS_Resource 11.0
faceTargetAccuracy Aggressive CLASS_Resource 2.0
maxAttackTime Aggressive CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Resource 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Resource 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Resource 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Resource 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Resource 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Aggressive CLASS_NonCombat 3000.0
maxFlyAwayDist Aggressive CLASS_NonCombat 3500.0
breakRange Aggressive CLASS_NonCombat 1000.0
triggerHappy Aggressive CLASS_NonCombat 4.0
faceTargetAccuracy Aggressive CLASS_NonCombat 2.5
maxAttackTime Aggressive CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_NonCombat 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_NonCombat 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_NonCombat 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_NonCombat 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_NonCombat 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
badAI FALSE ; normally set this to FALSE
;Ship Trails
;=---------=
trailSegments 20
trailGranularity 2
trailColor 0, 0, 0, 0, 0 ;grey team
trailColor 0, 1, 238, 238, 238
trailColor 0, 8, 141, 106, 87
trailColor 0, 19, 0, 0, 0
trailColor 1, 0, 0, 0, 0 ;red team
trailColor 1, 1, 225, 124, 33
trailColor 1, 8, 146, 0, 0
trailColor 1, 19, 0, 0, 0
trailColor 2, 0, 0, 0, 0 ;blue team
trailColor 2, 1, 11, 255, 255
trailColor 2, 8, 51, 0, 243
trailColor 2, 19, 0, 0, 0
trailColor 3, 0, 0, 0, 0 ;green team
trailColor 3, 1, 201, 254, 39
trailColor 3, 8, 0, 84, 4
trailColor 3, 19, 0, 0, 0
trailColor 4, 0, 0, 0, 0 ;yellow team
trailColor 4, 1, 255, 240, 97
trailColor 4, 8, 160, 124, 0
trailColor 4, 19, 0, 0, 0
trailColor 5, 0, 0, 0, 0 ;orange team
trailColor 5, 1, 225, 255, 11
trailColor 5, 8, 160, 124, 0
trailColor 5, 19, 0, 0, 0
trailColor 6, 0, 0, 0, 0 ;purple team
trailColor 6, 1, 255, 135, 157
trailColor 6, 8, 121, 0, 135
trailColor 6, 19, 0, 0, 0
trailColor 7, 0, 0, 0, 0 ;pale blue-green team
trailColor 7, 1, 45, 255, 149
trailColor 7, 8, 0, 105, 137
trailColor 7, 19, 0, 0, 0
;Explosions
;=--------=
explosionType ET_InterceptorExplosion
;Engine trails
;=-----------=
trailWidth 23.9
trailHeight 3.25
minimumZoomDistance 50
collSideModifiers[TRANS_UP] 0.7
collSideModifiers[TRANS_DOWN] 0.7
collSideModifiers[TRANS_RIGHT] 0.7
collSideModifiers[TRANS_LEFT] 0.7
collSideModifiers[TRANS_FORWARD] 0.6
collSideModifiers[TRANS_BACK] 1.5
{}{}{}
Ion Cannon Frigate ~ IonCannonFrigate
{}{}{}
[IonCannonFrigate]
;Source Files
;=----------=
LODFile IonCannonFrigate.lod
pMexData IonCannonFrigate\Rl0\LOD0\IonCannonFrigate.mex
;Ship Physics
;=----------=
mass 1312.0 ; ship mass [fighter = 1]
momentOfInertiaX 325.0 ; resistance to rotation
momentOfInertiaY 325.0 ; [fighter = 1]
momentOfInertiaZ 325.0
maxvelocity 350.0 ; [fighter = 1000]
maxrot 1.0 ; maximum rotation speed [don't make faster than ~10]
;Basic Ship Stats
;=--------------=
shipclass CLASS_Frigate
isCapitalShip TRUE
buildCost 850 ; resource units to build
buildTime 70 ; time in seconds to build
maxhealth 7000 //14000 ; hit points
groupSize 2 ; size of group ships of this type tend to form
repairTime 16 ; every this many seconds
repairDamage 100 ; this much damage is repaired
repairCombatTime 25 ; every this many seconds
repairCombatDamage 50 ; this much damage is repaired
blastRadiusShockWave 1.75
blastRadiusDamage 275
;Moving Around
;=-----------=
thruststrength[TRANS_UP] 25.0 ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN] 25.0
thruststrength[TRANS_RIGHT] 25.0
thruststrength[TRANS_LEFT] 25.0
thruststrength[TRANS_FORWARD] 35.0
thruststrength[TRANS_BACK] 25.0
rotstrength[ROT_YAWLEFT] 0.09 ; rotational acceleration (deg/s^2) [0.01 - 10]
rotstrength[ROT_YAWRIGHT] 0.09
rotstrength[ROT_PITCHUP] 0.09
rotstrength[ROT_PITCHDOWN] 0.09
rotstrength[ROT_ROLLRIGHT] 0.09
rotstrength[ROT_ROLLLEFT] 0.09
turnspeed[TURN_YAW] 0.4 ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH] 0.4
turnspeed[TURN_ROLL] 0.4
rotateToRetaliate TRUE
passiveRetaliateZone 7000.0
tooCloseRange 500.0
;Weapons
;=-----=
NUMBER_OF_GUNS 1
;(one BIG gun)
GUN 0
{
//ADD this amount: 78 to compensate for centrepoint
//ADD this amount: 702 to compensate for stopping distance
Type GUN_Gimble
SoundType GS_LargeIonCannon
BulletType BULLET_Beam
DamageLo 80 ; damage variance per shot - low (continuous damage for BULLET_Beam)
DamageHi 90 ; damage variance per shot - high
MinAngle 0
MaxAngle 3
BulletLength 7280.0 ; visual only. Length of bullet on screen
BulletRange 6280.0 ; distance bullets travel before disappearing
BulletSpeed 5000.0 ; measured in m/s.
BulletLifeTime 2.6
BulletMass 0.75 ; mass of bullet
FireTime 9.8 ; fire repeat rate (reciprocal = shots/second)
TriggerHappy 5
}
NUMBER_OF_SALVAGE_POINTS 2
NUM_NEEDED_FOR_SALVAGE 2 ;number of ships needed to capture a craft
NEED_BIGR1 FALSE
NEED_BIGR2 TRUE
WILL_FIT_CARRIER TRUE
; format: name,type
SalvagePoint Point1,AttachPoint
SalvagePoint Point2,AttachPoint
NUMBER_OF_NAV_LIGHTS 4
; format is NavLight name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight antenna1, NAVLIGHT_Default, 2, 1, 0.5, 7, 2, etg\textures\glow32
NavLight antenna2, NAVLIGHT_Default, 2, 1, 0, 6, 2, etg\textures\glow32
NavLight caution, NAVLIGHT_Default, 1, 0.5, 0, 7, 2, etg\textures\glow32
NavLight bridge, NAVLIGHT_Default, 1.5, 0.75, 0.5, 6, 2, etg\textures\glow32
;Explosions
;=--------=
explosionType ET_FrigateExplosion
;Engine Glow
;=---------=
trailWidth 60.0
trailHeight 110.0
trailLength 100.0
trailStyle 3
trailScaleCap 0.00025
minimumZoomDistance 270
Overlay_Selection_Scalar 0.9 ; scale the tactical overlay by this amount
{}{}{}
Light Corvette ~ LightCorvette
{}{}{}
[LightCorvette]
;Source Files
;=----------=
LODFile LightCorvette.lod
pMexData LightCorvette\Rl0\LOD0\LightCorvette.mex
;Ship Physics
;=----------=
mass 150.0 ; ship mass [fighter = 1]
momentOfInertiaX 15.0 ; resistance to rotation
momentOfInertiaY 15.0 ; [fighter = 1]
momentOfInertiaZ 15.0
maxvelocity 715.0 ; [fighter = 1000]
maxrot 10.0 ; maximum rotation speed [don't make faster than ~10]
;Basic Ship Stats
;=--------------=
shipclass CLASS_Corvette
buildCost 185 ; resource units to build
buildTime 28 ; time in seconds to build
maxhealth 450 //900 ; hit points
maxfuel 25000.0
lowfuelpoint 0.25 ; percentage of tank which is considered "low on fuel"
fuelburnrate 0.036
attackfuelburnrate 0.06
groupSize 2 ; size of group ships of this type tend to form
blastRadiusDamage 230
;Moving Around
;=-----------=
thruststrength[TRANS_UP] 380.0 ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN] 380.0
thruststrength[TRANS_RIGHT] 380.0
thruststrength[TRANS_LEFT] 380.0
thruststrength[TRANS_FORWARD] 420.0
thruststrength[TRANS_BACK] 280.0
rotstrength[ROT_YAWLEFT] 1.2 ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT] 1.2
rotstrength[ROT_PITCHUP] 1.2
rotstrength[ROT_PITCHDOWN] 1.2
rotstrength[ROT_ROLLRIGHT] 1.2
rotstrength[ROT_ROLLLEFT] 1.2
turnspeed[TURN_YAW] 1.5
turnspeed[TURN_PITCH] 1.5
turnspeed[TURN_ROLL] 1.5
;Weapons
;=-----=
NUMBER_OF_GUNS 1
rotateToRetaliate TRUE
tooCloseRange 500.0
GUN 0
{
Type GUN_NewGimble
SoundType GS_MediumEnergyCannon
DamageLo 27.25 ; damage variance per shot - low
DamageHi 37.5 ; damage variance per shot - high
BulletLength 22.0 ; visual only. Length of bullet on screen
BulletRange 3900.0 ; distance bullets travel before disappearing; also defines the range of the gun
BulletSpeed 4700.0 ; measured in m/s.
BulletMass 1.25 ; mass of bullet
FireTime 0.3 ; fire repeat rate (reciprocal = shots/second)
TriggerHappy 0.50
minturnangle -80.0 ; degrees
maxturnangle 80.0
mindeclination -30.0
maxdeclination 30.0
maxanglespeed 500.0 ; degrees/s
maxdeclinationspeed 500.0
BarrelLength 10.5
RecoilLength 6.0
BulletLifeTime 2.0 ;Life time of bullet
angletracking 3.4
declinationtracking 3.4
}
;Ship AI
;=-----=
repositionTime 1.6 ; time in seconds which corvette will spend to reposition
; itself to a new location for it to fire.
circleRange 1800.0
fullMovementFreedom TRUE
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Evasive Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Evasive Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Evasive Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Evasive Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Evasive Default 4.0 ; within how many degrees will try to align itself with target
maxAttackTime Evasive Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Evasive Default 0,2,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive Default 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive Default 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive Default 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Evasive CLASS_Mothership 8000.0
maxFlyAwayDist Evasive CLASS_Mothership 10000.0
breakRange Evasive CLASS_Mothership 2000.0
triggerHappy Evasive CLASS_Mothership 11.0
faceTargetAccuracy Evasive CLASS_Mothership 4.5
maxAttackTime Evasive CLASS_Mothership 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Mothership 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Mothership 1,3,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Mothership 5,5,10,10,10,10,10,8 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Mothership 5,5,10,0,10,10,10,8 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Mothership 5,5,10,10,10,10,10,8 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Evasive CLASS_Carrier 3000.0
maxFlyAwayDist Evasive CLASS_Carrier 3500.0
breakRange Evasive CLASS_Carrier 1000.0
triggerHappy Evasive CLASS_Carrier 11.0
faceTargetAccuracy Evasive CLASS_Carrier 4.5
maxAttackTime Evasive CLASS_Carrier 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Carrier 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Carrier 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Carrier 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Carrier 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Carrier 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Evasive CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Evasive CLASS_HeavyCruiser 3500.0
breakRange Evasive CLASS_HeavyCruiser 1000.0
triggerHappy Evasive CLASS_HeavyCruiser 11.0
faceTargetAccuracy Evasive CLASS_HeavyCruiser 4.5
maxAttackTime Evasive CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_HeavyCruiser 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_HeavyCruiser 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_HeavyCruiser 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_HeavyCruiser 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_HeavyCruiser 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Evasive CLASS_Destroyer 3000.0
maxFlyAwayDist Evasive CLASS_Destroyer 3500.0
breakRange Evasive CLASS_Destroyer 1000.0
triggerHappy Evasive CLASS_Destroyer 11.0
faceTargetAccuracy Evasive CLASS_Destroyer 4.5
maxAttackTime Evasive CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Destroyer 0,3,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Destroyer 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Destroyer 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Destroyer 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Destroyer 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Evasive CLASS_Frigate 3000.0 //3000
maxFlyAwayDist Evasive CLASS_Frigate 3500.0 //3300
breakRange Evasive CLASS_Frigate 1000.0 //725
triggerHappy Evasive CLASS_Frigate 11.0 //4
faceTargetAccuracy Evasive CLASS_Frigate 4.0
maxAttackTime Evasive CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Frigate 0,3,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Frigate 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Frigate 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Frigate 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Frigate 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Evasive CLASS_Corvette 2200.0
maxFlyAwayDist Evasive CLASS_Corvette 2600.0
breakRange Evasive CLASS_Corvette 750.0
triggerHappy Evasive CLASS_Corvette 4.5
faceTargetAccuracy Evasive CLASS_Corvette 4.5
maxAttackTime Evasive CLASS_Corvette 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Corvette 0,4,3,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Corvette 1,2,3,1,2 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Corvette 5,5,8,10,8,13,13,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Corvette 5,5,8,0,8,13,13,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Corvette 5,5,8,10,8,13,13,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Evasive CLASS_Fighter 1200.0
maxFlyAwayDist Evasive CLASS_Fighter 1300.0
breakRange Evasive CLASS_Fighter 600.0
triggerHappy Evasive CLASS_Fighter 2.5
faceTargetAccuracy Evasive CLASS_Fighter 4.5
maxAttackTime Evasive CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Fighter 0,5,5,2,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Fighter 1,2,3,1,2 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Fighter 5,5,10,15,10,10,10,15 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Fighter 5,5,10,5,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Fighter 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Evasive CLASS_Resource 3000.0
maxFlyAwayDist Evasive CLASS_Resource 3500.0
breakRange Evasive CLASS_Resource 1000.0
triggerHappy Evasive CLASS_Resource 11.0
faceTargetAccuracy Evasive CLASS_Resource 4.0
maxAttackTime Evasive CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Resource 0,4,4,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Resource 1,2,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Resource 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Resource 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Resource 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Evasive CLASS_NonCombat 3000.0
maxFlyAwayDist Evasive CLASS_NonCombat 3500.0
breakRange Evasive CLASS_NonCombat 1000.0
triggerHappy Evasive CLASS_NonCombat 4.0
faceTargetAccuracy Evasive CLASS_NonCombat 4.5
maxAttackTime Evasive CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_NonCombat 0,4,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_NonCombat 1,2,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_NonCombat 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Neutral Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Neutral Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Neutral Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Neutral Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Neutral Default 4.0 ; within how many degrees will try to align itself with target
maxAttackTime Neutral Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Neutral Default 0,1,1,1,1 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral Default 5,5,10,10,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral Default 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral Default 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Neutral CLASS_Mothership 8000.0
maxFlyAwayDist Neutral CLASS_Mothership 10000.0
breakRange Neutral CLASS_Mothership 2000.0
triggerHappy Neutral CLASS_Mothership 11.0
faceTargetAccuracy Neutral CLASS_Mothership 4.5
maxAttackTime Neutral CLASS_Mothership 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Mothership 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Mothership 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Mothership 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Mothership 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Mothership 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Neutral CLASS_Carrier 3000.0
maxFlyAwayDist Neutral CLASS_Carrier 3500.0
breakRange Neutral CLASS_Carrier 1000.0
triggerHappy Neutral CLASS_Carrier 11.0
faceTargetAccuracy Neutral CLASS_Carrier 4.5
maxAttackTime Neutral CLASS_Carrier 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Carrier 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Carrier 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Carrier 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Carrier 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Carrier 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Neutral CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Neutral CLASS_HeavyCruiser 3500.0
breakRange Neutral CLASS_HeavyCruiser 1000.0
triggerHappy Neutral CLASS_HeavyCruiser 11.0
faceTargetAccuracy Neutral CLASS_HeavyCruiser 4.5
maxAttackTime Neutral CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_HeavyCruiser 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_HeavyCruiser 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_HeavyCruiser 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_HeavyCruiser 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_HeavyCruiser 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Neutral CLASS_Destroyer 3000.0
maxFlyAwayDist Neutral CLASS_Destroyer 3500.0
breakRange Neutral CLASS_Destroyer 1000.0
triggerHappy Neutral CLASS_Destroyer 11.0
faceTargetAccuracy Neutral CLASS_Destroyer 4.5
maxAttackTime Neutral CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Destroyer 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Destroyer 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Destroyer 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Destroyer 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Destroyer 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Neutral CLASS_Frigate 3000.0
maxFlyAwayDist Neutral CLASS_Frigate 3500.0
breakRange Neutral CLASS_Frigate 1000.0 //725
triggerHappy Neutral CLASS_Frigate 11.0
faceTargetAccuracy Neutral CLASS_Frigate 4.0
maxAttackTime Neutral CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Frigate 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Frigate 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Frigate 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Frigate 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Frigate 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Neutral CLASS_Corvette 2100.0
maxFlyAwayDist Neutral CLASS_Corvette 2500.0
breakRange Neutral CLASS_Corvette 650.0
triggerHappy Neutral CLASS_Corvette 5.2
faceTargetAccuracy Neutral CLASS_Corvette 4.5
maxAttackTime Neutral CLASS_Corvette 4.0
Relative frequenciesfor:
flightmanTurnaround Neutral CLASS_Corvette 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Corvette 1,1,1,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Corvette 5,5,10,15,10,10,10,5; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Corvette 5,5,10,0,10,10,10,5; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Corvette 5,5,10,10,10,10,10,5; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Neutral CLASS_Fighter 1500.0
maxFlyAwayDist Neutral CLASS_Fighter 1700.0
breakRange Neutral CLASS_Fighter 600.0
triggerHappy Neutral CLASS_Fighter 3.2
faceTargetAccuracy Neutral CLASS_Fighter 4.5
maxAttackTime Neutral CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Fighter 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Fighter 1,1,1,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Fighter 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Fighter 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Fighter 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Neutral CLASS_Resource 3000.0
maxFlyAwayDist Neutral CLASS_Resource 3500.0
breakRange Neutral CLASS_Resource 1000.0
triggerHappy Neutral CLASS_Resource 11.0
faceTargetAccuracy Neutral CLASS_Resource 4.0
maxAttackTime Neutral CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Resource 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Resource 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Resource 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Resource 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Resource 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Neutral CLASS_NonCombat 3000.0
maxFlyAwayDist Neutral CLASS_NonCombat 3500.0
breakRange Neutral CLASS_NonCombat 1000.0
triggerHappy Neutral CLASS_NonCombat 3.0
faceTargetAccuracy Neutral CLASS_NonCombat 4.5
maxAttackTime Neutral CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_NonCombat 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_NonCombat 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_NonCombat 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_NonCombat 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Aggressive Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Aggressive Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Aggressive Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Aggressive Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Aggressive Default 4.0 ; within how many degrees will try to align itself with target
maxAttackTime Aggressive Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Aggressive Default 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive Default 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive Default 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive Default 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Aggressive CLASS_Mothership 8000.0
maxFlyAwayDist Aggressive CLASS_Mothership 10000.0
breakRange Aggressive CLASS_Mothership 2000.0
triggerHappy Aggressive CLASS_Mothership 11.0
faceTargetAccuracy Aggressive CLASS_Mothership 4.5
maxAttackTime Aggressive CLASS_Mothership 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Mothership 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Mothership 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Mothership 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Mothership 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Mothership 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Aggressive CLASS_Carrier 3000.0
maxFlyAwayDist Aggressive CLASS_Carrier 3500.0
breakRange Aggressive CLASS_Carrier 1000.0
triggerHappy Aggressive CLASS_Carrier 11.0
faceTargetAccuracy Aggressive CLASS_Carrier 4.5
maxAttackTime Aggressive CLASS_Carrier 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Carrier 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Carrier 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Carrier 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Carrier 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Carrier 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Aggressive CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Aggressive CLASS_HeavyCruiser 3500.0
breakRange Aggressive CLASS_HeavyCruiser 1000.0
triggerHappy Aggressive CLASS_HeavyCruiser 11.0
faceTargetAccuracy Aggressive CLASS_HeavyCruiser 4.5
maxAttackTime Aggressive CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_HeavyCruiser 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_HeavyCruiser 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_HeavyCruiser 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_HeavyCruiser 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_HeavyCruiser 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Aggressive CLASS_Destroyer 3000.0
maxFlyAwayDist Aggressive CLASS_Destroyer 3500.0
breakRange Aggressive CLASS_Destroyer 1000.0
triggerHappy Aggressive CLASS_Destroyer 11.0
faceTargetAccuracy Aggressive CLASS_Destroyer 4.5
maxAttackTime Aggressive CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Destroyer 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Destroyer 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Destroyer 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Destroyer 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Destroyer 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Aggressive CLASS_Frigate 3000.0
maxFlyAwayDist Aggressive CLASS_Frigate 3500.0
breakRange Aggressive CLASS_Frigate 1000.0 //725
triggerHappy Aggressive CLASS_Frigate 11.0
faceTargetAccuracy Aggressive CLASS_Frigate 4.0
maxAttackTime Aggressive CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Frigate 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Frigate 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Frigate 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Frigate 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Frigate 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Aggressive CLASS_Corvette 2000.0
maxFlyAwayDist Aggressive CLASS_Corvette 2600.0
breakRange Aggressive CLASS_Corvette 450.0
triggerHappy Aggressive CLASS_Corvette 4.8
faceTargetAccuracy Aggressive CLASS_Corvette 4.5
maxAttackTime Aggressive CLASS_Corvette 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Corvette 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Corvette 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Corvette 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Corvette 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Corvette 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Aggressive CLASS_Fighter 1600.0
maxFlyAwayDist Aggressive CLASS_Fighter 1800.0
breakRange Aggressive CLASS_Fighter 600.0
triggerHappy Aggressive CLASS_Fighter 2.8
faceTargetAccuracy Aggressive CLASS_Fighter 4.5
maxAttackTime Aggressive CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Fighter 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Fighter 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Fighter 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Fighter 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Fighter 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Aggressive CLASS_Resource 3000.0
maxFlyAwayDist Aggressive CLASS_Resource 3500.0
breakRange Aggressive CLASS_Resource 1000.0
triggerHappy Aggressive CLASS_Resource 11.0
faceTargetAccuracy Aggressive CLASS_Resource 4.0
maxAttackTime Aggressive CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Resource 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Resource 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Resource 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Resource 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Resource 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Aggressive CLASS_NonCombat 3000.0
maxFlyAwayDist Aggressive CLASS_NonCombat 3500.0
breakRange Aggressive CLASS_NonCombat 1000.0
triggerHappy Aggressive CLASS_NonCombat 4.0
faceTargetAccuracy Aggressive CLASS_NonCombat 4.5
maxAttackTime Aggressive CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_NonCombat 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_NonCombat 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_NonCombat 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_NonCombat 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_NonCombat 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
badAI FALSE ; normally set this to FALSE
;Ship Trails
;=---------=
trailSegments 20
trailGranularity 3
trailColor 0, 0, 0, 0, 0 ;grey team
trailColor 0, 1, 238, 238, 238
trailColor 0, 8, 141, 106, 87
trailColor 0, 19, 0, 0, 0
trailColor 1, 0, 0, 0, 0 ;red team
trailColor 1, 1, 225, 124, 33
trailColor 1, 8, 146, 0, 0
trailColor 1, 19, 0, 0, 0
trailColor 2, 0, 0, 0, 0 ;blue team
trailColor 2, 1, 11, 255, 255
trailColor 2, 8, 51, 0, 243
trailColor 2, 19, 0, 0, 0
trailColor 3, 0, 0, 0, 0 ;green team
trailColor 3, 1, 201, 254, 39
trailColor 3, 8, 0, 84, 4
trailColor 3, 19, 0, 0, 0
trailColor 4, 0, 0, 0, 0 ;yellow team
trailColor 4, 1, 255, 240, 97
trailColor 4, 8, 160, 124, 0
trailColor 4, 19, 0, 0, 0
trailColor 5, 0, 0, 0, 0 ;orange team
trailColor 5, 1, 225, 255, 11
trailColor 5, 8, 160, 124, 0
trailColor 5, 19, 0, 0, 0
trailColor 6, 0, 0, 0, 0 ;purple team
trailColor 6, 1, 255, 135, 157
trailColor 6, 8, 121, 0, 135
trailColor 6, 19, 0, 0, 0
trailColor 7, 0, 0, 0, 0 ;pale blue-green team
trailColor 7, 1, 45, 255, 149
trailColor 7, 8, 0, 105, 137
trailColor 7, 19, 0, 0, 0
;Explosions
;=--------=
explosionType ET_CorvetteExplosion
//main gun
BindGun CorvetteGun Gun0,Azimuth,Recoil,Frequency 1
;Engine trails
;=-----------=
trailWidth 30.0
trailHeight 4.0
minimumZoomDistance 80
Overlay_Selection_Scalar 1.15 ; scale the tactical overlay by this amount
collSideModifiers[TRANS_UP] 0.8
collSideModifiers[TRANS_DOWN] 0.8
collSideModifiers[TRANS_RIGHT] 0.8
collSideModifiers[TRANS_LEFT] 0.8
collSideModifiers[TRANS_FORWARD] 0.7
collSideModifiers[TRANS_BACK] 1.5
{}{}{}
Light Defender ~ LightDefender
{}{}{}
[LightDefender]
;Source Files
;=----------=
LODFile LightDefender.lod
pMexData LightDefender\Rl0\LOD0\LightDefender.mex
;Ship Physics
;=----------=
mass 30.0 ; ship mass [fighter = 1]
momentOfInertiaX 3.0 ; resistance to rotation
momentOfInertiaY 3.0 ; [fighter = 1]
momentOfInertiaZ 3.0
maxvelocity 600.0 ; [fighter = 1000]
maxrot 10.0 ; maximum rotation speed [don't make faster than ~10]
;Basic Ship Stats
;=--------------=
shipclass CLASS_Fighter
buildCost 65 ; resource units to build
buildTime 16 ; time in seconds to build
maxhealth 60 ; hit points
maxfuel 8000.0
lowfuelpoint 0.35 ; percentage of tank which is considered "low on fuel"
fuelburnrate 0.030 ; based on distance ship moves in the world
attackfuelburnrate 0.045
groupSize 4 ; size of group ships of this type tend to form
blastRadiusShockWave 6.0
blastRadiusDamage 75
;Moving Around
;=-----------=
thruststrength[TRANS_UP] 400.0 ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN] 400.0
thruststrength[TRANS_RIGHT] 400.0
thruststrength[TRANS_LEFT] 400.0
thruststrength[TRANS_FORWARD] 500.0
thruststrength[TRANS_BACK] 300.0
rotstrength[ROT_YAWLEFT] 130.0 ; rotational acceleration (deg/s^2) [0.01 - 400]
rotstrength[ROT_YAWRIGHT] 130.0
rotstrength[ROT_PITCHUP] 130.0
rotstrength[ROT_PITCHDOWN] 130.0
rotstrength[ROT_ROLLRIGHT] 130.0
rotstrength[ROT_ROLLLEFT] 130.0
turnspeed[TURN_YAW] 3 ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH] 3
turnspeed[TURN_ROLL] 3
;Weapons
;=-----=
NUMBER_OF_GUNS 2
canTargetMultipleTargets TRUE
rotateToRetaliate TRUE
;Right gun
GUN 0
{
Type GUN_NewGimble
SoundType GS_SmallEnergyCannon
DamageLo 8 ; damage variance per shot - low
DamageHi 10 ; damage variance per shot - high
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 4200.0 ; distance bullets travel before disappearing
BulletSpeed 4500.0 ; measured in m/s.
BulletMass 0.7 ; mass of bullet
FireTime 0.125 ; fire repeat rate (reciprocal = shots/second)
BurstFireTime 1.0 ; how long the ship fires the burst for
BurstWaitTime 1.4 ; how long the ship waits for after the burst
TriggerHappy 5.0
minturnangle -51.5 ; degrees
maxturnangle 10.0
mindeclination -90.0
maxdeclination 90.0
maxanglespeed 1000.0 ; degrees/s
maxdeclinationspeed 1000.0
BarrelLength 21.0
RecoilLength 3.1
BulletLifeTime 2.0 ;Life time of bullet
}
;Left gun
GUN 1
{
Type GUN_NewGimble
SoundType GS_SmallEnergyCannon
DamageLo 8 ; damage variance per shot - low
DamageHi 10 ; damage variance per shot - high
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 4200.0 ; distance bullets travel before disappearing
BulletSpeed 4500.0 ; measured in m/s.
BulletMass 0.7 ; mass of bullet
FireTime 0.125 ; fire repeat rate (reciprocal = shots/second)
BurstFireTime 1.0 ; how long the ship fires the burst for
BurstWaitTime 1.4 ; how long the ship waits for after the burst
TriggerHappy 5.0
minturnangle -51.5 ; degrees
maxturnangle 10.0
mindeclination -90.0
maxdeclination 90.0
maxanglespeed 1000.0 ; degrees/s
maxdeclinationspeed 1000.0
BarrelLength 21.0
RecoilLength 3.1
BulletLifeTime 2.0 ;Life time of bullet
}
CIRCLE_RIGHT_VELOCITY 40.0
CIRCLE_RIGHT_THRUST 0.1
;Ship AI
;=-----=
repositionTime 1.6 ; time in seconds which corvette will spend to reposition
; itself to a new location for it to fire.
circleRange 500.0
fullMovementFreedom TRUE
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Evasive Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Evasive Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Evasive Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Evasive Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Evasive Default 4.0 ; within how many degrees will try to align itself with target
maxAttackTime Evasive Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Evasive Default 0,2,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive Default 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive Default 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive Default 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Evasive CLASS_Mothership 8000.0
maxFlyAwayDist Evasive CLASS_Mothership 10000.0
breakRange Evasive CLASS_Mothership 2000.0
triggerHappy Evasive CLASS_Mothership 11.0
faceTargetAccuracy Evasive CLASS_Mothership 4.5
maxAttackTime Evasive CLASS_Mothership 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Mothership 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Mothership 1,3,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Mothership 5,5,10,10,10,10,10,8 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Mothership 5,5,10,0,10,10,10,8 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Mothership 5,5,10,10,10,10,10,8 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Evasive CLASS_Carrier 3000.0
maxFlyAwayDist Evasive CLASS_Carrier 3500.0
breakRange Evasive CLASS_Carrier 1000.0
triggerHappy Evasive CLASS_Carrier 11.0
faceTargetAccuracy Evasive CLASS_Carrier 4.5
maxAttackTime Evasive CLASS_Carrier 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Carrier 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Carrier 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Carrier 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Carrier 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Carrier 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Evasive CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Evasive CLASS_HeavyCruiser 3500.0
breakRange Evasive CLASS_HeavyCruiser 1000.0
triggerHappy Evasive CLASS_HeavyCruiser 11.0
faceTargetAccuracy Evasive CLASS_HeavyCruiser 4.5
maxAttackTime Evasive CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_HeavyCruiser 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_HeavyCruiser 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_HeavyCruiser 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_HeavyCruiser 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_HeavyCruiser 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Evasive CLASS_Destroyer 3000.0
maxFlyAwayDist Evasive CLASS_Destroyer 3500.0
breakRange Evasive CLASS_Destroyer 1000.0
triggerHappy Evasive CLASS_Destroyer 11.0
faceTargetAccuracy Evasive CLASS_Destroyer 4.5
maxAttackTime Evasive CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Destroyer 0,3,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Destroyer 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Destroyer 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Destroyer 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Destroyer 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Evasive CLASS_Frigate 3000.0 //3000
maxFlyAwayDist Evasive CLASS_Frigate 3500.0 //3300
breakRange Evasive CLASS_Frigate 1000.0 //725
triggerHappy Evasive CLASS_Frigate 11.0 //4
faceTargetAccuracy Evasive CLASS_Frigate 4.0
maxAttackTime Evasive CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Frigate 0,3,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Frigate 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Frigate 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Frigate 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Frigate 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Evasive CLASS_Corvette 2200.0
maxFlyAwayDist Evasive CLASS_Corvette 2600.0
breakRange Evasive CLASS_Corvette 750.0
triggerHappy Evasive CLASS_Corvette 3.5
faceTargetAccuracy Evasive CLASS_Corvette 4.5
maxAttackTime Evasive CLASS_Corvette 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Corvette 0,4,3,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Corvette 1,2,3,1,2 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Corvette 5,5,8,10,8,13,13,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Corvette 5,5,8,0,8,13,13,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Corvette 5,5,8,10,8,13,13,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Evasive CLASS_Fighter 1200.0
maxFlyAwayDist Evasive CLASS_Fighter 1300.0
breakRange Evasive CLASS_Fighter 600.0
triggerHappy Evasive CLASS_Fighter 2.5
faceTargetAccuracy Evasive CLASS_Fighter 4.5
maxAttackTime Evasive CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Fighter 0,5,5,2,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Fighter 1,2,3,1,2 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Fighter 5,5,10,15,10,10,10,15 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Fighter 5,5,10,5,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Fighter 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Evasive CLASS_Resource 3000.0
maxFlyAwayDist Evasive CLASS_Resource 3500.0
breakRange Evasive CLASS_Resource 1000.0
triggerHappy Evasive CLASS_Resource 11.0
faceTargetAccuracy Evasive CLASS_Resource 4.0
maxAttackTime Evasive CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Resource 0,4,4,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Resource 1,2,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Resource 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Resource 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Resource 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Evasive CLASS_NonCombat 3000.0
maxFlyAwayDist Evasive CLASS_NonCombat 3500.0
breakRange Evasive CLASS_NonCombat 1000.0
triggerHappy Evasive CLASS_NonCombat 4.0
faceTargetAccuracy Evasive CLASS_NonCombat 4.5
maxAttackTime Evasive CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_NonCombat 0,4,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_NonCombat 1,2,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_NonCombat 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Neutral Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Neutral Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Neutral Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Neutral Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Neutral Default 4.0 ; within how many degrees will try to align itself with target
maxAttackTime Neutral Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Neutral Default 0,1,1,1,1 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral Default 5,5,10,10,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral Default 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral Default 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Neutral CLASS_Mothership 8000.0
maxFlyAwayDist Neutral CLASS_Mothership 10000.0
breakRange Neutral CLASS_Mothership 2000.0
triggerHappy Neutral CLASS_Mothership 11.0
faceTargetAccuracy Neutral CLASS_Mothership 4.5
maxAttackTime Neutral CLASS_Mothership 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Mothership 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Mothership 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Mothership 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Mothership 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Mothership 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Neutral CLASS_Carrier 3000.0
maxFlyAwayDist Neutral CLASS_Carrier 3500.0
breakRange Neutral CLASS_Carrier 1000.0
triggerHappy Neutral CLASS_Carrier 11.0
faceTargetAccuracy Neutral CLASS_Carrier 4.5
maxAttackTime Neutral CLASS_Carrier 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Carrier 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Carrier 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Carrier 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Carrier 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Carrier 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Neutral CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Neutral CLASS_HeavyCruiser 3500.0
breakRange Neutral CLASS_HeavyCruiser 1000.0
triggerHappy Neutral CLASS_HeavyCruiser 11.0
faceTargetAccuracy Neutral CLASS_HeavyCruiser 4.5
maxAttackTime Neutral CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_HeavyCruiser 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_HeavyCruiser 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_HeavyCruiser 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_HeavyCruiser 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_HeavyCruiser 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Neutral CLASS_Destroyer 3000.0
maxFlyAwayDist Neutral CLASS_Destroyer 3500.0
breakRange Neutral CLASS_Destroyer 1000.0
triggerHappy Neutral CLASS_Destroyer 11.0
faceTargetAccuracy Neutral CLASS_Destroyer 4.5
maxAttackTime Neutral CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Destroyer 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Destroyer 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Destroyer 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Destroyer 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Destroyer 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Neutral CLASS_Frigate 3000.0
maxFlyAwayDist Neutral CLASS_Frigate 3500.0
breakRange Neutral CLASS_Frigate 1000.0 //725
triggerHappy Neutral CLASS_Frigate 11.0
faceTargetAccuracy Neutral CLASS_Frigate 4.0
maxAttackTime Neutral CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Frigate 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Frigate 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Frigate 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Frigate 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Frigate 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Neutral CLASS_Corvette 2100.0
maxFlyAwayDist Neutral CLASS_Corvette 2500.0
breakRange Neutral CLASS_Corvette 650.0
triggerHappy Neutral CLASS_Corvette 4.2
faceTargetAccuracy Neutral CLASS_Corvette 4.5
maxAttackTime Neutral CLASS_Corvette 4.0
Relative frequenciesfor:
flightmanTurnaround Neutral CLASS_Corvette 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Corvette 1,1,1,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Corvette 5,5,10,15,10,10,10,5; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Corvette 5,5,10,0,10,10,10,5; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Corvette 5,5,10,10,10,10,10,5; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Neutral CLASS_Fighter 1500.0
maxFlyAwayDist Neutral CLASS_Fighter 1700.0
breakRange Neutral CLASS_Fighter 600.0
triggerHappy Neutral CLASS_Fighter 3.2
faceTargetAccuracy Neutral CLASS_Fighter 4.5
maxAttackTime Neutral CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Fighter 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Fighter 1,1,1,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Fighter 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Fighter 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Fighter 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Neutral CLASS_Resource 3000.0
maxFlyAwayDist Neutral CLASS_Resource 3500.0
breakRange Neutral CLASS_Resource 1000.0
triggerHappy Neutral CLASS_Resource 11.0
faceTargetAccuracy Neutral CLASS_Resource 4.0
maxAttackTime Neutral CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Resource 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Resource 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Resource 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Resource 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Resource 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Neutral CLASS_NonCombat 3000.0
maxFlyAwayDist Neutral CLASS_NonCombat 3500.0
breakRange Neutral CLASS_NonCombat 1000.0
triggerHappy Neutral CLASS_NonCombat 3.0
faceTargetAccuracy Neutral CLASS_NonCombat 4.5
maxAttackTime Neutral CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_NonCombat 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_NonCombat 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_NonCombat 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_NonCombat 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Aggressive Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Aggressive Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Aggressive Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Aggressive Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Aggressive Default 4.0 ; within how many degrees will try to align itself with target
maxAttackTime Aggressive Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Aggressive Default 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive Default 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive Default 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive Default 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Aggressive CLASS_Mothership 8000.0
maxFlyAwayDist Aggressive CLASS_Mothership 10000.0
breakRange Aggressive CLASS_Mothership 2000.0
triggerHappy Aggressive CLASS_Mothership 11.0
faceTargetAccuracy Aggressive CLASS_Mothership 4.5
maxAttackTime Aggressive CLASS_Mothership 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Mothership 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Mothership 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Mothership 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Mothership 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Mothership 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Aggressive CLASS_Carrier 3000.0
maxFlyAwayDist Aggressive CLASS_Carrier 3500.0
breakRange Aggressive CLASS_Carrier 1000.0
triggerHappy Aggressive CLASS_Carrier 11.0
faceTargetAccuracy Aggressive CLASS_Carrier 4.5
maxAttackTime Aggressive CLASS_Carrier 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Carrier 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Carrier 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Carrier 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Carrier 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Carrier 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Aggressive CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Aggressive CLASS_HeavyCruiser 3500.0
breakRange Aggressive CLASS_HeavyCruiser 1000.0
triggerHappy Aggressive CLASS_HeavyCruiser 11.0
faceTargetAccuracy Aggressive CLASS_HeavyCruiser 4.5
maxAttackTime Aggressive CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_HeavyCruiser 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_HeavyCruiser 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_HeavyCruiser 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_HeavyCruiser 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_HeavyCruiser 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Aggressive CLASS_Destroyer 3000.0
maxFlyAwayDist Aggressive CLASS_Destroyer 3500.0
breakRange Aggressive CLASS_Destroyer 1000.0
triggerHappy Aggressive CLASS_Destroyer 11.0
faceTargetAccuracy Aggressive CLASS_Destroyer 4.5
maxAttackTime Aggressive CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Destroyer 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Destroyer 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Destroyer 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Destroyer 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Destroyer 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Aggressive CLASS_Frigate 3000.0
maxFlyAwayDist Aggressive CLASS_Frigate 3500.0
breakRange Aggressive CLASS_Frigate 1000.0 //725
triggerHappy Aggressive CLASS_Frigate 11.0
faceTargetAccuracy Aggressive CLASS_Frigate 4.0
maxAttackTime Aggressive CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Frigate 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Frigate 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Frigate 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Frigate 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Frigate 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Aggressive CLASS_Corvette 2000.0
maxFlyAwayDist Aggressive CLASS_Corvette 2600.0
breakRange Aggressive CLASS_Corvette 450.0
triggerHappy Aggressive CLASS_Corvette 3.8
faceTargetAccuracy Aggressive CLASS_Corvette 4.5
maxAttackTime Aggressive CLASS_Corvette 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Corvette 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Corvette 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Corvette 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Corvette 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Corvette 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Aggressive CLASS_Fighter 1600.0
maxFlyAwayDist Aggressive CLASS_Fighter 1800.0
breakRange Aggressive CLASS_Fighter 600.0
triggerHappy Aggressive CLASS_Fighter 2.8
faceTargetAccuracy Aggressive CLASS_Fighter 4.5
maxAttackTime Aggressive CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Fighter 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Fighter 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Fighter 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Fighter 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Fighter 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Aggressive CLASS_Resource 3000.0
maxFlyAwayDist Aggressive CLASS_Resource 3500.0
breakRange Aggressive CLASS_Resource 1000.0
triggerHappy Aggressive CLASS_Resource 11.0
faceTargetAccuracy Aggressive CLASS_Resource 4.0
maxAttackTime Aggressive CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Resource 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Resource 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Resource 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Resource 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Resource 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Aggressive CLASS_NonCombat 3000.0
maxFlyAwayDist Aggressive CLASS_NonCombat 3500.0
breakRange Aggressive CLASS_NonCombat 1000.0
triggerHappy Aggressive CLASS_NonCombat 4.0
faceTargetAccuracy Aggressive CLASS_NonCombat 4.5
maxAttackTime Aggressive CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_NonCombat 0,3,3,1,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_NonCombat 1,1,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_NonCombat 5,5,10,15,10,10,10,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_NonCombat 5,5,10,0,10,10,10,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_NonCombat 5,5,10,0,10,10,10,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
badAI FALSE ; normally set this to FALSE
;Ship Trails
;=---------=
trailSegments 20
trailGranularity 2
trailColor 0, 0, 0, 0, 0 ;grey team
trailColor 0, 1, 238, 238, 238
trailColor 0, 8, 141, 106, 87
trailColor 0, 19, 0, 0, 0
trailColor 1, 0, 0, 0, 0 ;red team
trailColor 1, 1, 225, 124, 33
trailColor 1, 8, 146, 0, 0
trailColor 1, 19, 0, 0, 0
trailColor 2, 0, 0, 0, 0 ;blue team
trailColor 2, 1, 11, 255, 255
trailColor 2, 8, 51, 0, 243
trailColor 2, 19, 0, 0, 0
trailColor 3, 0, 0, 0, 0 ;green team
trailColor 3, 1, 201, 254, 39
trailColor 3, 8, 0, 84, 4
trailColor 3, 19, 0, 0, 0
trailColor 4, 0, 0, 0, 0 ;yellow team
trailColor 4, 1, 255, 240, 97
trailColor 4, 8, 160, 124, 0
trailColor 4, 19, 0, 0, 0
trailColor 5, 0, 0, 0, 0 ;orange team
trailColor 5, 1, 225, 255, 11
trailColor 5, 8, 160, 124, 0
trailColor 5, 19, 0, 0, 0
trailColor 6, 0, 0, 0, 0 ;purple team
trailColor 6, 1, 255, 135, 157
trailColor 6, 8, 121, 0, 135
trailColor 6, 19, 0, 0, 0
trailColor 7, 0, 0, 0, 0 ;pale blue-green team
trailColor 7, 1, 45, 255, 149
trailColor 7, 8, 0, 105, 137
trailColor 7, 19, 0, 0, 0
;Explosions
;=--------=
explosionType ET_InterceptorExplosion
//right gun
BindGun LightDefenderArm(1) Gun0,Azimuth,Declination,Recoil,Frequency 1
BindGun LightDefenderGun(1) Gun0,Recoil,Frequency 1
//left gun
BindGun LightDefenderArm(2) Gun1,Azimuth,Declination,Recoil,Frequency 1
BindGun LightDefenderGun(2) Gun1,Recoil,Frequency 1
BindAnimations 1
;MadStartInfo needs a starting /Animation Text Name(no spaces allowed!)
animation(1-yes,0-no)/
MadStartInfo 1 , Arms_OPEN , 1 , Arms_OPEN
;MadGunAnims definitions in explination below
; n = number, g = gun, o = open, c = close, d = damaged, a = animations
; ;ngoa,names,...,ngca,names,...,ngoda,names,... ,ngcda,names,...
;if this doesn't
;makes sence, ask Bryce
MadGunAnims 1, Arms_OPEN, 1, Arms_CLOSE, 0,blah, 0, blah
;Ships health must be below this percentage to use the damaged animations.
madGunOpenDamagedHealthThreshold 0.70 ;<= 1.0f
;Engine trails
;=-----------=
trailWidth 18.5
trailHeight 3.7
collSideModifiers[TRANS_UP] 0.8
collSideModifiers[TRANS_DOWN] 0.8
collSideModifiers[TRANS_RIGHT] 0.8
collSideModifiers[TRANS_LEFT] 0.8
collSideModifiers[TRANS_FORWARD] 0.7
collSideModifiers[TRANS_BACK] 1.5
{}{}{}
Scout ~ lightinterceptor
{}{}{}
[LightInterceptor]
;Source Files
;=----------=
LODFile LightInterceptor.lod
pMexData LightInterceptor\Rl0\LOD0\LightInterceptor.mex
;Ship Physics
;=----------=
mass 8.0 ; ship mass [fighter = 1]
momentOfInertiaX 1.0 ; resistance to rotation
momentOfInertiaY 1.0 ; [fighter = 1]
momentOfInertiaZ 1.0
maxvelocity 1000.0 ; [fighter = 1000]
maxrot 10.0 ; maximum rotation speed [don't make faster than ~10]
;Basic Ship Stats
;=--------------=
shipclass CLASS_Fighter
buildCost 42 ; resource units to build
buildTime 18 ; time in seconds to build
maxhealth 40 ; hit points
maxfuel 14000.0
lowfuelpoint 0.35 ; percentage of tank which is considered "low on fuel"
fuelburnrate 0.021 ; based on distance ship moves in the world
attackfuelburnrate 0.040
groupSize 4 ; size of group ships of this type tend to form
blastRadiusShockWave 6.0
blastRadiusDamage 75
;Moving Around
;=-----------=
thruststrength[TRANS_UP] 800.0 ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN] 800.0
thruststrength[TRANS_RIGHT] 850.0
thruststrength[TRANS_LEFT] 850.0
thruststrength[TRANS_FORWARD] 900.0
thruststrength[TRANS_BACK] 350.0
rotstrength[ROT_YAWLEFT] 140.0 ; rotational acceleration (deg/s^2) [0.01 - 400]
rotstrength[ROT_YAWRIGHT] 140.0
rotstrength[ROT_PITCHUP] 140.0
rotstrength[ROT_PITCHDOWN] 140.0
rotstrength[ROT_ROLLRIGHT] 140.0
rotstrength[ROT_ROLLLEFT] 140.0
turnspeed[TURN_YAW] 3.5 ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH] 3.5
turnspeed[TURN_ROLL] 3.8
;Weapons
;=-----=
NUMBER_OF_GUNS 2
rotateToRetaliate TRUE
tooCloseRange 500.0
GUN 0
{
Type GUN_Gimble
SoundType GS_SmallEnergyCannon
DamageLo 6 ; damage variance per shot - low
DamageHi 10 ; damage variance per shot - high
MinAngle 0
MaxAngle 4
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 3000.0 ; distance bullets travel before disappearing
BulletSpeed 4500.0 ; measured in m/s.
BulletMass 0.5 ; mass of bullet
FireTime 0.16 ; fire repeat rate (reciprocal = shots/second)
BurstFireTime 0.6
BurstWaitTime 1.25
TriggerHappy 5 ; how triggerHapppy the ship is when firing the fixed.
BulletLifeTime 2.0 ;Life time of bullet
}
GUN 1
{
Type GUN_Gimble
SoundType GS_SmallEnergyCannon
DamageLo 6 ; damage variance per shot - low
DamageHi 10 ; damage variance per shot - high
MinAngle 0
MaxAngle 4
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 3000.0 ; distance bullets travel before disappearing
BulletSpeed 4500.0 ; measured in m/s.
BulletMass 0.5 ; mass of bullet
FireTime 0.16 ; fire repeat rate (reciprocal = shots/second)
BurstFireTime 0.6
BurstWaitTime 1.25
TriggerHappy 5 ; how triggerHapppy the ship is when firing the fixed.
BulletLifeTime 2.0 ;Life time of bullet
}
gunsFireTime 0.15 ; tune this value, not FireTime of individual guns
;Ship AI
;=-----=
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Evasive Default 3000.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Evasive Default 3500.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Evasive Default 1000.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Evasive Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Evasive Default 2.0 ; within how many degrees will try to align itself with target
maxAttackTime Evasive Default 4.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Evasive Default 0,2,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive Default 0,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive Default 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive Default 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive Default 5,5,10,5,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Evasive CLASS_Mothership 8000.0
maxFlyAwayDist Evasive CLASS_Mothership 10000.0
breakRange Evasive CLASS_Mothership 2000.0
triggerHappy Evasive CLASS_Mothership 11.0
faceTargetAccuracy Evasive CLASS_Mothership 2.5
maxAttackTime Evasive CLASS_Mothership 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Mothership 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Mothership 1,3,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Mothership 5,5,10,10,10,10,10,8 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Mothership 5,5,10,0,10,10,10,8 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Mothership 5,5,10,10,10,10,10,8 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Evasive CLASS_Carrier 3000.0
maxFlyAwayDist Evasive CLASS_Carrier 3500.0
breakRange Evasive CLASS_Carrier 1000.0
triggerHappy Evasive CLASS_Carrier 11.0
faceTargetAccuracy Evasive CLASS_Carrier 2.5
maxAttackTime Evasive CLASS_Carrier 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Carrier 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Carrier 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Carrier 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Carrier 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Carrier 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Evasive CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Evasive CLASS_HeavyCruiser 3500.0
breakRange Evasive CLASS_HeavyCruiser 1000.0
triggerHappy Evasive CLASS_HeavyCruiser 11.0
faceTargetAccuracy Evasive CLASS_HeavyCruiser 2.5
maxAttackTime Evasive CLASS_HeavyCruiser 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_HeavyCruiser 0,3,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_HeavyCruiser 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_HeavyCruiser 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_HeavyCruiser 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_HeavyCruiser 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Evasive CLASS_Destroyer 3000.0
maxFlyAwayDist Evasive CLASS_Destroyer 3500.0
breakRange Evasive CLASS_Destroyer 1000.0
triggerHappy Evasive CLASS_Destroyer 11.0
faceTargetAccuracy Evasive CLASS_Destroyer 2.5
maxAttackTime Evasive CLASS_Destroyer 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Destroyer 0,3,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Destroyer 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Destroyer 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Destroyer 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Destroyer 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Evasive CLASS_Frigate 3000.0 //3000
maxFlyAwayDist Evasive CLASS_Frigate 3500.0 //3300
breakRange Evasive CLASS_Frigate 1000.0 //725
triggerHappy Evasive CLASS_Frigate 11.0 //4
faceTargetAccuracy Evasive CLASS_Frigate 2.0
maxAttackTime Evasive CLASS_Frigate 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Frigate 0,3,2,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Frigate 1,2,3,0,1 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Frigate 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Frigate 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Frigate 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Evasive CLASS_Corvette 2200.0
maxFlyAwayDist Evasive CLASS_Corvette 2600.0
breakRange Evasive CLASS_Corvette 750.0
triggerHappy Evasive CLASS_Corvette 3.5
faceTargetAccuracy Evasive CLASS_Corvette 3.5
maxAttackTime Evasive CLASS_Corvette 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Corvette 0,4,3,0,3 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Corvette 1,2,3,1,2 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Corvette 5,5,8,10,8,13,13,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Corvette 5,5,8,0,8,13,13,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Corvette 5,5,8,10,8,13,13,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Evasive CLASS_Fighter 1200.0
maxFlyAwayDist Evasive CLASS_Fighter 1300.0
breakRange Evasive CLASS_Fighter 600.0
triggerHappy Evasive CLASS_Fighter 2.5
faceTargetAccuracy Evasive CLASS_Fighter 0.5
maxAttackTime Evasive CLASS_Fighter 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Fighter 0,5,5,2,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Fighter 1,2,3,1,2 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Fighter 5,5,10,15,10,10,10,15 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Fighter 5,5,10,5,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Fighter 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Evasive CLASS_Resource 3000.0
maxFlyAwayDist Evasive CLASS_Resource 3500.0
breakRange Evasive CLASS_Resource 1000.0
triggerHappy Evasive CLASS_Resource 11.0
faceTargetAccuracy Evasive CLASS_Resource 2.0
maxAttackTime Evasive CLASS_Resource 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Resource 0,4,4,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Resource 1,2,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Resource 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Resource 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Resource 5,5,10,10,10,10,10,5 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Evasive CLASS_NonCombat 3000.0
maxFlyAwayDist Evasive CLASS_NonCombat 3500.0
breakRange Evasive CLASS_NonCombat 1000.0
triggerHappy Evasive CLASS_NonCombat 4.0
faceTargetAccuracy Evasive CLASS_NonCombat 2.5
maxAttackTime Evasive CLASS_NonCombat 4.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_NonCombat 0,4,2,0,2 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_NonCombat 1,2,3,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_NonCombat 5,5,10,15,10,10,10,5 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_NonCombat 5,5,10,0,10,10,10,5 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM,