Starbound

Starbound

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Crew Can Snipe (100)
   
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2024 年 1 月 16 日 上午 6:06
2024 年 1 月 16 日 上午 7:41
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Crew Can Snipe (100)

在 Rylasasin 的 1 个合集中
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In vanilla, crew have a hard coded range of 50 blocks. This is irregardless of what weapon they have.

This simple mod sets that up to 100. They will now become aware of and attempt to engage enemies at 100 blocks and not be hard coded to just 50. This makes crewmembers able to engage enemies at longer ranges, to keep up with mods that have enemies with much longer ranges, such as Galaxy in Conflict or FFS Dungeons and Encounters, or certain Frackin encounters.

NOTE: this does not mean they will use said weapons at 100 blocks. this just means they will become alert at 100 blocks. The weapon still needs to have a coordinator patch set up so it can engage enemies that far. If they are not, the crew will still become aware of the enemies at 100 blocks, but will instead rush to meet the enemy at thier weapon's intended range.

Frackin has cordinator patch built in for its weapons (and vanilla weapons), FFS has a third party coordinator patch by me, Knightfall has a coordinator patch, and GiC of course has one.
11 条留言
Queensarrow 5 月 30 日 上午 4:45 
Black Armory Coordinator?
PixelatedDrake 2024 年 8 月 18 日 下午 8:30 
Just curious if anyone knows of a Vanilla weapon coordinator patch for this?
Rylasasin  [作者] 2024 年 1 月 19 日 上午 4:02 
yeah. It literally only changes one file. One file that FU doesn't touch at all.
Anny 2024 年 1 月 18 日 上午 3:20 
Does this will work with other crew ai changing mod?? I dont have example since i sub to many mods but I got feeling like I got extra new crew type mod and FU stuff
Rylasasin  [作者] 2024 年 1 月 18 日 上午 12:02 
Just crew.
IndianaJoe4323 2024 年 1 月 17 日 下午 10:02 
Does this affect all NPCs or just crew?
saph0704 2024 年 1 月 17 日 下午 7:04 
Tbh I didn't think the Starbound ai had that lvl of complexity (they do tend to be pretty stupid, yk?).
saph0704 2024 年 1 月 17 日 下午 7:03 
So like, how far their senses (Can see?) reach und how far their weapon reaches (Can shoot?), like an AND logic gate, both need to be in range für anything to happen. Yea?
Rylasasin  [作者] 2024 年 1 月 17 日 下午 1:09 
A patch to the file stagehands/coordinator.stagehand, which is used to determine AI weapon ranges.

Think of it like this: There are two parts to the AI engagement equation: how far they can see and how far they can use their current weapon

By default, the former is locked at 50 blocks. This is the max seeable distance in 3x zoom, so this makes sense. However, that doesn't mean they are allowed to use their weapon at 50 blocks, but it does mean that they can not use a weapon any further than that (Because they cannot see further than 50 blocks.)
Rylasasin  [作者] 2024 年 1 月 17 日 下午 1:09 
For example, you can set a weapon's max npc range to be 120 blocks, but unless the NPC can see further than that, they will not use it any further than 50. If on the hand they have a weapon that is less than the 'see' distance (for example: a generic pistol, which has a max range of only 25 blocks) they will attempt to close the distance in order to use it at that range.

This mod increases how far crewmembers can see their targets , but it does not increase the range in which they can use said weapons

here is an example of a coordinator patch, from my branch of RPG Growth. [github.com]

I hope this helps explain things.