#------------------------------------------------------------------------------ # # Lines starting with the '#' or whitespace are ignored # You can use this to insert notes and comments # # TARGETING SETTINGS # # This file will be read by very simple code, so order is EXTREMELY important # # # 1. The targeting field of view originates from either the player or camera # # fov_origin = player # # OR # # fov_origin = camera # # # 2. The field of view angle, in degrees. Range from 0 - 360. Enemies outside # this angle will not be targeted # # fov_angle = 180 # # 3. The maximum distance to consider an enemy for targeting. This distance # is relative to the player regardless of the field of view origin # # max_dist = 20.0 # # 4. Priority weights. The distance and angled priorities will weighted and # then added together. # # dist_weight = 0.9 <-----Higher means far targets are less likely to be targeted # angle_weight = 0.1 <-----Higher means rear targets are less likely to be targeted # # Note: you don't have to use percentages. For instance, weights of 3 and 1 # would be the same as 75% and 25% # #----------------------------------------------------------------------------- # STICKY TARGETING SETTINGS fov_origin = player fov_angle = 360 max_dist = 100.0 dist_weight = 0.9 angle_weight = 0.1 priority_weight = 1.0 lastTarget_weight = 0.10 rotation_strength = 0.75 rotation_timeout = 4.0 test_shot_from_cam = true # LOCK-ON TARGETING SETTINGS fov_origin = camera fov_angle = 360 max_dist = 100 dist_weight = 0.8 angle_weight = 0.2 priority_weight = 1.0 lastTarget_weight = 0.0 rotation_strength = 5.0 rotation_timeout = 4.0 test_shot_from_cam = true # ADDITIONAL SETTINGS FOR LOCK-ON TARGETING # Left/Right point of view: When switching target lock to the next target # to the left or right, choose whether left or right is determined from the # point of view of the character or the camera's point of view. # valid values are "player" or "camera" left_right_pov = camera low_foe_threshold = 0.5 # ENEMY PLACEMENT # Now, give XYZ coordinates of enemies. 10 ENEMIES MAXIMUM num_enemies = 5 enemy_pos = 2.0 2.0 0.5 enemy_pos = 3.0 2.0 -3.5 enemy_pos = -4.0 2.0 -3.5 enemy_pos = -4.0 2.0 4.5 enemy_pos = 6.0 2.0 0.5