Usless Fighters

This is the place for all questions related to modding Starshatter.
Post Reply
User avatar
DamoclesX
Posts: 872
Joined: Thu Apr 08, 2004 10:50 pm
Location: Canada

Usless Fighters

Post by DamoclesX »

For some reason, the dilgar fighters are next to usless, they will move and stuff, and fire a bit, but I can take 4 out without even getting hit.. using the same fighter, I dunno what I did to break the fighter AI but hopefully somebody can tell me

Milo if you need I can send you the dilgar fighter with the weaps and such to see for yourself

here is the ship def and weapon defs used, missiles are not used, the ai is very good at those!(giving AI's cluster missiles with flak bombs is insanly stuipid I found out!)

SHIP

//
name: DartFighterMKIIIEB // Enhanced AfterBurner Version
display_name: DartFighterMKIIIEB // The Display in Starshatter
class: Fighter // The Starshatter Classification
//

//
beauty: "beauty.pcx"
//



// ***** SHIP MODEL START *****
//
//
detail_0: "LOW.mag"
feature_0: 0.35
//
//
detail_1: "HIGH.mag"
detail_1: "MED.mag"
feature_1: 0.20
//
//
detail_2: "BURNER.mag"
detail_2: "HIGH.mag"
feature_2: 0.15
//
//
// ***** SHIP MODEL END *****



//**
degrees: true // Set this ship up to use degrees
//**



// Scale

scale: 0.20
explosion_scale: 0.15
//




// Performance

mass: 60 //Mass in Metric Tons
integrity: 3000 //Hit Points

vlimit: 330 //100 //Max speed before limiting
trans_x: 6e3
trans_y: 6e3
trans_z: 6e3

roll_rate: 80
yaw_rate: 70
pitch_rate: 70

drag: 0.1
roll_drag: 0.9
pitch_drag: 0.9
yaw_drag: 0.9

repair_teams : 1
Repair_speed : 1
//detet: 150000
acs: 2

//
splash_radius : 1000



// ***** Flight Model START *****
//
CL: 0.4 // Lift
CD: 0.6 // Drag
stall: 40 // Stall
//
// ***** Flight Model END *****



// View Controls **Y,X,Z**
chase: (0,-500,150)
bridge: (0, 350,40)
//



//**
power: {
type: Fusion,
design: "Fusion Reactor",
max_output: 1e8,
fuel_range: 0.1,
loc: (0, 0, -56),
size: 32,
hull_factor: 1.0,
explosion: 7
}
//**



//**
drive: {
type: Fusion,
//trail: false,
name: "Plasma Drive",
design: "Plasma Drive",
thrust: 140,
scale: 0.5,
augmenter: 150,


port: (0, 0, -238), //X,Z,Y


loc: (0, 0,-200),
size: 32,
hull_factor: 0.8,
explosion: 7
}
//**



// ***** START OF MAIN WEAPONS *****



// BOLT WEAPONS
weapon: {
type: "D_80BOLTERRF",
design: "Bolt Weapon",
name: "BOLTER",
abrv: "BOLTER",

elevation: 0.0,
azimuth: 0.0,


aim_az_max: 2.0,
aim_az_min: -2.0,

aim_el_max: 2.0,
aim_el_min: -2.0,


muzzle: (-8, 1, 279),
muzzle: (10, 1, 279),



loc: (0, 0, 230),

size: 32,
hull_factor: 0.6,
explosion: 6
}
//



// BOLT WEAPONS
weapon: {
type: "D_75BOLTERRF",
design: "Bolt Weapon",
name: "BOLTER",
abrv: "BOLTER",

elevation: 0.0,
azimuth: 0.0,


aim_az_max: 2.0,
aim_az_min: -2.0,

aim_el_max: 2.0,
aim_el_min: -2.0,



muzzle: (-47, -14, 152),
muzzle: (51, -14, 152),


loc: (0, 0, 152),

size: 32,
hull_factor: 0.6,
explosion: 6
}
//






// ***** END OF MAIN WEAPONS *****



// ***** START OF SECONDARY WEAPONS *****



hardpoint: {
// type: "Slash",
// type: "Dagger",
type: "Savage",
type: "StarStrike",
type: "Reaper",
type: "Vampire",
type: "StarBurst",
type: "StarSpike",
// type: "StarShower",
type: "StarSuck",
type: "Streak",
// type: "StreakKN",
abrv: "INN-1",

muzzle: (-44, -30, 33),
loc: (-44, -30, 33),
size: 16,
hull_factor: 0.2
}


hardpoint: {
// type: "Slash",
// type: "Dagger",
type: "Savage",
type: "StarStrike",
type: "Reaper",
type: "Vampire",
type: "StarBurst",
type: "StarSpike",
// type: "StarShower",
type: "StarSuck",
type: "Streak",
// type: "StreakKN",
abrv: "MID-1",

muzzle: (-77, -30, 45),
loc: (-77, -30, 45),
size: 16,
hull_factor: 0.2
}


hardpoint: {
// type: "Slash",
// type: "Dagger",
type: "Savage",
type: "StarStrike",
type: "Reaper",
type: "Vampire",
type: "StarBurst",
type: "StarSpike",
// type: "StarShower",
type: "StarSuck",
type: "Streak",
// type: "StreakKN",
abrv: "OUT-1",

muzzle: (-109, -24, 55),
loc: (-109, -24, 55),
size: 16,
hull_factor: 0.2
}


hardpoint: {
// type: "Slash",
// type: "Dagger",
type: "Savage",
type: "StarStrike",
type: "Reaper",
type: "Vampire",
type: "StarBurst",
type: "StarSpike",
// type: "StarShower",
type: "StarSuck",
type: "Streak",
// type: "StreakKN",
abrv: "OUT-2",

muzzle: (112, -24, 55),
loc: (112, -24, 55),
size: 16,
hull_factor: 0.2
}



hardpoint: {
// type: "Slash",
// type: "Dagger",
type: "Savage",
type: "StarStrike",
type: "Reaper",
type: "Vampire",
type: "StarBurst",
type: "StarSpike",
// type: "StarShower",
type: "StarSuck",
type: "Streak",
// type: "StreakKN",
abrv: "MID-2",

muzzle: (80, -30, 45),
loc: (80, -30, 45),
size: 16,
hull_factor: 0.2
}




hardpoint: {
// type: "Slash",
// type: "Dagger",
type: "Savage",
type: "StarStrike",
type: "Reaper",
type: "Vampire",
type: "StarBurst",
type: "StarSpike",
// type: "StarShower",
type: "StarSuck",
type: "Streak",
// type: "StreakKN",
abrv: "INN-2",

muzzle: (48, -30, 33),
loc: (48, -30, 33),
size: 16,
hull_factor: 0.2
}

loadout: { name: "Clean", stations: (-1,-1,-1,-1,-1,-1) }
loadout: { name: "AF", stations: (0,0,0,0,0,0) }
loadout: { name: "R-AF", stations: (1,1,1,1,1,1) }
loadout: { name: "EMP", stations: (2,2,2,2,2,2) }
loadout: { name: "Leech", stations: (3,3,3,3,3,3) }
loadout: { name: "Cluster", stations: (4,4,4,4,4,4) }
loadout: { name: "ClusterEMP", stations: (5,5,5,5,5,5) }
loadout: { name: "ClusterLEECH", stations: (6,6,6,6,6,6) }
loadout: { name: "Rocket", stations: (7,7,7,7,7,7) }
loadout: { name: "Multi-Role", stations: (1,2,0,0,2,1) }

// ***** END OF SECONDARY WEAPONS *****



//**
thruster: {
design: Thruster,
type: Fusion,
//trail: false,
scale: 0.15,
loc: (0, 0,0),
explosion: 8,



port_fore: {loc:(157,-11,203),fire: 0x0084},
port_fore: {loc:(-156,-11,203),fire: 0x0044},


port_aft: {loc:(157,-11,4),fire: 0x0048},
port_aft: {loc:(-156,-11,4),fire: 0x0088},


port_top: {loc:(157,6,184),fire: 0x0210},
port_top: {loc:(-156,6,184),fire: 0x0210},
port_top: {loc:(157,6,22),fire: 0x0110},
port_top: {loc:(-156,6,22),fire: 0x0110},


port_bottom: {loc:(157,-29,184),fire: 0x0120},
port_bottom: {loc:(-156,-29,184),fire: 0x0120},
port_bottom: {loc:(157,-29,22),fire: 0x0220},
port_bottom: {loc:(-156,-29,22),fire: 0x0220},


port_top: {loc:(157,6,184),fire: 0x0800},
port_top: {loc:(-156,6,184),fire: 0x0400},
port_top: {loc:(157,6,22),fire: 0x0800},
port_top: {loc:(-156,6,22),fire: 0x0400},


port_bottom: {loc:(157-29,184),fire: 0x0400},
port_bottom: {loc:(-156,-29,184),fire: 0x0800},
port_bottom: {loc:(157,-29,22),fire: 0x0400},
port_bottom: {loc:(-156,-29,22),fire: 0x0800},



port_right: {loc:(175,-12,184),fire: 0x0002},
port_right: {loc:(175,-12,23),fire: 0x0002},

port_left: {loc:(-174,-12,184),fire: 0x0001},
port_left: {loc:(-174,-12,23),fire: 0x0001},





size: 32,
hull_factor: 0.8
}
//**



// FIGHTER DECOY:

decoy: {
type: "Fighter Decoy",
abrv: Decoy,
muzzle: ( 0, 0, 0),

loc: (0, 0, 0),
size: 16,
hull_factor: 0.5
}






//**
power: {
type: Battery,
design: Battery,
max_output: 1000,
loc: (0, 0, 0),

size: 32,
explosion: 6,
}
//



//**
sensor: {
design: Sensor,
pcs: 40,
active_efficiency: 1e8,
passive_efficiency: 1e5,


range: 120e3,



loc: (0, 0, 150),

size: 32,
explosion: 6,
hull_factor: 0.8
}
//**



//**
computer: {
name: "Avionics Package",
abrv: "HUD",
type: 1,
design: Computer,

loc: (0, 0, 160),

size: 32,
explosion: 6,
hull_factor: 0.8
}
//**



//**
nav: {
loc: (0, 0, 140),
design: Computer,

size: 32,
explosion: 8,
hull_factor: 0.8
}
//**



//**
computer: {
name: "Flight Computer",
abrv: "Flight",
type: 2,
design: Computer,

loc: (0, 0, 140),

size: 32,
explosion: 6,
hull_factor: 0.8
}
//**



// NAV LIGHTS
navlight: {
scale: 0.02,
period: 1.5,

// start of sequence


light: { loc: (-183, -11, 130), pattern: 0xf0f00000, type: 4 },
light: { loc: (184, -11,130), pattern: 0x0000f0f0,type:4 },

light: { loc: (184,-11, 76), pattern: 0xf0f00000, type: 4 },
light: { loc: (-183, -11, 76), pattern: 0x0000f0f0,type:4 },

// end of sequence
}



// NAV LIGHTS
navlight: {
scale: 0.017,
period: 3,

// start of sequence


light: { loc: (0, 45, 138), pattern: 0xff00ff00, type: 4 },
light: { loc: (0, -27, 80), pattern: 0xff00ff00, type: 4 },

// end of sequence
}









//**
death_spiral: {
time: 6,

//
explosion_type: 8,
explosion_time: 0.5,
explosion_loc: (160, 0, 94),
//
//
explosion_type: 6,
explosion_time: 0.5,
explosion_loc: (0, 0, 0),
//
//
explosion_type: 8,
explosion_time: 0.1,
explosion_loc: (50, 0, 0),
//
//
explosion_type: 6,
explosion_time: 0.5,
explosion_loc: (0, 0, -150),
//
//
explosion_type: 7,
explosion_time: 0.5,
explosion_loc: (-82, 0, 77),
//
//
explosion_type: 8,
explosion_time: 0.5,
explosion_loc: (-168, 0, 90),
//
//
explosion_type: 12,
explosion_time: 0.5,
explosion_loc: (0, 0, 0),
//
//
explosion_type: 12,
explosion_time: 0.2,
explosion_loc: (0, 0, 177),
//
//
explosion_type: 12,
explosion_time: 0.5,
explosion_loc: (0, 0, -100),
//
//
explosion_type: 6,
explosion_time: 0.5,
explosion_loc: (-30, 0, 0),
//
//
explosion_type: 7,
explosion_time: 0.5,
explosion_loc: (30, 0, 0),
//
//
final_scale: 0.7,
final_type: 11, // LARGE_EXPLOSION
final_loc: (0, 0,0),
//
//
final_scale: 0.5,
final_type: 12, // LARGE_EXPLOSION
final_loc: (0, 0,0),
//
//
debris: "junk2.mag",
debris_loc: (0, 0, 0),
debris_mass: 10,
debris_count: 4,
debris_life: 5,
// debris_fire: (1,1,1),
//
debris: "junk8.mag",
debris_loc: (0, 0, 0),
debris_mass: 10,
debris_count: 6,
debris_life: 5,
// debris_fire: (1,1,1),
}



map: {
sprite: "0.pcx",
sprite: "1.pcx",
sprite: "2.pcx",
sprite: "3.pcx",
sprite: "4.pcx",
sprite: "5.pcx",
sprite: "6.pcx",
sprite: "7.pcx"
}



// EOF //
/*
1 Shield Flash
2 Hull Flash
3 Beam Flash
4 Shot Blast
5 Hull Burst (particle generator)
6 Hull Fire (Orange smoke)
7 Plasma Leak (Blue smoke)
8 Smoke Trail (Black smoke)
9 Static Burst
10 Small Explosion
11 Large Explosion
12 Large Burst (Particles)
13 Nuke Explosion
14 Quantum Flash (Rotating blue shafts of light)


WEAPON

primary: {
//
name: "D_80BOLTERRF", // Terran Huge Turret equivalent
group: BOLTER,

target_type: 0xffffffff,
value: 5,

damage: 13,

capacity: 50,
ripple_count: 1,

charge: 1,
min_charge: 0.9,
recharge_rate: 1,
refire_delay: 0.48,

speed: 6000,
mass: 0.4,

life: 5.8, // 100*.4*10=400*1=400

guided: 0,
syncro: false,
self_aiming: true,

slew_rate: 1,

min_range: 1, //0.1,
max_range: 35000, //40,
max_track: 70000, //60,

graphic_type: 3, // blob
//scale: 0.7,

width: 3,
length: 30,



aim_az_max: 2.0,
aim_az_min: -2.0,

aim_el_max: 2.0,
aim_el_min: -2.0,


light: 180,
light_color: (214, 145, 0),
//model: "D_88BOLTER/BOLT.mag",
bitmap: "D_80BOLTERRF/BOLT.pcx",
flash: "D_80BOLTERRF/FLASH.pcx",
flash_scale: 0.1,
flare: "D_80BOLTERRF/FLAIR.pcx",
flare_scale: 0.06,

sound: "D_80BOLTERRF/SOUND.wav",
sound_min_dist: 3e3,
sound_max_dist: 30e3
}

WEAPON

primary: {
//
name: "D_75BOLTERRF", // Terran Huge Turret equivalent
group: BOLTER,

target_type: 0xffffffff,
value: 5,

damage: 10,

capacity: 50,
ripple_count: 1,

charge: 1,
min_charge: 0.9,
recharge_rate: 1,
refire_delay: 0.5,

speed: 6000,
mass: 0.4,

life: 5.8, // 100*.4*10=400*1=400

guided: 0,
syncro: false,
self_aiming: true,

slew_rate: 1,

min_range: 1, //0.1,
max_range: 35000, //40,
max_track: 70000, //60,

graphic_type: 3, // blob
//scale: 0.7,

width: 3,
length: 30,



aim_az_max: 2.0,
aim_az_min: -2.0,

aim_el_max: 2.0,
aim_el_min: -2.0,


light: 180,
light_color: (214, 145, 0),
//model: "D_88BOLTER/BOLT.mag",
bitmap: "D_75BOLTERRF/BOLT.pcx",
flash: "D_75BOLTERRF/FLASH.pcx",
flash_scale: 0.1,
flare: "D_75BOLTERRF/FLAIR.pcx",
flare_scale: 0.06,

sound: "D_75BOLTERRF/SOUND.wav",
sound_min_dist: 3e3,
sound_max_dist: 30e3
}
Jason Blaz
Way to much to list here!
User avatar
DamoclesX
Posts: 872
Joined: Thu Apr 08, 2004 10:50 pm
Location: Canada

RE: Usless Fighters

Post by DamoclesX »

nm I sort of fixed it

the models were way to small
Jason Blaz
Way to much to list here!
Post Reply

Return to “Starshatter Modding Forum”