What exactly do you mean, SWAT_OP-R8R? =P
Well, I have the basic AI Wingmen framework in, and it's pretty much done. The only thing left to do is tweak the spawning and write up tutorials on everything. Yes, those are real wingmen following me through a tradelane (it's the same hack I made for Phoenix RPG's wingmen). If you don't believe me, well... I dunno, I guess you don't have to. =P
Unfortunately, probably the worst thing I've stumbled upon so far is the FLMM scripting limitations - FLMM does find-and-replace operations on a line-by-line basis, so I can't tell it to, say, comment out every "scan_for_cargo" line in faction_prop.ini to make way for the single "scan_for_cargo = commodity_npc_follow, 1" line that wingmen use. This means that I've pretty much given up trying to FLMM script this, instead just putting everything in hard INIs. While this means wingmen won't be compatible with small mods off the getgo, I detailed exactly what I did in a folder-by-folder tutorial, so the changes will take at most an hour of your time to implement into a mod - it really is pretty easy, and the method I'm using now bypasses all that messy system configuration. In Flak, there's a seperate encounter added to every patrol path area, which means that I can directly control how many wingmen squads can be out at once; this method merely tacks on an extra encounter to the existing patrol path encounters, which accomplishes the same thing in practice. Probably the worst thing I've encountered so far is that it can take a while to encounter a hirable wingman squad; in Flak, they're set up to spawn first in the que, and then not much later, which means you'll usually only see them when you launch (which is good, that's all you need) - this is impossible to do without mass system modding, however.
And blah blah blah. Wow, I get on a roll sometimes. XD
Edited by - fox Unit 01 on 4/12/2007 10:46:37 PM