![]() As the names imply, this is difficulty data for singleplayer and multiplayer respectively. There are two real top level objects, sfxgame.sfxdifficultyhandler and sfxgamempcontent.sfxdifficultyhandlermp. Platinum difficulty is defined in MP3 - Earth DLC, and in the patches they are further refined. You can mod both singleplayer and multiplayer in this file, and there is no differences in the syntax. This file lets you tweak many aspects of enemy AI such as timing between firing sequences, health, grenade cooldowns, etc. X is the minimum, Y is the maximum.For example, the ravager shoots 1 burstoffire that has a burstfirecount set to 3. Variable nameĭefines how many burstfirecount's to fire. Under the enemy sfxai objects, you can have a single variable that modifies their weapon, the rest are inherited. The top level abstract object is sfxgame.sfxai_core, and the subitems are sfxgame.sfxai_henchman for allied AI and sfxgamecontent.sfxai_ENEMYNAME for the various enemies. You can identify enemy weapons in BioAI because they contain the name sfxweapon. While the character object does the actual moving, the weapon does the actual firing, not the character.Įnemy weapons use the same weapon data as player weapons, so look at the table in the BioWeapon section. This is the file that controls enemy AI variables. it typically signifies the variable is a boolean.
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