This topic describes some miscellaneous combat options you can configure.
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Combatant types in FS3 let you specify different kinds of soldiers, pilots, aliens, etc. Each combatant type can have a different weapon, skills and armor.
The "Observer" type is special and cannot be changed. The rest can be configured as you desire.
For example, this BSG config sets up a Soldier type for ground marines and a Viper type for a viper pilot. The soldier starts with a rifle and armor, and the pilot starts off piloting a Viper.
Soldier: weapon: Rifle weapon_specials: - Ap armor: Tactical hitloc: Humanoid defense_skill: Reflexes Viper: vehicle: Viper hitloc: Humanoid defense_skill: Piloting
(Required) This controls which hit location table (from Hit Location Config) is used for this type.
For combatants with vehicles, hit location is for the pilot, not the vehicle. Vehicles automatically have their own hit location table.
(Optional) You may override what defense skill this combatant type uses. If not specified, the system will default to the
default_defense_skill specified in the Combat Skills Config.
(Optional) You may give the combatant a weapon and weapon specials.
For combatants with vehicles, they will select the vehicle's default weapon if you don't specify a combatant weapon.
(Optional) You may give the combatant armor.
For combatants with vehicles, armor is for the pilot, not the vehicle. Vehicles automatically have their own hit armor.
(Optional) You may specify a vehicle type that the combatant will use.
You need to specify which of your combatant types is the default if the player doesn’t specify a value. Just set the
default_type value to one of the combatant types (e.g. Soldier).
You can configure what stances are available in combat and the attack/defense modifiers they convey.
If you change/remove the names of any of the built-in stances, you'll want to check the code too. Some of the stances have special effects (notably Cover and Hidden) in addition to the stance modifiers.