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- -- BASIC OPTIONS
- -- When the vehicle is within "AngleBeforeRoll" degrees of its target, it will try to yaw towards
- -- (or away!) from its target such that its nose is pointed "AngleBeforeTurn" degrees away from it.
- AngleBeforeTurn = 10
- -- If the vehicle is at greater than this angle from it's target, it will try to roll towards it.
- -- (and stop rolling when AngleBeforeTurn is reached).
- -- Set this to 180 to NEVER use roll.
- AngleBeforeRoll = 50
- -- Outside of this distance, the vehicle will try to close on it's target.
- AttackRunDistance = 600
- -- Within this distance, the vehicle will just try to go straight until AttackRunDistance is triggered.
- AbortRunDistance = 300
- -- Ouside of this distance, the AI will try to close directly with the target, temporarily
- -- using AngleBeforeTurn = 0 to do so.
- ClosingDistance = 1000
- -- If AttackRunDistance hasn't been triggered within this time, force an attack run.
- ForceAttackTime = 15
- -- Altitude we will try to cruise at by default.
- CruiseAltitude = 200
- -- Maximum elevation angle, positive or negative, AI will attempt to use while climbing or descending.
- -- Usually refers to pitch, but AI will also try to yaw to this angle when rolled on it's side.
- MaxElevationAngle = 30
- -- Speed we'll cruise at when no enemies are present. Should be in the range of 0 to 5.
- CruiseSpeed = 5
- -- Throttle (drive) setting to use when engaged with enemies. Should be in the range of 0 to 5.
- AttackRunSpeed = 5 -- when on an attack run (angle to target is less than "AngleBeforeRoll") inside of ClosingDistance
- EscapeSpeed = 5 -- triggered after coming within "AbortRunDistance" until "AttackRunDistance" is reached
- RollingSpeed = 5 -- when rolling aircraft to face enemy (angle to target is greater than "AngleBeforeRoll")
- ClosingSpeed = 5 -- when on attack run outside of ClosingDistance AND not using RollingSpeed
- -- Whether to orbit the spawn point when there are no enemies, or just fly off in a straight line
- OrbitSpawn = true
- -- AIRSHIP/HELICOPTER OPTIONS
- -- Use jets pointing up or down to assist in controlling altitude.
- UseAltitudeJets = false
- -- Use spinners (hopefully with helicopter blades) to try to control altitude.
- UseSpinners = false
- -- The helicopter blade speed to use when lowering altitude. Ranges between -30 to 30.
- MinHelicopterBladeSpeed = 20
- -- The helicopter blade speed to use when gaining altitude. Ranges between -30 to 30.
- MaxHelicopterBladeSpeed = 30
- -- TERRAIN AVOIDANCE OPTIONS
- -- 0: Ignore terrain. Only recommended for spacecraft.
- -- 1: As normal aerial AI, just add CruiseAltitude to terrain when terrain is above sea level.
- -- This will respect "MinAltitude" and "MaxAltitude" constraints when possible.
- -- 2: Adjust altitude by minimum necessary to respect "MinAltitude" constraint.
- TerrainAvoidanceStrategy = 1
- -- The minimum relative altitude a vehicle will maintain above terrain. Higher priority than MaxAltitude.
- MinAltitude = 50
- -- The maximum sea-level altitude the vehicle will attempt when avoiding terrain.
- MaxAltitude = 400
- -- A set of multipliers on current velocity; how far we look ahead to avoid terrain.
- -- We'll look ahead at each of these points to see if terrain is in the way.
- TerrainLookahead = {2,4,6}
- -- Cap vehicle speed at this value when a possible collision is sensed.
- MaxTerrainSpeed = 5
- `
- -- WATER START OPTIONS
- -- Water start will deploy balloons when the center of mass is lower than this.
- -- If your vehicle has no water start balloons, set this to some large negative value.
- DeployAlt = 5
- -- Water start will release balloons when the center of mass is higher than this.
- ReleaseAlt = 15
- -- After water start has been triggered, will disable movement until this altitude has been reached.
- EnableEnginesAlt = 10
- -- COLLISION AVOIDANCE OPTIONS
- -- Collision detection and avoidance tries to detect and avoid possible collisions
- -- with the target (only!). The "Range" parameter is how far away it will check. The "Height"
- -- parameter is how far above and below the vehicles current altitude it will check.
- -- The "Angle" parameter describes a cone within this area that is checked. If at any
- -- time the target is within this area, the AI will temporarily use CollisionAngle instead
- -- of AngleBeforeTurn and thus attempt to yaw to avoid the collision.
- CollisionDetectionRange = 300
- CollisionDetectionHeight = 20
- -- This does nothing if it's less than "AngleBeforeTurn"
- CollisionAngle = 20
- -- "DOGFIGHTING" OPTIONS (changing behavior based on information about the target)
- -- Whether or not to try to match our altitude to the target.
- -- If set to "false", will use CruiseAltitude during combat.
- MatchTargetAltitude = false
- -- Range within which to attempt altitude matching. Beyond this range, uses CruiseAltitude.
- MatchAltitudeRange = 300
- -- Altitude above (or below, if negative) the target the vehicle will attempt to attain.
- -- Altitude will still be constrained by "MinAltitude" and "MaxAltitude" terrain avoidance constraints
- MatchAltitudeOffset = 50
- -- ADVANCED OPTIONS (You shouldn't need to mess with these most of the time.)
- -- 0 for water mode, 1 for land mode, 2 for air mode. You can try it for non-aircraft, but YMMV.
- MODE = 2
- -- This AI automatically clamps "MaxElevationAngle" according to how near the aircraft is to it's target
- -- altitude to prevent overshooting (i.e. going into space) when changing altitude. Higher values of
- -- "AltitudeClamp" decrease this effect, allowing steeper climbs. Lower values help prevent overshooting.
- AltitudeClamp = .2
- -- Damping parameters to mitigate wobbling in high-performance vehicles. Higher values can help
- -- control wobbling, lower values allow faster turns but may overshoot and cause wobble more often.
- PitchDamping = 90
- YawDamping = 90
- RollDamping = 70
- -- The default roll angle to maintain. Set it to 90 to have the vehicle usually on it's side.
- -- You may want to set "AngleBeforeTurn" to 0 if you do this, so you never yaw.
- DefaultRollAngle = 0
- -- Use forward (only) propulsion balancing. This helps to compensate for damage to thrusters,
- -- or unbalanced thruster placement compared to the center of mass.
- UsePropulsionBalancing = true
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