Default Brain Stacks
The Brain Stacks generated by Artemis provide most of the AI behavior of friendly and enemy ships in the various game modes. Since a creator of a script may wish to partially or completely re-create that stack in a mission script, this listing is provided as a reference. Note that these Brain Stacks can be viewed in-game by selecting a ship on the science screen and pressing F7 on the server until the Brain Stack appears. As of Artemis 2.4, Brain Stacks can be viewed for Monsters as well.
Enemy Brain Stacks
The following Brain Stacks are for Artemis 2.4. In Artemis 2.0 to 2.3, the AI block "ELITE_AI" is used instead of "SPCL_AI", and it only appeared on Skaraans. Note that as of Artemis 2.4, "SPCL_AL" appears for all enemy ships (except as noted below) even if it does not normally have the elite specials. This allows specials to be added to other ships in missions without needing to add the AI block.
Solo or Co-Op Siege Modes
Invaders (Spawned after war is declared) - Border War Mode
Scripted Missions (Default for all ships, friendly and enemy)
TRY_TO_BECOME_LEADER
CHASE_PLAYER 0 0
CHASE_STATION 0
CHASE_AI_SHIP 3000 500
CHASE_PLAYER 3000 500
CHASE_ANGER
LEADER_LEADS
FOLLOW_LEADER
LAUNCH_FIGHTERS 11000 (carriers only)
SPCL_AI
Skarrans - Deep Strike Mode
TRY_TO_BECOME_LEADER
CHASE_PLAYER 0 0
CHASE_STATION 0
CHASE_AI_SHIP 0 0
CHASE_STATION 60000
CHASE_AI_SHIP 3000 500
CHASE_PLAYER 3000 500
CHASE_ANGER
LEADER_LEADS
FOLLOW_LEADER
SPCL_AI
Base Guards - Deep Strike
Base Guards - Border War
TRY_TO_BECOME_LEADER
CHASE_PLAYER 0 0
CHASE_STATION 0
GUARD_STATION 20
CHASE_AI_SHIP 3000 500
CHASE_PLAYER 3000 500
CHASE_ANGER
LEADER_LEADS
FOLLOW_LEADER
LAUNCH_FIGHTERS (carrier only)
Fighters
CHASE_PLAYER 0 0
CHASE_AI_SHIP 0 0
CHASE_STATION 0
CHASE_AI_SHIP 20000 5000
CHASE_PLAYER 20000 5000
FIGHTER_BINGO
SPCL_AI
Escort Ships - PvP Mode
CHASE_PLAYER 0 0
CHASE_STATION 0
CHASE_AI_SHIP 30000 25000
CHASE_PLAYER 30000 500
CHASE_ANGER
LAUNCH_FIGHTERS (carrier only)
FOLLOW_COMMS_ORDERS
Biomechs
POINT_THROTTLE 50000 0 50000 1
CHASE_PLAYER 1000 500
CHASE_AI_SHIP 1000 500
CHASE_ANGER
Neutral Brain Stacks
Note the Brain Stacks listed below are only for non-scripted modes. As noted above, neutral ships in mission scripts use the same brain stack as enemy ships. This is new to Artemis 2.4, previously they used the stack listed below. In addition, in PvP all AI controlled ships use the same stack. (They are both enemies to the players on the other side and allies to players on their side)
Since neutral ships in Artemis 2.4 use the enemy brain stack, that means script authors must manually add the "FOLLOW_COMMS_ORDERS" and "DEFEND" blocks manually. Comms will not be able to direct neutral ships if this is not done.
Unarmed Allies
Tanker in Deep Strike
POINT_THROTTLE <random x> 0 <random z> 1
FOLLOW_COMMS_ORDERS
Armed Allies
POINT_THROTTLE <random x> 0 <random z> 1
CHASE_AI_SHIP 3000 500
FOLLOW_COMMS_ORDERS
DEFEND 1000 3000
CHASE_ANGER
All Allies - Scripted Mode (Artemis 2.0 to 2.3 only)
PROCEED_TO_EXIT
FOLLOW_COMMS_ORDERS
DEFEND 1000 3000
Monster Brain Stacks
Whale
MOVE_WITH_GROUP 1 0 0 0
STAY_CLOSE 2000 1 0 0
CHASE_SIGNAL 17.1 (New in v2.7.0)
AVOID_SIGNAL 5.1 (New in v2.7.0)
Shark
RANDOM_PATROL 50000 (New in v2.7.0)
CHASE_MONSTER 5000 (*)
CHASE_PLAYER 5000 2000
CHASE_AI_SHIP 5000 2000
CHASE_STATION 5000
CHASE_SIGNAL 15.1 (New in v2.7.0)
CHASE_PLAYER 1000 1000 (New in v2.7.0)
CHASE_AI_SHIP 1000 1000 (New in v2.7.0)
CHASE_ANGER
AVOID_SIGNAL 7.1 (New in v2.7.0)
NSect
RANDOM_PATROL 50000 (New in v2.7.0)
CHASE_MONSTER 5000 (This block is repeated 5 times) (*)
CHASE_PLAYER 5000 2000
CHASE_AI_SHIP 5000 2000
CHASE_STATION 5000
CHASE_SIGNAL 4.1 (New in v2.7.0)
CHASE_PLAYER 1000 1000 (New in v2.7.0)
CHASE_AI_SHIP 1000 1000 (New in v2.7.0)
CHASE_ANGER
AVOID_SIGNAL 12.1 (New in v2.7.0)
Piranha
MOVE_WITH_GROUP 1 0 0 0
CHASE_PLAYER 5000 2000
CHASE_AI_SHIP 5000 2000
CHASE_STATION 5000
CHASE_SIGNAL 11.1 (New in v2.7.0)
CHASE_PLAYER 1000 1000 (New in v2.7.0)
CHASE_AI_SHIP 1000 1000 (New in v2.7.0)
CHASE_ANGER
STAY_CLOSE 2000 1 0 0
AVOID_SIGNAL 16.1 (New in v2.7.0)
Dragon
RANDOM_PATROL 50000 (New in v2.7.0)
CHASE_PLAYER 5000 2000
CHASE_AI_SHIP 5000 2000
CHASE_SIGNAL 13.1 (New in v2.7.0)
CHASE_PLAYER 1000 1000 (New in v2.7.0)
CHASE_AI_SHIP 1000 1000 (New in v2.7.0)
CHASE_ANGER
AVOID_SIGNAL 9.1 (New in v2.7.0)
Charybdis
CHASE_PLAYER 3000 3000
CHASE_AI_SHIP 3000 3000
CHASE_STATION 3000
CHASE_SIGNAL 8.1 (New in v2.7.0)
CHASE_PLAYER 1000 1000 (New in v2.7.0)
CHASE_AI_SHIP 1000 1000 (New in v2.7.0)
CHASE_ANGER
AVOID_SIGNAL 14.1 (New in v2.7.0)
Typhon (Classic Space Monster)
CHASE_PLAYER 3000 3000
CHASE_AI_SHIP 3000 3000
CHASE_STATION 3000
CHASE_SIGNAL 19.1 (New in v2.7.0)
CHASE_PLAYER 1000 1000 (New in v2.7.0)
CHASE_AI_SHIP 1000 1000 (New in v2.7.0)
GO_TO_HOLE 11 1 0 0 (Updated in v2.7.0, previously arguments were 5 1 0 0)
Jelly (New in v2.7.0)
PLAY_IN_ASTEROIDS
CHASE_SIGNAL 17.1
AVOID_SIGNAL 5.1
Wreck (only if the wreck will spawn Piranhas, otherwise its stack is empty)
RELEASE_PIRANHAS 3099 (Unknown if this is random - maybe distance to ship?)
*) CHASE_MONSTER actually has 2 parameters: the first one (which is omitted from AI debug menu) is the type of monster to chase (same as in 'create' command), the second is the distance to aggro. So actually, the default brainstack of sharks and nsects is 'CHASE_MONSTER 1 5000'.
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