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authorJack <66967891+ASpoonPlaysGames@users.noreply.github.com>2022-07-30 22:32:21 +0100
committerGitHub <noreply@github.com>2022-07-30 23:32:21 +0200
commit960e64fbecfbf62f32df0d4d69332edbd230f1de (patch)
tree1af03b5c647820689665f7d1cc259d4955feff5b /Northstar.CustomServers/mod/scripts
parentfef599e5ffeb6b80b824e7df8c80afc8c69c9604 (diff)
downloadNorthstarMods-960e64fbecfbf62f32df0d4d69332edbd230f1de.tar.gz
NorthstarMods-960e64fbecfbf62f32df0d4d69332edbd230f1de.zip
[FD] AI proficiency (#463)
* Set AI proficiency properly maybe * This might be wrong but whatever
Diffstat (limited to 'Northstar.CustomServers/mod/scripts')
-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_fd.nut1
-rw-r--r--Northstar.CustomServers/mod/scripts/vscripts/mp/_ai_mp.gnut6
2 files changed, 4 insertions, 3 deletions
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_fd.nut b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_fd.nut
index 36ebeecf..f177f1ca 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_fd.nut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/gamemodes/_gamemode_fd.nut
@@ -64,6 +64,7 @@ void function GamemodeFD_Init()
Riff_ForceBoostAvailability( eBoostAvailability.Disabled )
PlayerEarnMeter_SetEnabled( false )
SetShouldUsePickLoadoutScreen( true )
+ SetGetDifficultyFunc( FD_GetDifficultyLevel )
TeamTitanSelectMenu_Init() // show the titan select menu in this mode
//general Callbacks
diff --git a/Northstar.CustomServers/mod/scripts/vscripts/mp/_ai_mp.gnut b/Northstar.CustomServers/mod/scripts/vscripts/mp/_ai_mp.gnut
index 1102aae1..ce9227a2 100644
--- a/Northstar.CustomServers/mod/scripts/vscripts/mp/_ai_mp.gnut
+++ b/Northstar.CustomServers/mod/scripts/vscripts/mp/_ai_mp.gnut
@@ -12,13 +12,13 @@ void function MpInitAILoadouts()
void function SetProficiency( entity npc )
{
- // unsure what the logic for deciding this should be so just going to default good
- npc.kv.WeaponProficiency = eWeaponProficiency.VERYGOOD
+ // i think this is correct? iirc grunts and stuff in attrition are *really* bad so having poor as their proficiency makes sense
+ npc.kv.WeaponProficiency = GetDifficultyLevel()
}
void function SPMP_UpdateNPCProficiency( entity npc )
{
-
+ SetProficiency( npc ) // this seems bad? dont see why they should be any different unless SP should use a different function
}
bool function IsAutoPopulateEnabled( var team = null )