[GunBlock] nickname = gun_default gun_fire_interval_time = 0 gun_fire_interval_variance_percent = 0 gun_fire_burst_interval_time = 4 gun_fire_burst_interval_variance_percent = 0.3 gun_fire_no_burst_interval_time = 4 gun_fire_accuracy_cone_angle = 2.5 gun_fire_accuracy_power = 1 gun_fire_accuracy_power_npc = 1 gun_range_threshold = 0.8 gun_range_threshold_variance_percent = 0.3 gun_target_point_switch_time = 0 fire_style = MULTIPLE auto_turret_interval_time = 0 auto_turret_burst_interval_time = 4 auto_turret_burst_interval_variance_percent = 0.3 auto_turret_no_burst_interval_time = 4 [GunBlock] nickname = gun_easy gun_fire_interval_time = 0 gun_fire_interval_variance_percent = 0 gun_fire_burst_interval_time = 2 gun_fire_burst_interval_variance_percent = 0.3 gun_fire_no_burst_interval_time = 4 gun_fire_accuracy_cone_angle = 5.0 gun_fire_accuracy_power = 1 gun_fire_accuracy_power_npc = 1 gun_range_threshold = 0.8 gun_range_threshold_variance_percent = 0.3 gun_target_point_switch_time = 0 fire_style = MULTIPLE auto_turret_interval_time = 0 auto_turret_burst_interval_time = 2 auto_turret_burst_interval_variance_percent = 0.3 auto_turret_no_burst_interval_time = 4 [GunBlock] nickname = gun_hard gun_fire_interval_time = 0 gun_fire_interval_variance_percent = 0 gun_fire_burst_interval_time = 12 gun_fire_burst_interval_variance_percent = 0.3 gun_fire_no_burst_interval_time = 1 gun_fire_accuracy_cone_angle = 30 ;MUZZLE_CONE_ANGLE gun_fire_accuracy_power = 1000 gun_fire_accuracy_power_npc = 1000 gun_range_threshold = 1 gun_range_threshold_variance_percent = 0 gun_target_point_switch_time = 0 fire_style = MULTIPLE auto_turret_interval_time = 0 auto_turret_burst_interval_time = 12 auto_turret_burst_interval_variance_percent = 0.3 auto_turret_no_burst_interval_time = 1 [MissileBlock] nickname = missile_default missile_launch_interval_time = 15 missile_launch_interval_variance_percent = 0.25 missile_launch_range = 9600 missile_launch_cone_angle = 5 missile_launch_allow_out_of_range = FALSE anti_cruise_missile_interval_time = 0 anti_cruise_missile_pre_fire_delay = 0 anti_cruise_missile_min_distance = 300 anti_cruise_missile_max_distance = 9600 [MissileBlock] nickname = missile_easy missile_launch_interval_time = 30 missile_launch_interval_variance_percent = 0.25 missile_launch_range = 9600 missile_launch_cone_angle = 5 missile_launch_allow_out_of_range = FALSE anti_cruise_missile_interval_time = 0 anti_cruise_missile_pre_fire_delay = 0 anti_cruise_missile_min_distance = 300 anti_cruise_missile_max_distance = 9600 [MissileBlock] nickname = missile_hard missile_launch_interval_time = 0 missile_launch_interval_variance_percent = 0 missile_launch_range = 9600 missile_launch_cone_angle = 5 missile_launch_allow_out_of_range = FALSE anti_cruise_missile_interval_time = 0 anti_cruise_missile_pre_fire_delay = 0 anti_cruise_missile_min_distance = 300 anti_cruise_missile_max_distance = 9600 [EvadeDodgeBlock] nickname = evade_dodge_default evade_dodge_style_weight = CORKSCREW, 1 evade_dodge_style_weight = WAGGLE_RANDOM, 0 evade_dodge_style_weight = WAGGLE, 1 evade_dodge_style_weight = SLIDE, 100 evade_dodge_direction_weight = LEFT, 1 evade_dodge_direction_weight = RIGHT, 1 evade_dodge_direction_weight = UP, 1 evade_dodge_direction_weight = DOWN, 1 evade_dodge_cone_angle = 180 evade_dodge_cone_angle_variance_percent = 0.35 evade_dodge_time = 0 ;T evade_dodge_interval_time = 10 ;IT evade_dodge_interval_time_variance_percent = 0.35 evade_dodge_distance = 9600 evade_activate_range = 9600 evade_dodge_roll_angle = 0 evade_dodge_waggle_axis_cone_angle = 180 evade_dodge_slide_throttle = 1 evade_dodge_turn_throttle = 1 evade_dodge_corkscrew_turn_throttle = 1 evade_dodge_corkscrew_roll_throttle = 1 evade_dodge_corkscrew_roll_flip_direction = FALSE [EvadeBreakBlock] nickname = evade_break_default evade_break_style_weight = SIDEWAYS, 1 evade_break_style_weight = OUTRUN, 0.25 evade_break_style_weight = REVERSE, 0.01 evade_break_direction_weight = LEFT, 1 evade_break_direction_weight = RIGHT, 1 evade_break_direction_weight = UP, 1 evade_break_direction_weight = DOWN, 1 evade_break_roll_throttle = 1 evade_break_time = 0 ;T evade_break_interval_time = 10 ;IT evade_break_afterburner_delay = 0 evade_break_attempt_reverse_time = 0.1 evade_break_reverse_distance = 100 evade_break_turn_throttle = 1 [BuzzHeadTowardBlock] nickname = buzz_head_toward_default buzz_head_toward_style_weight = STRAIGHT_TO, 0 buzz_head_toward_style_weight = WAGGLE, 1 buzz_head_toward_style_weight = SLIDE, 100 buzz_dodge_direction_weight = LEFT, 1 buzz_dodge_direction_weight = RIGHT, 1 buzz_dodge_direction_weight = UP, 1 buzz_dodge_direction_weight = DOWN, 1 buzz_min_distance_to_head_toward_variance_percent = 0.2 buzz_min_distance_to_head_toward = 200 buzz_max_time_to_head_away = 1 buzz_head_toward_engine_throttle = 1 buzz_head_toward_turn_throttle = 1 buzz_head_toward_roll_throttle = 1 buzz_head_toward_roll_flip_direction = FALSE buzz_dodge_turn_throttle = 1 buzz_dodge_cone_angle = 180 buzz_dodge_cone_angle_variance_percent = 0.35 buzz_dodge_waggle_axis_cone_angle = 180 buzz_dodge_roll_angle = 0 buzz_dodge_interval_time = 10 ;IT buzz_dodge_interval_time_variance_percent = 0.35 buzz_slide_throttle = 1 buzz_slide_interval_time = 10 ;IT buzz_slide_interval_time_variance_percent = 0.35 [BuzzHeadTowardBlock] nickname = buzz_head_toward_vhf buzz_head_toward_style_weight = STRAIGHT_TO, 0 buzz_head_toward_style_weight = WAGGLE, 1 buzz_head_toward_style_weight = SLIDE, 100 buzz_dodge_direction_weight = LEFT, 1 buzz_dodge_direction_weight = RIGHT, 1 buzz_dodge_direction_weight = UP, 1 buzz_dodge_direction_weight = DOWN, 1 buzz_min_distance_to_head_toward_variance_percent = 0.2 buzz_min_distance_to_head_toward = 300 buzz_max_time_to_head_away = 1 buzz_head_toward_engine_throttle = 1 buzz_head_toward_turn_throttle = 1 buzz_head_toward_roll_throttle = 1 buzz_head_toward_roll_flip_direction = FALSE buzz_dodge_turn_throttle = 1 buzz_dodge_cone_angle = 180 buzz_dodge_cone_angle_variance_percent = 0.35 buzz_dodge_waggle_axis_cone_angle = 180 buzz_dodge_roll_angle = 0 buzz_dodge_interval_time = 10 ;IT buzz_dodge_interval_time_variance_percent = 0.35 buzz_slide_throttle = 1 buzz_slide_interval_time = 10 ;IT buzz_slide_interval_time_variance_percent = 0.35 [BuzzHeadTowardBlock] nickname = buzz_head_toward_capital buzz_head_toward_style_weight = STRAIGHT_TO, 1 buzz_head_toward_style_weight = WAGGLE, 1 buzz_head_toward_style_weight = SLIDE, 100 buzz_dodge_direction_weight = LEFT, 1 buzz_dodge_direction_weight = RIGHT, 1 buzz_dodge_direction_weight = UP, 1 buzz_dodge_direction_weight = DOWN, 1 buzz_min_distance_to_head_toward_variance_percent = 0.2 buzz_min_distance_to_head_toward = 400 buzz_max_time_to_head_away = 1 buzz_head_toward_engine_throttle = 1 buzz_head_toward_turn_throttle = 1 buzz_head_toward_roll_throttle = 1 buzz_head_toward_roll_flip_direction = FALSE buzz_dodge_turn_throttle = 1 buzz_dodge_cone_angle = 180 buzz_dodge_cone_angle_variance_percent = 0.35 buzz_dodge_waggle_axis_cone_angle = 180 buzz_dodge_roll_angle = 0 buzz_dodge_interval_time = 10 ;IT buzz_dodge_interval_time_variance_percent = 0.35 buzz_slide_throttle = 1 buzz_slide_interval_time = 10 ;IT buzz_slide_interval_time_variance_percent = 0.35 [BuzzPassByBlock] nickname = buzz_pass_by_default buzz_pass_by_style_weight = BREAK_AWAY, 0.1 buzz_pass_by_style_weight = STRAIGHT_BY, 0 buzz_pass_by_style_weight = SLIDE, 100 buzz_pass_by_style_weight = ENGINE_KILL, 0.25 buzz_break_direction_weight = LEFT, 1 buzz_break_direction_weight = RIGHT, 1 buzz_break_direction_weight = UP, 1 buzz_break_direction_weight = DOWN, 1 buzz_distance_to_pass_by = 100 buzz_pass_by_time = 2 buzz_break_direction_cone_angle = 180 buzz_break_turn_throttle = 1 buzz_pass_by_roll_throttle = 1 buzz_drop_bomb_on_pass_by = TRUE [BuzzPassByBlock] nickname = buzz_pass_by_vhf buzz_pass_by_style_weight = BREAK_AWAY, 0.2 buzz_pass_by_style_weight = STRAIGHT_BY, 0 buzz_pass_by_style_weight = SLIDE, 100 buzz_pass_by_style_weight = ENGINE_KILL, 0.5 buzz_break_direction_weight = LEFT, 1 buzz_break_direction_weight = RIGHT, 1 buzz_break_direction_weight = UP, 1 buzz_break_direction_weight = DOWN, 1 buzz_distance_to_pass_by = 200 buzz_pass_by_time = 2 buzz_break_direction_cone_angle = 180 buzz_break_turn_throttle = 1 buzz_pass_by_roll_throttle = 1 buzz_drop_bomb_on_pass_by = TRUE [BuzzPassByBlock] nickname = buzz_pass_by_capital buzz_pass_by_style_weight = BREAK_AWAY, 1 buzz_pass_by_style_weight = STRAIGHT_BY, 1 buzz_pass_by_style_weight = SLIDE, 100 buzz_pass_by_style_weight = ENGINE_KILL, 0 buzz_break_direction_weight = LEFT, 1 buzz_break_direction_weight = RIGHT, 1 buzz_break_direction_weight = UP, 1 buzz_break_direction_weight = DOWN, 1 buzz_distance_to_pass_by = 200 buzz_pass_by_time = 2 buzz_break_direction_cone_angle = 180 buzz_break_turn_throttle = 1 buzz_pass_by_roll_throttle = 1 buzz_drop_bomb_on_pass_by = TRUE [TrailBlock] nickname = trail_default trail_lock_cone_angle = 180 trail_break_time = 2 trail_min_no_lock_time = 0.5 trail_break_roll_throttle = 1 trail_break_afterburner = TRUE trail_max_turn_throttle = 1 trail_distance = 200 [TrailBlock] nickname = trail_follow trail_lock_cone_angle = 180 trail_break_time = 2 trail_min_no_lock_time = 0 trail_break_roll_throttle = 1 trail_break_afterburner = TRUE trail_max_turn_throttle = 1 trail_distance = 200 [StrafeBlock] nickname = strafe_default strafe_run_away_distance = 0 strafe_attack_throttle = 1 strafe_turn_throttle = 1 [EngineKillBlock] nickname = engine_kill_default engine_kill_search_time = 0 engine_kill_face_time = 2 engine_kill_use_afterburner = TRUE engine_kill_afterburner_time = 2 engine_kill_max_target_distance = 400 [EngineKillBlock] nickname = engine_kill_vhf engine_kill_search_time = 0 engine_kill_face_time = 6 engine_kill_use_afterburner = TRUE engine_kill_afterburner_time = 2 engine_kill_max_target_distance = 800 [EngineKillBlock] nickname = engine_kill_capital engine_kill_search_time = 0 engine_kill_face_time = 4 engine_kill_use_afterburner = TRUE engine_kill_afterburner_time = 0 engine_kill_max_target_distance = 800 [MineBlock] nickname = mine_default mine_launch_interval = 0 mine_launch_cone_angle = 30 mine_launch_range = 800 [CountermeasureBlock] nickname = countermeasure_default countermeasure_active_time = 4 countermeasure_unactive_time = 4 [CountermeasureBlock] nickname = countermeasure_easy countermeasure_active_time = 1 countermeasure_unactive_time = 7 [CountermeasureBlock] nickname = countermeasure_hard countermeasure_active_time = 7 countermeasure_unactive_time = 1 [DamageReactionBlock] nickname = damage_reaction_default evade_break_damage_trigger_percent = 0.75 evade_dodge_more_damage_trigger_percent = 0.85 engine_kill_face_damage_trigger_percent = 0 engine_kill_face_damage_trigger_time = 0 roll_damage_trigger_percent = 0 roll_damage_trigger_time = 0 afterburner_damage_trigger_percent = 0.8 afterburner_damage_trigger_time = 0 brake_reverse_damage_trigger_percent = 0 drop_mines_damage_trigger_percent = 0 drop_mines_damage_trigger_time = 0 fire_guns_damage_trigger_percent = 0 fire_guns_damage_trigger_time = 0 fire_missiles_damage_trigger_percent = 0 fire_missiles_damage_trigger_time = 0 [MissileReactionBlock] nickname = missile_reaction_default evade_missile_distance = 9600 evade_break_missile_reaction_time = 0.8 evade_slide_missile_reaction_time = 0.7 evade_afterburn_missile_reaction_time = 1 [MissileReactionBlock] nickname = missile_reaction_easy evade_missile_distance = 0 evade_break_missile_reaction_time = 0 evade_slide_missile_reaction_time = 0 evade_afterburn_missile_reaction_time = 0 [MissileReactionBlock] nickname = missile_reaction_hard evade_missile_distance = 9600 evade_break_missile_reaction_time = 0.9 evade_slide_missile_reaction_time = 0.7 evade_afterburn_missile_reaction_time = 1 [MissileReactionBlock] nickname = missile_reaction_capital evade_missile_distance = 9600 evade_break_missile_reaction_time = 4 evade_slide_missile_reaction_time = 4 evade_afterburn_missile_reaction_time = 4 [FormationBlock] nickname = formation_default leader_makes_me_tougher = TRUE formation_exit_max_time = 0 formation_exit_roll_outrun_throttle = 1 formation_exit_top_turn_break_away_throttle = 1 formation_exit_mode = BREAK_AWAY_FROM_CENTER_AFTERBURNER regroup_formation_on_evade_break = FALSE break_apart_formation_on_evade_break = TRUE break_formation_on_evade_break_time = 0 regroup_formation_on_evade_dodge = FALSE break_apart_formation_on_evade_dodge = TRUE break_formation_on_evade_dodge_time = 0 regroup_formation_on_buzz_pass_by = FALSE break_apart_formation_on_buzz_pass_by = TRUE break_formation_on_buzz_pass_by_time = 0 regroup_formation_on_buzz_head_toward = FALSE break_apart_formation_on_buzz_head_toward = TRUE break_formation_on_buzz_head_toward_time = 0 break_apart_formation_missile_reaction_time = 0 break_formation_missile_reaction_time = 0 break_apart_formation_damage_trigger_time = 0 break_apart_formation_damage_trigger_percent = 0 break_formation_damage_trigger_time = 0 break_formation_damage_trigger_percent = 0 force_attack_formation_unactive_time = 0 force_attack_formation_active_time = 0 [RepairBlock] nickname = repair_default use_shield_repair_pre_delay = 1 use_shield_repair_post_delay = 1 use_shield_repair_at_damage_percent = 0.8 use_hull_repair_pre_delay = 1 use_hull_repair_post_delay = 1 use_hull_repair_at_damage_percent = 0.8 [RepairBlock] nickname = repair_easy use_shield_repair_pre_delay = 0.5 use_shield_repair_post_delay = 0.5 use_shield_repair_at_damage_percent = 0.9 use_hull_repair_pre_delay = 0.5 use_hull_repair_post_delay = 0.5 use_hull_repair_at_damage_percent = 0.9 [RepairBlock] nickname = repair_hard use_shield_repair_pre_delay = 1 use_shield_repair_post_delay = 1 use_shield_repair_at_damage_percent = 0.1 use_hull_repair_pre_delay = 1.45 use_hull_repair_post_delay = 0 use_hull_repair_at_damage_percent = 0.01 ;------ Base Inheritance Classes ------ [JobBlock] nickname = default_job wait_for_leader_target = TRUE maximum_leader_target_distance = 4800 flee_when_leader_flees_style = TRUE scene_toughness_threshold = HARDEST flee_scene_threat_style = HARDEST flee_when_hull_damaged_percent = 0 flee_no_weapons_style = TRUE loot_flee_threshold = EASIEST attack_subtarget_order = ANYTHING attack_order = ANYTHING allow_player_targeting = ALWAYS field_targeting = ALWAYS loot_preference = LT_NONE force_attack_formation = FALSE combat_drift_distance = 4800 ;------ Combat Classes ------ [JobBlock] nickname = fighter_af_job wait_for_leader_target = TRUE maximum_leader_target_distance = 4800 flee_when_leader_flees_style = TRUE scene_toughness_threshold = HARDEST flee_scene_threat_style = HARDEST flee_when_hull_damaged_percent = 0.2 flee_no_weapons_style = TRUE loot_flee_threshold = EASIEST attack_subtarget_order = ANYTHING attack_order = ANYTHING allow_player_targeting = ALWAYS field_targeting = ALWAYS loot_preference = LT_ALL force_attack_formation = FALSE combat_drift_distance = 4800 attack_preference = FIGHTER, 9600, GUNS | GUIDED attack_preference = FREIGHTER, 9600, GUNS | GUIDED | TORPEDO attack_preference = JUMPGATE, 2400, GUNS | GUIDED attack_preference = WEAPONS_PLATFORM, 2400, GUNS | GUIDED | TORPEDO attack_preference = DESTROYABLE_DEPOT, 2400, GUNS | GUIDED | TORPEDO attack_preference = SOLAR, 24000, GUNS | GUIDED | TORPEDO attack_preference = ANYTHING, 0, GUNS | GUIDED [JobBlock] nickname = fighter_ac_job wait_for_leader_target = TRUE maximum_leader_target_distance = 4800 flee_when_leader_flees_style = TRUE scene_toughness_threshold = HARDEST flee_scene_threat_style = HARDEST flee_when_hull_damaged_percent = 0.2 flee_no_weapons_style = TRUE loot_flee_threshold = EASIEST attack_subtarget_order = ANYTHING attack_order = ANYTHING allow_player_targeting = ALWAYS field_targeting = ALWAYS loot_preference = LT_ALL force_attack_formation = FALSE combat_drift_distance = 4800 attack_preference = FREIGHTER, 9600, GUNS | GUIDED | TORPEDO attack_preference = FIGHTER, 9600, GUNS | GUIDED attack_preference = JUMPGATE, 2400, GUNS | GUIDED attack_preference = WEAPONS_PLATFORM, 2400, GUNS | GUIDED | TORPEDO attack_preference = DESTROYABLE_DEPOT, 2400, GUNS | GUIDED | TORPEDO attack_preference = SOLAR, 24000, GUNS | GUIDED | TORPEDO attack_preference = ANYTHING, 0, GUNS | GUIDED [JobBlock] nickname = capital_af_job wait_for_leader_target = TRUE maximum_leader_target_distance = 4800 flee_when_leader_flees_style = TRUE scene_toughness_threshold = HARDEST flee_scene_threat_style = HARDEST flee_when_hull_damaged_percent = 0 flee_no_weapons_style = TRUE loot_flee_threshold = EASIEST attack_subtarget_order = ANYTHING attack_order = ANYTHING allow_player_targeting = ALWAYS field_targeting = ALWAYS loot_preference = LT_EQUIPMENT force_attack_formation = FALSE combat_drift_distance = 4800 attack_preference = FIGHTER, 9600, GUNS | GUIDED attack_preference = FREIGHTER, 9600, GUNS | GUIDED | TORPEDO attack_preference = JUMPGATE, 2400, GUNS | GUIDED attack_preference = WEAPONS_PLATFORM, 2400, GUNS | GUIDED | TORPEDO attack_preference = DESTROYABLE_DEPOT, 2400, GUNS | GUIDED | TORPEDO attack_preference = SOLAR, 24000, GUNS | GUIDED | TORPEDO attack_preference = ANYTHING, 0, GUNS | GUIDED [JobBlock] nickname = capital_ac_job wait_for_leader_target = TRUE maximum_leader_target_distance = 4800 flee_when_leader_flees_style = TRUE scene_toughness_threshold = HARDEST flee_scene_threat_style = HARDEST flee_when_hull_damaged_percent = 0 flee_no_weapons_style = TRUE loot_flee_threshold = EASIEST attack_subtarget_order = ANYTHING attack_order = ANYTHING allow_player_targeting = ALWAYS field_targeting = ALWAYS loot_preference = LT_EQUIPMENT force_attack_formation = FALSE combat_drift_distance = 4800 attack_preference = FREIGHTER, 9600, GUNS | GUIDED | TORPEDO attack_preference = FIGHTER, 9600, GUNS | GUIDED attack_preference = JUMPGATE, 2400, GUNS | GUIDED attack_preference = WEAPONS_PLATFORM, 2400, GUNS | GUIDED | TORPEDO attack_preference = DESTROYABLE_DEPOT, 2400, GUNS | GUIDED | TORPEDO attack_preference = SOLAR, 24000, GUNS | GUIDED | TORPEDO attack_preference = ANYTHING, 0, GUNS | GUIDED ;------ Bot Classes ------ [JobBlock] nickname = bot_fighter_af_job wait_for_leader_target = TRUE maximum_leader_target_distance = 4800 flee_when_leader_flees_style = TRUE scene_toughness_threshold = HARDEST flee_scene_threat_style = HARDEST flee_when_hull_damaged_percent = 0 flee_no_weapons_style = TRUE loot_flee_threshold = EASIEST attack_subtarget_order = ANYTHING attack_order = ANYTHING allow_player_targeting = ALWAYS field_targeting = ALWAYS loot_preference = LT_ALL force_attack_formation = FALSE combat_drift_distance = 4800 attack_preference = FIGHTER, 9600, GUNS | GUIDED attack_preference = FREIGHTER, 9600, GUNS | GUIDED | TORPEDO attack_preference = JUMPGATE, 2400, GUNS | GUIDED attack_preference = WEAPONS_PLATFORM, 2400, GUNS | GUIDED | TORPEDO attack_preference = DESTROYABLE_DEPOT, 2400, GUNS | GUIDED | TORPEDO attack_preference = SOLAR, 2400, GUNS | GUIDED | TORPEDO attack_preference = ANYTHING, 0, GUNS | GUIDED [JobBlock] nickname = bot_fighter_ac_job wait_for_leader_target = TRUE maximum_leader_target_distance = 4800 flee_when_leader_flees_style = TRUE scene_toughness_threshold = HARDEST flee_scene_threat_style = HARDEST flee_when_hull_damaged_percent = 0 flee_no_weapons_style = TRUE loot_flee_threshold = EASIEST attack_subtarget_order = ANYTHING attack_order = ANYTHING allow_player_targeting = ALWAYS field_targeting = ALWAYS loot_preference = LT_ALL force_attack_formation = FALSE combat_drift_distance = 4800 attack_preference = FREIGHTER, 9600, GUNS | GUIDED | TORPEDO attack_preference = FIGHTER, 9600, GUNS | GUIDED attack_preference = JUMPGATE, 2400, GUNS | GUIDED attack_preference = WEAPONS_PLATFORM, 2400, GUNS | GUIDED | TORPEDO attack_preference = DESTROYABLE_DEPOT, 2400, GUNS | GUIDED | TORPEDO attack_preference = SOLAR, 2400, GUNS | GUIDED | TORPEDO attack_preference = ANYTHING, 0, GUNS | GUIDED [JobBlock] nickname = bot_capital_af_job wait_for_leader_target = TRUE maximum_leader_target_distance = 4800 flee_when_leader_flees_style = TRUE scene_toughness_threshold = HARDEST flee_scene_threat_style = HARDEST flee_when_hull_damaged_percent = 0 flee_no_weapons_style = TRUE loot_flee_threshold = EASIEST attack_subtarget_order = ANYTHING attack_order = ANYTHING allow_player_targeting = ALWAYS field_targeting = ALWAYS loot_preference = LT_EQUIPMENT force_attack_formation = FALSE combat_drift_distance = 4800 attack_preference = FIGHTER, 9600, GUNS | GUIDED attack_preference = FREIGHTER, 9600, GUNS | GUIDED | TORPEDO attack_preference = JUMPGATE, 2400, GUNS | GUIDED attack_preference = WEAPONS_PLATFORM, 2400, GUNS | GUIDED | TORPEDO attack_preference = DESTROYABLE_DEPOT, 2400, GUNS | GUIDED | TORPEDO attack_preference = SOLAR, 2400, GUNS | GUIDED | TORPEDO attack_preference = ANYTHING, 0, GUNS | GUIDED [JobBlock] nickname = bot_capital_ac_job wait_for_leader_target = TRUE maximum_leader_target_distance = 4800 flee_when_leader_flees_style = TRUE scene_toughness_threshold = HARDEST flee_scene_threat_style = HARDEST flee_when_hull_damaged_percent = 0 flee_no_weapons_style = TRUE loot_flee_threshold = EASIEST attack_subtarget_order = ANYTHING attack_order = ANYTHING allow_player_targeting = ALWAYS field_targeting = ALWAYS loot_preference = LT_EQUIPMENT force_attack_formation = FALSE combat_drift_distance = 4800 attack_preference = FREIGHTER, 9600, GUNS | GUIDED | TORPEDO attack_preference = FIGHTER, 9600, GUNS | GUIDED attack_preference = JUMPGATE, 2400, GUNS | GUIDED attack_preference = WEAPONS_PLATFORM, 2400, GUNS | GUIDED | TORPEDO attack_preference = DESTROYABLE_DEPOT, 2400, GUNS | GUIDED | TORPEDO attack_preference = SOLAR, 2400, GUNS | GUIDED | TORPEDO attack_preference = ANYTHING, 0, GUNS | GUIDED ;------ Wingmen Classes ------ [JobBlock] nickname = wingman_fighter_af_job wait_for_leader_target = FALSE maximum_leader_target_distance = 2400 flee_when_leader_flees_style = TRUE scene_toughness_threshold = HARDEST flee_scene_threat_style = HARDEST flee_when_hull_damaged_percent = 0 flee_no_weapons_style = TRUE loot_flee_threshold = EASIEST attack_subtarget_order = ANYTHING attack_order = ANYTHING allow_player_targeting = ALWAYS field_targeting = ALWAYS loot_preference = LT_POTIONS force_attack_formation = FALSE combat_drift_distance = 4800 attack_preference = FIGHTER, 2400, GUNS | GUIDED attack_preference = FREIGHTER, 2400, GUNS | GUIDED | TORPEDO attack_preference = JUMPGATE, 1200, GUNS | GUIDED attack_preference = WEAPONS_PLATFORM, 1200, GUNS | GUIDED | TORPEDO attack_preference = DESTROYABLE_DEPOT, 1200, GUNS | GUIDED | TORPEDO attack_preference = SOLAR, 1200, GUNS | GUIDED | TORPEDO attack_preference = ANYTHING, 0, GUNS | GUIDED [JobBlock] nickname = wingman_fighter_ac_job wait_for_leader_target = FALSE maximum_leader_target_distance = 2400 flee_when_leader_flees_style = TRUE scene_toughness_threshold = HARDEST flee_scene_threat_style = HARDEST flee_when_hull_damaged_percent = 0 flee_no_weapons_style = TRUE loot_flee_threshold = EASIEST attack_subtarget_order = ANYTHING attack_order = ANYTHING allow_player_targeting = ALWAYS field_targeting = ALWAYS loot_preference = LT_POTIONS force_attack_formation = FALSE combat_drift_distance = 4800 attack_preference = FREIGHTER, 2400, GUNS | GUIDED | TORPEDO attack_preference = FIGHTER, 2400, GUNS | GUIDED attack_preference = JUMPGATE, 1200, GUNS | GUIDED attack_preference = WEAPONS_PLATFORM, 1200, GUNS | GUIDED | TORPEDO attack_preference = DESTROYABLE_DEPOT, 1200, GUNS | GUIDED | TORPEDO attack_preference = SOLAR, 1200, GUNS | GUIDED | TORPEDO attack_preference = ANYTHING, 0, GUNS | GUIDED [JobBlock] nickname = wingman_capital_af_job wait_for_leader_target = FALSE maximum_leader_target_distance = 2400 flee_when_leader_flees_style = TRUE scene_toughness_threshold = HARDEST flee_scene_threat_style = HARDEST flee_when_hull_damaged_percent = 0 flee_no_weapons_style = TRUE loot_flee_threshold = EASIEST attack_subtarget_order = ANYTHING attack_order = ANYTHING allow_player_targeting = ALWAYS field_targeting = ALWAYS loot_preference = LT_NONE force_attack_formation = FALSE combat_drift_distance = 4800 attack_preference = FIGHTER, 2400, GUNS | GUIDED attack_preference = FREIGHTER, 2400, GUNS | GUIDED | TORPEDO attack_preference = JUMPGATE, 1200, GUNS | GUIDED attack_preference = WEAPONS_PLATFORM, 1200, GUNS | GUIDED | TORPEDO attack_preference = DESTROYABLE_DEPOT, 1200, GUNS | GUIDED | TORPEDO attack_preference = SOLAR, 1200, GUNS | GUIDED | TORPEDO attack_preference = ANYTHING, 0, GUNS | GUIDED [JobBlock] nickname = wingman_capital_ac_job wait_for_leader_target = FALSE maximum_leader_target_distance = 2400 flee_when_leader_flees_style = TRUE scene_toughness_threshold = HARDEST flee_scene_threat_style = HARDEST flee_when_hull_damaged_percent = 0 flee_no_weapons_style = TRUE loot_flee_threshold = EASIEST attack_subtarget_order = ANYTHING attack_order = ANYTHING allow_player_targeting = ALWAYS field_targeting = ALWAYS loot_preference = LT_NONE force_attack_formation = FALSE combat_drift_distance = 4800 attack_preference = FREIGHTER, 2400, GUNS | GUIDED | TORPEDO attack_preference = FIGHTER, 2400, GUNS | GUIDED attack_preference = JUMPGATE, 1200, GUNS | GUIDED attack_preference = WEAPONS_PLATFORM, 1200, GUNS | GUIDED | TORPEDO attack_preference = DESTROYABLE_DEPOT, 1200, GUNS | GUIDED | TORPEDO attack_preference = SOLAR, 1200, GUNS | GUIDED | TORPEDO attack_preference = ANYTHING, 0, GUNS | GUIDED [JobBlock] nickname = wingman_companion_raze_job wait_for_leader_target = FALSE maximum_leader_target_distance = 2400 flee_when_leader_flees_style = TRUE scene_toughness_threshold = HARDEST flee_scene_threat_style = HARDEST flee_when_hull_damaged_percent = 0 flee_no_weapons_style = TRUE loot_flee_threshold = EASIEST attack_subtarget_order = ANYTHING attack_order = ANYTHING allow_player_targeting = ALWAYS field_targeting = ALWAYS loot_preference = LT_NONE force_attack_formation = FALSE combat_drift_distance = 4800 attack_preference = WEAPONS_PLATFORM, 1200, GUNS | GUIDED | TORPEDO attack_preference = SOLAR, 1200, GUNS | GUIDED | TORPEDO attack_preference = FREIGHTER, 2400, GUNS | GUIDED | TORPEDO attack_preference = FIGHTER, 2400, GUNS | GUIDED attack_preference = JUMPGATE, 1200, GUNS | GUIDED attack_preference = DESTROYABLE_DEPOT, 1200, GUNS | GUIDED | TORPEDO attack_preference = ANYTHING, 0, GUNS | GUIDED [JobBlock] nickname = wingman_companion_siege_job wait_for_leader_target = FALSE maximum_leader_target_distance = 2400 flee_when_leader_flees_style = TRUE scene_toughness_threshold = HARDEST flee_scene_threat_style = HARDEST flee_when_hull_damaged_percent = 0 flee_no_weapons_style = TRUE loot_flee_threshold = EASIEST attack_subtarget_order = ANYTHING attack_order = ANYTHING allow_player_targeting = ALWAYS field_targeting = ALWAYS loot_preference = LT_NONE force_attack_formation = FALSE combat_drift_distance = 4800 attack_preference = SOLAR, 1200, GUNS | GUIDED | TORPEDO attack_preference = WEAPONS_PLATFORM, 1200, GUNS | GUIDED | TORPEDO attack_preference = FREIGHTER, 2400, GUNS | GUIDED | TORPEDO attack_preference = FIGHTER, 2400, GUNS | GUIDED attack_preference = JUMPGATE, 1200, GUNS | GUIDED attack_preference = DESTROYABLE_DEPOT, 1200, GUNS | GUIDED | TORPEDO attack_preference = ANYTHING, 0, GUNS | GUIDED [JobBlock] nickname = wingman_companion_cover_job wait_for_leader_target = FALSE maximum_leader_target_distance = 600 flee_when_leader_flees_style = TRUE scene_toughness_threshold = HARDEST flee_scene_threat_style = HARDEST flee_when_hull_damaged_percent = 0 flee_no_weapons_style = TRUE loot_flee_threshold = EASIEST attack_subtarget_order = ANYTHING attack_order = ANYTHING allow_player_targeting = ALWAYS field_targeting = ALWAYS loot_preference = LT_POTIONS force_attack_formation = FALSE combat_drift_distance = 4800 attack_preference = FIGHTER, 600, GUNS | GUIDED attack_preference = FREIGHTER, 600, GUNS | GUIDED | TORPEDO attack_preference = JUMPGATE, 300, GUNS | GUIDED attack_preference = WEAPONS_PLATFORM, 300, GUNS | GUIDED | TORPEDO attack_preference = DESTROYABLE_DEPOT, 300, GUNS | GUIDED | TORPEDO attack_preference = SOLAR, 300, GUNS | GUIDED | TORPEDO attack_preference = ANYTHING, 0, GUNS | GUIDED ;------ Trade Classes ------ [JobBlock] nickname = transport_af_job wait_for_leader_target = TRUE maximum_leader_target_distance = 1200 flee_when_leader_flees_style = TRUE scene_toughness_threshold = HARD flee_scene_threat_style = HARD flee_when_hull_damaged_percent = 0.6 flee_no_weapons_style = TRUE loot_flee_threshold = EASIEST attack_subtarget_order = ANYTHING attack_order = ANYTHING allow_player_targeting = ALWAYS field_targeting = ALWAYS loot_preference = LT_NONE force_attack_formation = FALSE combat_drift_distance = 4800 attack_preference = FIGHTER, 1200, GUNS | GUIDED attack_preference = FREIGHTER, 1200, GUNS | GUIDED | TORPEDO attack_preference = JUMPGATE, 600, GUNS | GUIDED attack_preference = WEAPONS_PLATFORM, 600, GUNS | GUIDED | TORPEDO attack_preference = DESTROYABLE_DEPOT, 600, GUNS | GUIDED | TORPEDO attack_preference = SOLAR, 600, GUNS | GUIDED | TORPEDO attack_preference = ANYTHING, 0, GUNS | GUIDED ;------ Solar Classes ------ [JobBlock] nickname = solar_ac_job wait_for_leader_target = FALSE maximum_leader_target_distance = 2400 flee_when_leader_flees_style = TRUE scene_toughness_threshold = HARDEST flee_scene_threat_style = HARDEST flee_when_hull_damaged_percent = 0 flee_no_weapons_style = TRUE loot_flee_threshold = EASIEST attack_subtarget_order = ANYTHING attack_order = ANYTHING allow_player_targeting = ALWAYS field_targeting = ALWAYS loot_preference = LT_NONE force_attack_formation = FALSE combat_drift_distance = 4800 attack_preference = FREIGHTER, 2400, GUNS | GUIDED | TORPEDO attack_preference = FIGHTER, 2400, GUNS | GUIDED attack_preference = JUMPGATE, 1200, GUNS | GUIDED attack_preference = WEAPONS_PLATFORM, 1200, GUNS | GUIDED | TORPEDO attack_preference = DESTROYABLE_DEPOT, 1200, GUNS | GUIDED | TORPEDO attack_preference = SOLAR, 1200, GUNS | GUIDED | TORPEDO attack_preference = ANYTHING, 0, GUNS | GUIDED ;------ Special Classes ------ [JobBlock] nickname = pbase_capital_af_job wait_for_leader_target = TRUE maximum_leader_target_distance = 4800 flee_when_leader_flees_style = TRUE scene_toughness_threshold = HARDEST flee_scene_threat_style = HARDEST flee_when_hull_damaged_percent = 0 flee_no_weapons_style = TRUE loot_flee_threshold = EASIEST attack_subtarget_order = ANYTHING attack_order = ANYTHING allow_player_targeting = ALWAYS field_targeting = ALWAYS loot_preference = LT_NONE force_attack_formation = FALSE combat_drift_distance = 4800 attack_preference = FIGHTER, 9600, GUNS | GUIDED attack_preference = FREIGHTER, 9600, GUNS | GUIDED | TORPEDO attack_preference = JUMPGATE, 2400, GUNS | GUIDED attack_preference = WEAPONS_PLATFORM, 2400, GUNS | GUIDED | TORPEDO attack_preference = DESTROYABLE_DEPOT, 2400, GUNS | GUIDED | TORPEDO attack_preference = SOLAR, 2400, GUNS | GUIDED | TORPEDO attack_preference = ANYTHING, 0, GUNS | GUIDED [JobBlock] nickname = follow_job wait_for_leader_target = FALSE maximum_leader_target_distance = 2400 flee_when_leader_flees_style = TRUE scene_toughness_threshold = HARDEST flee_scene_threat_style = HARDEST flee_when_hull_damaged_percent = 0 flee_no_weapons_style = TRUE loot_flee_threshold = EASIEST attack_subtarget_order = ANYTHING attack_order = ANYTHING allow_player_targeting = ALWAYS field_targeting = ALWAYS loot_preference = LT_NONE force_attack_formation = FALSE combat_drift_distance = 4800 ;------ Base Inheritance Classes - Default ------ [Pilot] nickname = pilot_base_fighter_default gun_id = gun_default missile_id = missile_default evade_dodge_id = evade_dodge_default evade_break_id = evade_break_default buzz_head_toward_id = buzz_head_toward_default buzz_pass_by_id = buzz_pass_by_default trail_id = trail_default strafe_id = strafe_default engine_kill_id = engine_kill_default mine_id = mine_default countermeasure_id = countermeasure_default damage_reaction_id = damage_reaction_default missile_reaction_id = missile_reaction_default formation_id = formation_default repair_id = repair_default job_id = default_job [Pilot] nickname = pilot_base_vhf_default inherit = pilot_base_fighter_default ;Skip FLMM buzz_head_toward_id = buzz_head_toward_vhf buzz_pass_by_id = buzz_pass_by_vhf engine_kill_id = engine_kill_vhf [Pilot] nickname = pilot_base_capital_default inherit = pilot_base_fighter_default ;Skip FLMM buzz_head_toward_id = buzz_head_toward_capital buzz_pass_by_id = buzz_pass_by_capital engine_kill_id = engine_kill_capital missile_reaction_id = missile_reaction_capital ;------ Base Inheritance Classes - Easy ------ [Pilot] nickname = pilot_base_fighter_easy inherit = pilot_base_fighter_default ;Skip FLMM gun_id = gun_easy missile_id = missile_easy countermeasure_id = countermeasure_easy missile_reaction_id = missile_reaction_easy repair_id = repair_easy [Pilot] nickname = pilot_base_vhf_easy inherit = pilot_base_vhf_default ;Skip FLMM gun_id = gun_easy missile_id = missile_easy countermeasure_id = countermeasure_easy missile_reaction_id = missile_reaction_easy repair_id = repair_easy [Pilot] nickname = pilot_base_capital_easy inherit = pilot_base_capital_default ;Skip FLMM gun_id = gun_easy missile_id = missile_easy countermeasure_id = countermeasure_easy missile_reaction_id = missile_reaction_easy repair_id = repair_easy ;------ Base Inheritance Classes - Hard ------ [Pilot] nickname = pilot_base_fighter_hard inherit = pilot_base_fighter_default ;Skip FLMM gun_id = gun_hard missile_id = missile_hard countermeasure_id = countermeasure_hard missile_reaction_id = missile_reaction_hard repair_id = repair_hard [Pilot] nickname = pilot_base_vhf_hard inherit = pilot_base_vhf_default ;Skip FLMM gun_id = gun_hard missile_id = missile_hard countermeasure_id = countermeasure_hard missile_reaction_id = missile_reaction_hard repair_id = repair_hard [Pilot] nickname = pilot_base_capital_hard inherit = pilot_base_capital_default ;Skip FLMM gun_id = gun_hard missile_id = missile_hard countermeasure_id = countermeasure_hard ;missile_reaction_id = missile_reaction_hard ;Do not use for Capitals repair_id = repair_hard ;------ Combat Classes ------ [Pilot] nickname = pilot_fighter_af inherit = pilot_base_fighter_default job_id = fighter_af_job [Pilot] nickname = pilot_fighter_ac inherit = pilot_base_fighter_default job_id = fighter_ac_job [Pilot] nickname = pilot_vhf_af inherit = pilot_base_vhf_default job_id = fighter_af_job [Pilot] nickname = pilot_vhf_ac inherit = pilot_base_vhf_default job_id = fighter_ac_job [Pilot] nickname = pilot_capital_af inherit = pilot_base_capital_default job_id = capital_af_job [Pilot] nickname = pilot_capital_ac inherit = pilot_base_capital_default job_id = capital_ac_job ;------ AI Bot Classses ------ [Pilot] nickname = pilot_bot_fighter_af inherit = pilot_base_fighter_hard job_id = bot_fighter_af_job [Pilot] nickname = pilot_bot_fighter_ac inherit = pilot_base_fighter_hard job_id = bot_fighter_ac_job [Pilot] nickname = pilot_bot_vhf_af inherit = pilot_base_vhf_hard job_id = bot_fighter_af_job [Pilot] nickname = pilot_bot_vhf_ac inherit = pilot_base_vhf_hard job_id = bot_fighter_ac_job [Pilot] nickname = pilot_bot_capital_af inherit = pilot_base_capital_hard job_id = bot_capital_af_job [Pilot] nickname = pilot_bot_capital_ac inherit = pilot_base_capital_hard job_id = bot_capital_ac_job ;------ Wingmen Classes ------ [Pilot] nickname = pilot_wingman_fighter_af inherit = pilot_base_fighter_hard job_id = wingman_fighter_af_job [Pilot] nickname = pilot_wingman_fighter_ac inherit = pilot_base_fighter_hard job_id = wingman_fighter_ac_job [Pilot] nickname = pilot_wingman_vhf_af inherit = pilot_base_vhf_hard job_id = wingman_fighter_af_job [Pilot] nickname = pilot_wingman_vhf_ac inherit = pilot_base_vhf_hard job_id = wingman_fighter_ac_job [Pilot] nickname = pilot_wingman_capital_af inherit = pilot_base_capital_hard job_id = wingman_capital_af_job [Pilot] nickname = pilot_wingman_capital_ac inherit = pilot_base_capital_hard job_id = wingman_capital_ac_job ;------ Trade Classes ------ [Pilot] nickname = pilot_transport_af inherit = pilot_base_capital_default job_id = transport_af_job ;------ Solar Classes ------ [Pilot] nickname = pilot_solar_ac inherit = pilot_base_capital_hard job_id = solar_ac_job [Pilot] nickname = pilot_lair_solar_ac inherit = pilot_base_capital_easy job_id = solar_ac_job ;------ Special Classes ------ [Pilot] nickname = pilot_pbase_capital_af inherit = pilot_base_capital_hard job_id = pbase_capital_af_job [Pilot] nickname = pilot_follow inherit = pilot_base_fighter_default trail_id = trail_follow job_id = follow_job