Space Engineers

Space Engineers

NPC Provider (BB)
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Update: 17 Nov, 2024 @ 2:07am

fixed wrong mission reference, NPC in mission should take the closest mission and waypoint as it's point of origin and return to it. I however used OrderByDescending by mistake, so when multiple missions were active (say two player doing missions independently), the NPC's were returning the the most distant mission instead.

Update: 11 Nov, 2024 @ 3:23am

- better handling of mission combat ship origin positions, ships spawned in missions will consider the closest active mission waypoint as the point of origin and will return to it if not otherwise engaged
- better handling of ship naming when the ships are being called in by "carriers" through the fighter hangar mechanic, fighters spawned by (NPC-ENC) ships will get the same (NPC-ENC) prefix and will consider the mission area as their origin same as their mothership
- dynamic squadron check-up, ships will check their squadron status every 30 seconds, and will re-join other squadrons if they are more suitable. This means the following:
- ship will join any other squadron with free spot if it is alone in it's squadron (even if it is not the squadron for the desired ship size)
- ship will switch squadrons to join another squadron with the desired ship size if it becomes available
- this change allows NPCs to re-group and it should prevent the NPC fleet fracturing into various small single ship squadrons engaging others 1 on 1, mano a mano, especially when ships are getting destroyed and taking losses

Update: 10 Nov, 2024 @ 1:41am

reputation code tweaks, to avoid certain issues where factions have certain reputation and faction members have different reputation

Update: 9 Nov, 2024 @ 3:56am

- optimized proximity danger check (before all other nav checks, so ships should be a bit better at avoiding friends/asteroids)
- fixed /npc spawn fleet;FACTIONTAG;distance commands, it was sometimes spawning several ships into each other
- added vanilla version of WC SetAiFocus, using the base game lock-on feature, NPC ships can now utilize gun turrets to shoot at longer than 800m distance
- expanded logging on AI init (added grid names to most of them, so it has more info value)
- minor code cleanup

Update: 8 Nov, 2024 @ 11:43am

- slightly experimental space flight code, toggle dampeners on/off when needed
- optimized turning code, should make ships with fixed weapons slightly more dangerous
- improved target leading (but not too good)

Update: 7 Nov, 2024 @ 2:16pm

code cleanup

Update: 7 Nov, 2024 @ 2:12pm

additional check, if leader has no target, but one of his squad members does, that squad member becomes the leader

Update: 7 Nov, 2024 @ 1:37pm

doubled the radius in which the leader searches for other squadrons with valid hostile targets

Update: 7 Nov, 2024 @ 1:33pm

- /npc spawn command updated, if keyword "fleet" is used instead of prefab name, whole fleet of ships from the certain faction is spawned
- new squadron behaviour, squadron leaders can now directly assign priority targets to other squadron members
- when squadron leader can't find any target, he looks to other nearby squadron leaders and picks their target if there is any
- squadrons limited to three members
- squadrons limited by grid size (large squadron leaders accept only large ships, small squadron leaders accept only small ships into their squadrons), allowing for distinct large ship squadrons and "fighter" squadrons

Update: 5 Nov, 2024 @ 1:30pm

derelict NPC ships in wreckage encounters automatically disable medicals & survival kits when spawned as well