Absolutely! Here's the code I posted, taken directly from a script I'm finishing:
<create type="neutral" hullID="4002" x="0" y="5000" z="0" angle="270" name="Friendly Torgoth" />
'type="neutral"' means the vessel will act like a neutral, and 'hullID="4002"' means the ship uses the Torgoth Behemoth from vesseldata.xml. It looks like a Behemoth, but will act a like a neutral because type="neutral". You can use any ship you want from vesselData and it will STILL act like a neutral. I've gotten mixed results using race/hull keys to accomplish this, but directly assigning the hullID has worked every time.
Note that this is only for mission scripts - you won't see neutral Torgoths puttering around in Invasion mode! Also, the ship will have the same properties as the ship listed in VesselData.xml, so if it has the AI "FOLLOW_COMMS_ORDERS", you can tell it to attack things.
In one of my scripts, there is a renegade TSN ship, created like this:
<create type="enemy" hullID="0" x="0" y="0" z="0" angle="270" name="TSN Belisarius" />
<add_ai name="TSN Belisarius" type="ELITE_AI" />
<add_ai name="TSN Belisarius" type="TARGET_THROTTLE" targetName="Artemis" value1="1" />
<set_object_property name="TSN Belisarius" property="eliteAbilityBits" value="48" />
To break it down, I'm adding a ship with hullID "0" (TSN Light Cruiser), as type "enemy", so it is hostile and will engage neutrals, stations, and players. It has two elite abilities, High-Energy Turn and Warp (to simulate as though it has the same capabilities as Artemis), and has the AI to use them, and target Artemis.
EDIT: I forgot to mention: adding an enemy vessel like this was working up until the most recent version of the game. There is a bug that prevents the ai from directing an enemy TSN vessel around, but it will still attack if you don't assign it an AI.
[Last edited Mar 14, 2013 18:27:27]