#this file ( and all files in this folder ) is reloadable with console command "reload behavior" #filewatcher is enabled for all files in this folder # To debug ship behaviours in combat you can visualize most with console command 'debuglines' #ship_behavior = { # name = "example" # Name # range_components = strike_craft # Which components' ranges will be used for calculating the max/min/median distances below. # Valid values are: 'weapon' (all weapons other than strike craft), 'strike_craft' (if there's no strike craft weapons, falls back to weapon). (default = weapon) # preferred_attack_range = 10 # The distance this ship wants to have to its combat position for 'attack_movement_pattern'. # Valid values are: , 'max', 'min', 'median' (where the last 3 will use the weapon components of the ship design) # formation_distance = 10 # The distance this ship wants to have to its combat_position for 'passive_movement_pattern'. For a ship to switch to 'attack_movement_pattern' this needs to be less than distance to its combat position. # Valid values are: , 'max', 'min', 'median' (where the last 3 will use the weapon components of the ship design, for strike crafts just only use numbers) # return_to_formation_distance = 60 # Distance to combat position where the ship will force switch back to 'passive_move_pattern' # Valid values are: , 'max', 'min', 'median' (where the last 3 will use the weapon components of the ship design, for strike crafts just only use numbers) # source_target_anchor_factor = 1.0 # Weight factor where this ship wants to position itself between 'combat_source_anchor' and 'combat_target_anchor', this is the combat position. # combat_source_anchor = parent # What anchor to use for source when calculating the combat position for this ship, this is the actual position of the anchor ship. # Valid values are: 'parent', 'root' (where 'parent' is the immediate parent ship and 'root' the fleet leader ship) # combat_target_anchor = parent # What anchor to use for target when calculating the combat position for this ship, this is the combat position of the anchor ship. For `root` this will be the actual target. # Valid values are: 'parent', 'root' (where 'parent' is the immediate parent ship and 'root' the fleet leader ship) # # collision_awareness = 0.5 # How much we try to avoid other ships # collision_strafe = 1.0 # Allows the ship to move in any direction while colliding with another # collision_radius = 2.0 # Multiplier on the radius specified in the ship size # attack_move_pattern = orbit # Valid values: ' # passive_move_pattern = charge # # desc = "EXAMPLE_DESC" # Description used in tooltip #} ship_behavior = { name = "swarm" preferred_attack_range = min formation_distance = 10 return_to_formation_distance = 500 source_target_anchor_factor = 1.0 combat_target_anchor = root collision_awareness = 0.5 collision_strafe = 1.0 #collision_strafe allows the ship to move in any direction while colliding with another collision_radius = 2.0 attack_move_pattern = orbit passive_move_pattern = charge desc = "SWARM_BEHAVIOR_DESC" } ship_behavior = { name = "picket" preferred_attack_range = median formation_distance = median #when orbing/following ship will try to keep this distance to assigned position return_to_formation_distance = 250 #when attacking the ship will switch to passive mode if distance to assigned position is greater that this source_target_anchor_factor = 1.0 combat_target_anchor = root collision_awareness = 0.75 #how much we try to avoid other ships collision_strafe = 0.75 #collision_strafe allows the ship to move in any direction while colliding with another collision_radius = 2.0 attack_move_pattern = stay_at_range #stationary/charge/follow/stationary/none passive_move_pattern = orbit desc = "PICKET_BEHAVIOR_DESC" } ship_behavior = { name = "line" preferred_attack_range = median #max/min/median/12/412.. #this is the distance to target the ship wants to keep when attacking formation_distance = median #when orbing/following ship will try to keep this distance to assigned position return_to_formation_distance = 200 #when attacking the ship will switch to passive mode if distance to assigned position is greater that this source_target_anchor_factor = 1.0 combat_target_anchor = root collision_awareness = 0.75 collision_radius = 2.0 collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another attack_move_pattern = stay_at_range #stationary/charge/follow/stationary/none passive_move_pattern = charge desc = "LINE_BEHAVIOR_DESC" } ship_behavior = { name = "artillery" preferred_attack_range = max formation_distance = max return_to_formation_distance = 1000 source_target_anchor_factor = 1.0 combat_target_anchor = root collision_awareness = 0.2 collision_radius = 2.0 #collision_radius is a multiplier on the radius specified in the ship size collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another attack_move_pattern = maintain_distance passive_move_pattern = stay_at_range desc = "ARTILLERY_BEHAVIOR_DESC" } ship_behavior = { name = "carrier" range_components = strike_craft preferred_attack_range = max formation_distance = max return_to_formation_distance = 1000 source_target_anchor_factor = 1.0 combat_target_anchor = root collision_awareness = 0.75 collision_radius = 2.0 #collision_radius is a multiplier on the radius specified in the ship size collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another attack_move_pattern = maintain_distance passive_move_pattern = stay_at_range desc = "CARRIER_BEHAVIOR_DESC" } ship_behavior = { name = "platform" preferred_attack_range = max formation_distance = 40 return_to_formation_distance = 20 collision_awareness = 0.2 collision_radius = 2.0 #collision_radius is a multiplier on the radius specified in the ship size collision_strafe = 2.5 #collision_strafe allows the ship to move in any direction while colliding with another attack_move_pattern = stationary passive_move_pattern = none desc = "PLATFORM_BEHAVIOR_DESC" } ship_behavior = { name = "torpedo" preferred_attack_range = 10 formation_distance = 10 return_to_formation_distance = 300 source_target_anchor_factor = 1.0 combat_target_anchor = root collision_awareness = 0.25 collision_strafe = 0.5 #collision_strafe allows the ship to move in any direction while colliding with another collision_radius = 2.0 attack_move_pattern = charge passive_move_pattern = charge desc = "TORPEDO_BEHAVIOR_DESC" }