Nomads won't shoot cruise disruptors

  • My Nomad encounters are working fine, and the Nomads have the Nomad Cruise Disruptor in their loadout. The problem is they don't use it but more than once or twice.


    Here's basically what's going on.


    The Nomads do fire a CD, but only once... I logged into the system and went into cruise. The first Nomad group that I encountered CD'd me and I had to evade and go back into cruise. They never stopped my attempts to go into cruise, and once I was in cruise I was able to cruise around them until I got bored... They never fired a second shot.


    Next I flew away until they were no longer on my scanner. A couple minutes later I encountered another group. Despite me flying around them for a couple minutes, they never fired a CD at me, only their guns.


    I F1'd and came back in and the same behavior repeated. It seems they're only firing one CD and done.


    Here's the important info:


    [Zone]
    nickname = Zone_St05_pop_ambient_01
    pos = -22972, 0, -25117
    rotate = 0, 46, 0
    shape = ELLIPSOID
    size = 45639, 24198, 24198
    sort = 51
    toughness = 19
    density = 12
    repop_time = 25
    max_battle_size = 20
    pop_type = Background
    relief_time = 35
    population_additive = false
    faction_weight = fc_n_grp, 1
    encounter = area_nomads, 15, 0.5
    faction = fc_n_grp, 1


    [Zone]
    nickname = Zone_St05_pop_ambient_02
    pos = 25270, 0, -18990
    rotate = 0, -27, 0
    shape = ELLIPSOID
    size = 45486, 28486, 28486
    sort = 51
    toughness = 19
    density = 12
    repop_time = 25
    max_battle_size = 20
    pop_type = Background
    relief_time = 35
    population_additive = false
    faction_weight = fc_n_grp, 1
    encounter = area_nomads, 15, 0.5
    faction = fc_n_grp, 1


    [Zone]
    nickname = Zone_St05_pop_ambient_03
    pos = 4441, 0, 25117
    rotate = 0, -15, 0
    shape = ELLIPSOID
    size = 53450, 30324, 30324
    sort = 51
    toughness = 19
    density = 12
    repop_time = 25
    max_battle_size = 20
    pop_type = Background
    relief_time = 35
    population_additive = false
    faction_weight = fc_n_grp, 1
    encounter = area_nomads, 15, 0.5
    faction = fc_n_grp, 1


    [zone]
    nickname = zone_st05_pop_nomads
    pos = 112, 2000, 547
    shape = BOX
    size = 53277, 4000, 57373
    sort = 51
    toughness = 19
    density = 12
    repop_time = 30
    max_battle_size = 12
    pop_type = Background
    relief_time = 12
    faction_weight = fc_n_grp, 10
    encounter = area_nomads, 15, 0.85
    faction = fc_n_grp, 1
    encounter = capitalships_Nomads, 15, 0.15
    faction = fc_n_grp, 1


    Nomads spawn just fine, they shoot their guns, they just don't use CDs.


    from faction_prop.ini

    [FactionProps]
    affiliation = fc_n_grp
    legality = unlawful
    nickname_plurality = plural
    msg_id_prefix = ignore
    jump_preference = jumphole
    npc_ship = MSN13_Nomad_Fighter_Populator
    npc_ship = fc_n_no_fighter_d15-18
    npc_ship = Nomad_Gunboat
    npc_ship = Nomad_Battleship
    mc_costume = mc_fc
    firstname_female = 229608, 229608
    lastname = 229608, 229608
    rank_desig = 197140, 197140, 197140, 10, 15
    formation_desig = 197808, 197820
    formation = fighters, fighter_guild
    formation = gunboats, gunboat_wall
    formation = battleships, battleship_wall


    from npcships.ini

    [NPCShipArch]
    nickname = fc_n_no_fighter_d15-18
    loadout = no_fighter_loadout02
    level = d15
    ship_archetype = no_fighter
    pilot = MSN13_Nomad_Fighter_Ace
    state_graph = FIGHTER
    npc_class = unlawful, class_fighter, d15, d16, d17, d18


    from loadouts.ini


    [Loadout]
    nickname = no_fighter_loadout02
    archetype = no_fighter
    equip = ge_nf_engine_01
    equip = infinite_power
    equip = ge_s_scanner_02
    equip = no_thruster, HpThruster01
    equip = armor_scale_11
    equip = nomad_cruise_disruptor01, HpTorpedo01
    equip = nomad_gun01_mark03, HpWeapon01
    equip = nomad_gun01_mark03, HpWeapon02
    equip = nomad_gun01_mark03, HpWeapon03
    cargo = special_nomad_gun01, 1
    cargo = special_nomad_gun02, 1


    from pilots_story.ini

    [Pilot]
    nickname = MSN13_Nomad_Fighter_Ace
    inherit = story_light_fighter_hard

    [Pilot]
    nickname = story_light_fighter_hard
    gun_id = gun_story_fighter_hard_style_a
    missile_id = story_missile_fighter_ace
    evade_dodge_id = evade_dodge_fighter_style_c
    evade_break_id = evade_break_fighter_style_b
    buzz_head_toward_id = buzz_head_toward_fighter_style_b
    buzz_pass_by_id = buzz_pass_by_fighter_style_b
    trail_id = trail_fighter_style_a
    strafe_id = strafe_fighter_style_a
    engine_kill_id = engine_kill_fighter_style_a
    mine_id = mine_light_fighter_a
    countermeasure_id = countermeasure_a
    damage_reaction_id = damage_reaction_fighter_style_a
    missile_reaction_id = missile_reaction_fighter_style_a
    formation_id = formation_fighter_style_a
    repair_id = repair_fighter_both
    job_id = story_job_fighter_a


    The pilots exist, they recognize as hostile, they shoot guns, they shoot at least the one CD, and after that it's as if they don't even have a CD anymore.


    What am I missing, what should I do?

  • Funny you should mention that...


    After I posted, I noticed that the other MSN nomad loadouts did have the ammo so I added the line giving them ammo.


    The Nomads still don't fire but the once.


    I didn't figure they needed ammo as the gun is default with the uses_ammo = false line but even after adding it, they still don't shoot the CDs. With 12-18 Nomads flying around me I'd expect a veritable hailstorm of CDs coming my way every time I try to go to cruise but after the initial ambush, if I can evade them long enough to go into cruise, they don't use the CD again until the next time I log in. Then once again, they only use it once.

  • Can you be a little more specific please?


    I'm of the opinion that it either has to be the encounter (area_nomads.ini), or the pilot but I don't know what I'm looking for.

  • Please take a look at this and tell me if you see anything that would prevent these pilots from launching CDs...
    Nothing jumps out at me as being the cause. I'm going to implement this today and see what happens. *keeps fingers crossed*


    from faction_prop.ini


    [FactionProps]
    affiliation = fc_n_grp
    legality = unlawful
    nickname_plurality = plural
    msg_id_prefix = ignore
    jump_preference = jumphole
    npc_ship = MSN13_Nomad_Fighter_Populator
    npc_ship = fc_n_no_fighter_d13-19
    npc_ship = Nomad_Gunboat
    npc_ship = Nomad_Battleship
    mc_costume = mc_fc
    firstname_female = 229608, 229608
    lastname = 229608, 229608
    rank_desig = 197140, 197140, 197140, 10, 15
    formation_desig = 197808, 197820
    formation = fighters, fighter_guild
    formation = gunboats, gunboat_wall
    formation = battleships, battleship_wall


    from npcships.ini


    [NPCShipArch]
    nickname = fc_n_no_fighter_d13-19
    loadout = no_fighter_loadout02
    level = d13
    ship_archetype = no_fighter
    pilot = FLU_Nomad_Fighter
    state_graph = FIGHTER
    npc_class = unlawful, class_fighter, d13, d14, d15, d16, d17, d18, d19


    from pilots_population.ini


    [Pilot]
    nickname = FLU_Nomad_Fighter
    inherit = pilot_fighter_very_hard


    [Pilot]
    nickname = pilot_fighter_very_hard
    job_id = fighter_very_hard_job
    formation_id= formation_fighter_very_hard
    missile_reaction_id = missile_reaction_fighter_very_hard
    missile_id = missile_fighter_very_hard
    evade_dodge_id = evade_dodge_fighter_very_hard
    evade_break_id = evade_break_fighter_very_hard
    damage_reaction_id = damage_reaction_fighter_very_hard
    countermeasure_id = countermeasure_fighter_very_hard
    repair_id = repair_fighter_very_hard
    gun_id = gun_fighter_very_hard
    mine_id = mine_fighter_very_hard
    buzz_head_toward_id = buzz_head_toward_fighter_very_hard
    buzz_pass_by_id = buzz_pass_by_fighter_very_hard
    trail_id = trail_fighter_very_hard
    strafe_id = strafe_fighter_very_hard


    [MissileReactionBlock]
    nickname = missile_reaction_fighter_very_hard
    evade_missile_distance = 2000
    evade_break_missile_reaction_time = 1
    evade_slide_missile_reaction_time = 1
    evade_afterburn_missile_reaction_time = 2


    [MissileBlock]
    nickname = missile_fighter_very_hard
    missile_launch_interval_time = 2
    missile_launch_interval_variance_percent = 0
    missile_launch_range = 2000
    missile_launch_cone_angle = 60
    missile_launch_allow_out_of_range = False


    from loadouts.ini


    [Loadout]
    nickname = no_fighter_loadout02
    archetype = no_fighter
    equip = ge_nf_engine_01
    equip = infinite_power
    equip = ge_s_scanner_01
    equip = no_thruster, HpThruster01
    equip = armor_scale_11
    equip = nomad_cruise_disruptor01, HpTorpedo01
    cargo = nomad_cruise_disruptor01_ammo, 20
    equip = nomad_gun01_mark03, HpWeapon01
    equip = nomad_gun01_mark03, HpWeapon02
    equip = nomad_gun01_mark03, HpWeapon03
    cargo = special_nomad_gun01, 1
    cargo = special_nomad_gun02, 1


    from area_nomads.ini

    [EncounterFormation]
    ship_by_class = 1, 1, sc_fighters
    pilot_job = assault_leader_job
    make_class = wanderer
    ship_by_class = 5, 5, sc_fighters
    pilot_job = assault_job
    make_class = wanderer
    formation_by_class = fighters
    behavior = wander
    arrival = cruise
    allow_simultaneous_creation = yes
    zone_creation_distance = 0
    times_to_create = infinite


    [Creation]
    permutation = 0, 3




    Thanks much for the help.


    R

  • Try this setting:


    [MissileBlock]
    nickname = missile_fighter_very_hard
    missile_launch_interval_time = 2
    missile_launch_interval_variance_percent = 0.5
    missile_launch_range = 2000
    missile_launch_cone_angle = 60
    missile_launch_allow_out_of_range = False




    If it did not help can you post here the definition of disruptor ?

  • I will try to get that implemented today or this weekend. Thanks for looking and contributing.


    In the meantime, here's the Nomad CD info.


    [Motor]
    nickname = nomad_cruise_disruptor01_motor
    lifetime = 0.625
    accel = 1152
    delay = 0


    [Explosion]
    nickname = nomad_cruise_disruptor01_explosion
    effect = no_cruisedis01_impact
    lifetime = 0, 0
    process = disappear
    strength = 100
    radius = 25
    hull_damage = 530
    energy_damage = 0
    impulse = 0


    [Munition]
    nickname = nomad_cruise_disruptor01_ammo
    explosion_arch = nomad_cruise_disruptor01_explosion
    hp_type = hp_gun
    requires_ammo = false
    hit_pts = 2
    one_shot_sound = fire_no_cruise_disruptor
    detonation_dist = 6.25
    lifetime = 3.125
    Motor = nomad_cruise_disruptor01_motor
    force_gun_ori = false
    const_effect = no_cruisedis01_drive
    HP_trail_parent = HPExhaust
    seeker = LOCK
    time_to_lock = 0
    seeker_range = 2700
    seeker_fov_deg = 120
    max_angular_velocity = 8.71
    cruise_disruptor = true
    DA_archetype = equipment\models\weapons\li_rad_missile.3db
    material_library = equipment\models\li_equip.mat
    mass = 1
    volume = 0


    [Gun]
    nickname = nomad_cruise_disruptor01
    ids_name = 263526
    ids_info = 264526
    DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
    HP_child = HPConnect
    hit_pts = 4215
    explosion_resistance = 1
    debris_type = debris_normal
    parent_impulse = 20
    child_impulse = 80
    volume = 50
    mass = 10
    damage_per_fire = 0
    power_usage = 132.5
    refire_delay = 0.5
    muzzle_velocity = 360
    toughness = 10.6
    projectile_archetype = nomad_cruise_disruptor01_ammo
    separation_explosion = sever_debris
    auto_turret = false
    turn_rate = 90
    lootable = false
    LODranges = 0, 20

  • This allow using disruptor during the mission for NPC.


    [Gun]
    nickname = nomad_cruise_disruptor01
    ids_name = 263526
    ids_info = 264526
    DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp
    HP_child = HPConnect
    hit_pts = 4215
    explosion_resistance = 1
    debris_type = debris_normal
    parent_impulse = 20
    child_impulse = 80
    volume = 50
    mass = 10
    damage_per_fire = 0
    power_usage = 132.5
    refire_delay = 0.5
    muzzle_velocity = 360
    toughness = 10.6
    projectile_archetype = nomad_cruise_disruptor01_ammo
    separation_explosion = sever_debris
    auto_turret = true
    turn_rate = 90
    lootable = false
    LODranges = 0, 20

  • I'll keep that in mind if what I'm doing now doesn't work.
    My only hesitation with that change is that none of the other CDs use that setting and the NPCs seem to spam those well enough.