This topic describes some miscellaneous combat options you can configure.
fs3combat_misc.yml
Table of Contents
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.
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
Officer:
weapon: Pistol
hitloc: Humanoid
npc_type: Boss
Cavalry:
weapon: Sword
hitloc: Humanoid
mount: Horse
(Required) This controls which hit location table (from Hit Location Config) is used for this type.
(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. Weapon specials are specified separately as a list. For example:
Soldier:
weapon: Rifle
weapon_specials:
- Ap
(Optional) You may give the combatant armor and armor specials. Armor specials are specified separately as a list. For example:
Swat:
armor: Police
armor_specials:
- Helmet
(Optional) You may specify a vehicle type that the combatant will use.
(Optional) The mount type the combatant will use. You can have either a vehicle or a mount, but not both.
(Optional) When adding a NPC combatant, this setting lets you specify what NPC Type they 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.