Terradive Posted July 7, 2013 Share Posted July 7, 2013 Will the Goldhawk interactive team be releasing a .dll file to assist with some of the more awesome points of modding? I'd like to add some things into the game that are not available via the xml files. For instance, maybe I want to add a huge tank alien that is a melee brawler. Lots of hit points. His purpose is to either melee or run toward enemy positions and force enemies out of their hidey holes for ranged weapon users to snipe off/mow down. Maybe I want to add a ninja class for the Xenonauts. Poppers? Those would be cool. Those could probably be handled with Ai there now however. How about technological control? It compromises tanks and andron units. Like mind control for robots. Mayyyybe I want to do a lot of things with this that would be cool. I totally understand that this is in beta, just asking. Quote Link to comment Share on other sites More sharing options...
WalrusJones Posted July 8, 2013 Share Posted July 8, 2013 Assets-Script contains Lua files of most the game. Quote Link to comment Share on other sites More sharing options...
Ol' Stinky Posted July 8, 2013 Share Posted July 8, 2013 I don't think you can mod the AI. As for melee brawlers and poppers, you can add those into the game now. I've already done a brawler lizardman who melees, the trouble is that I can't/don't know how to mod the AI so he uses the reaper-type AI mode, which is not quite what I want. You'd make a popper by giving him a weak unanimated 1 range explosive melee attack, and since poppers are a low-hp kamikaze type of class, they'd die in the attack. The bigger drones now explode on death, so you copy that for the popper. Quote Link to comment Share on other sites More sharing options...
Terradive Posted July 9, 2013 Author Share Posted July 9, 2013 Well it would be really awesome if andirons knew to follow a few steps behind a bruiser and capitalize on its melee attacks. With true access to the games inner workings like in civ 4 some really awesome things can happen. Quote Link to comment Share on other sites More sharing options...
lightgemini Posted July 10, 2013 Share Posted July 10, 2013 (edited) The coder doing the AI has modable AI as one of the goals. Up to what extent and if time will make it possible are still unknown. Note: This is the link for his blog. He introduces Xenonauts AI project and some more data that is a must read. http://codepoke.net/2012/08/18/xenonauts-a-i-starting-blocks/ Edited July 10, 2013 by lightgemini Quote Link to comment Share on other sites More sharing options...
thothkins Posted July 10, 2013 Share Posted July 10, 2013 thanks for that link. It was a good read when posted a while back. Quote Link to comment Share on other sites More sharing options...
4Aces Posted July 11, 2013 Share Posted July 11, 2013 I don't think you can mod the AI. I did. It cut the number of Hidden Movement infinite loops considerably (but is still in testing). The coder's blog entry was from August 2012. This is the 'new' AI that the game is using' date=' and [b']states[/b] can be modified by editing \assets\groundcombat\ai\behaviours.xml. Unfortunately there is no commenting, but most of the variables appear to have logical names. Quote Link to comment Share on other sites More sharing options...
Terradive Posted July 16, 2013 Author Share Posted July 16, 2013 I did. It cut the number of Hidden Movement infinite loops considerably (but is still in testing).The coder's blog entry was from August 2012. This is the 'new' AI that the game is using, and states can be modified by editing \assets\groundcombat\ai\behaviours.xml. Unfortunately there is no commenting, but most of the variables appear to have logical names. That is not even close to what I am talking about. Quote Link to comment Share on other sites More sharing options...
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