These three variables control the size and deadliness of an agent fleet. AgentMaxDeadly & AgentMaxShips & AgentMinDeadly This represents the number of Agents that spawn when a new game is created. The term “Agents” refers to a ship that is user-created, that will appear within your game as you play. BadAimErrorAngleĪngle, in radians, that controls the BAD AIM flag. The larger this variable is, the more likely your ship’s turrets will target multiple targets over smarter choices. Decreasing this requires more accuracy from the player. This variable controls the units of distance around the cursor that a ship will be targeted. The AI will not target anything beneath the AITargetMin unless the AITargetThreshold * Ship’s P is less than AITargetMin AutoTargetRadius Both of these variables refer to a ship’s deadliness. This combination of variables determines what ships the AI targets. It’s an upper bound, meaning that the AI will attempt to repath every X seconds.Īllow globally increasing ship sensor range (set it to e.g. This variable represents the time, in seconds, that a path will be considered as valid. Making this variable higher equates to more CPU calculations. The AI Pathfinder will give up if a path is more than X number of turns and straight lines. Mothership P * kAIParentPFleetRatio = Fleet size All excess ships spawned will be released as rogue ships, which will not be considered children of the fleet. This variable determines how large of a fleet AI spawner ships will attempt to maintain. Removes dead ships, and blocks that leave the sandbox bounding area.Īfter a ship is created, this variable tells the AI how long to wait until the reproduce ability is enabled. Sets how many lines are in the Console when loaded. Scale at which to randomize between ships with similar P slightly when composing fleets. BlockSuperTimeStep checks on Seed blocks only. This does not include Launcher or Tractor Beam blocks. BlockBigTimeStep & BlockSuperTimeStepĬontrols how often the AI makes a decision with regards to blocks. This represents the amount of time it will take for an enemy to reproduce a child ship after being damaged. This represents the amount of time it takes for a damaged enemy to cease pursuing you. The time unit is in seconds and the smaller you make these amounts, the more taxing it will be on the processor. The timestep commands determine how often certain aspects of the AI runs. kBigTimeStep, kDamageReproduceCooldown, etc. This guide omits – for convenience – the ‘k’ which appears in front of all CVARS elements: eg. Cvars can be modified immediately within the console via the “cvar” command, or by modifying the cvars.txt in the save directory. The CVARS are internal variables that control many aspects of Reassembly. Commands which manipulate sectors (gen, region, leve_save, etc.) work on the sector in the middle of the screen. In the main game, 9 sectors are loaded at a time. Standard and primary selection work in all modes – in fly mode the ship under control is considered selected. Certain commands (export, ssave) only work on the primary selection, which additionally has a blue box around it. Selected ships have green boxes around them. ‘’ adjust the time factor (speed up, slow down the game simulation).Commands which spawn things will spawn at this location. Double click to move the deploy location, which appears as a blue circle overlaid with an X.WASD pans the camera in command and edit mode.Same controls as the in-game ship editor. ‘3’ to switch to EDIT mode, which allows selecting and manipulating individual blocks.Within command mode, left click to select ships and right click to set ship destinations. ‘2’ to switch to COMMAND mode, which allows selecting and manipulating ships.‘1’ to switch to FLY mode (takes control of selected ship).Read this Introduction to Editor Mode first. The overlay is always in either FLY, COMMAND, or EDIT mode. Mouse over the console window to enter commands. The editor overlay is primarily a command driven, but has a number of direct keybindings which are described in this section. IndexĪccess the editor overlay either by going straight to Sandbox Mode from the Main Menu, or within gameplay by pressing “\”. This page describes how to use the in-game editor overlay with its command line interface and documents many internal game variables (cvars).
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