[SCRIPT] PiloteAI III.70 (28.09.08)

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Cith
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Post by Cith » Sun, 24. Jun 07, 12:52

I will give this a go later. It sure looks neat, too bad its not compatible with FCS MK3 though.
Give a man a fish and he'll eat for a day, teach a man how to fish and he'll eat yours.

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X-Freak Cartman
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Post by X-Freak Cartman » Sun, 24. Jun 07, 13:33

As GAIUS does roughly the same and is required for the FCS MK3, i could add some of those features to it, if the author allows me to do so.

@ Azz: Will you? :D

btw: Some of the features are also included in the bonus package, so there's no need of them anymore. The Group Management and the patrol extensions are just a few of these.

The Fight Rank improvement, which could become part of the BP, could be extended with your features, so it's compatible with every other script.

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Azz
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Post by Azz » Sun, 24. Jun 07, 14:39

PiloteAI uses only Signal Killed and don't modify the way the combat are handled. Basicaly it's always the vanilla combat's scripts which work..
btw I don't find where you use the signal Killed in GAIUS ?
As GAIUS does roughly the same and is required for the FCS MK3, i could add some of those features to it, if the author allows me to do so.
What do you mean, what features ?

btw: Some of the features are also included in the bonus package, so there's no need of them anymore. The Group Management and the patrol extensions are just a few of these.
Yes, a group management now exists in the BP, but the group management of PIloteAI is integrated completely on the whole of the script, it takes in account the ranks of AI for example, allows vessels to retire temporarily to be repaired... etc
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X-Freak Cartman
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Post by X-Freak Cartman » Sun, 24. Jun 07, 15:10

The Signal.killed in GAIUS isn't available for the users yet, as the released version is just an alpha version.
Signal.killed just includes a beep-tone, if a player-owned (movable) ship has been destroyed, that's all for now.
I noticed, that the features i planned for killed ships don't work because of the behaviour of killed ships.

Now, i think, that it'd be compatible so far... i don't know, somebody would have to have some tests as I'm busy with GAIUS and FLAME...

The features I mentioned are the bounty-related scripts. It's no problem to get the killer by changing the killed-script (well, it's a bit loose, but it would do its job). The check whether the player has got a pilot licence for the sector is nothing more than a simple check using a few script lines.

It would be possible to write combined killed-scripts so our scripts are compatible. I'll do that if you agree with me ^^
It would be part of the GAIUS script package (as well as FCS MK3 and FLAME, because the necessary scripts are already included)

Cya
- EL

Mailo
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Post by Mailo » Sun, 24. Jun 07, 22:12

Hmm ... I have problems trying to collect pilots.
First time I found a pilot, I tried to collect him and got the message I would need a transporter. Oh oh ... I play the anonymous argon start, my Goner rank isn't high enough to buy one. *cough* rank cheat *cough*

Second time I found a pilot, it even was a Rear Admiral, oh joy :) Then I get the message I need a cargo life support. Ooooooook.

Third time I found one ... I get the message I can't carry more passengers ... huh? I have 100 cargo space left, size M ... what else is needed?

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Sandalpocalypse
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Post by Sandalpocalypse » Sun, 24. Jun 07, 22:14

A thought, LV's new bounty script offers a more nuanced reward scheme depending on race and sector, you might consider integrating it into this bounty system.

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Azz
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Post by Azz » Sun, 24. Jun 07, 23:27

Mailo :
The passenger number which it is possible to transport depends on the type of vessel :
  • M5 : 0
    M4 : 0
    M3 : 3
    M6 : 10
    M7 : 10
    M2 : 50
    M1 : 50
    TS : 5
    TP : 50
    TL : 10
so you must have at least a M3 to be able to collect and transport passengers
Additionally, the passenger is considered as a container, it is thus necessary some free space in room
And you were able to realize that is also needed a cargo life support and a transporter...

Sorry, it's not yet in the readme... :)


Sandalpocalypse :

Currently the used systeme, such as it is noted in the readme, is:

Code: Select all

	
M5 :5,000
M4 :7,000
M3 :20,000
TS :10,000
Pirate TS :20,000
TL: 90,000
M6 :75,000
M7 :200,000
M2 :500,000
M1 :800,000
	
Bounties are increasing by using a factor directly related to the AI Pilot rank.
I.e: AI Pilot level 07, bounty for having shot down an M3 enemy will be 20,000 x 1.07 = 21,400 Cr.
I will take a look to LV's systeme to see if some ideas can be adapted..
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Mailo
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Post by Mailo » Mon, 25. Jun 07, 08:01

Argh, you owe me a million credits, that rear admiral was in command of an M1 :D
Seriously though, good balance decision ... I just lured an M1 to a lasertower installation, making that much money only in an M4 or M5 could be unbalancing.

At least I now have my first - slightly used - M3, so I can try again.

I would be interested to know though if my much worse combat luck (aka I get fried much more often) is due to the pilot AI ... did you change the reactions of AI pilots against corkscrewing (roll + strafe)?

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Azz
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Post by Azz » Mon, 25. Jun 07, 09:26

Hello Mailo

I am afraid that there is a confusion, the prices which I gave higher are bounty for the destruction of a vessel, not for the rescue of a cosmonaut.... :)

For the cosmonauts, the reward is much weaker, as said in the readme:
Drop shipwrecked victims off in your station :

If it is a non-pirate station:

You will gain reputation for every passenger and even more for every very important passenger
You will earn a bounty (10 000cr) for every wanted person.
Sometimes, along the wanted people, you may find a well-known pirate who has a bounty on his head. You will then earn another interesting bounty …

If it is a pirate station:

You will earn cash for every passenger (10,000 cr.) and for every very important passenger (15,000 cr.)
You will gain reputation for every wanted person rescued.
Sometimes, if you sell passengers, your trade may be discovered by a spy, you will then lose reputation with one of the non-pirate races...
PiloteAI don't change the enemy behaviour
You must have simply less luck and meet enemis more sturdy, (you can look their skill in fight with the function 'Pilot status')
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Kilrathi Avenger
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Post by Kilrathi Avenger » Mon, 25. Jun 07, 18:56

sorry for the stupid noobie question :oops: but how do I start this script. one of my traders appears to have done already. Do I have to install an AI into my ships or do they create one in each of my ships by default.

Cheers

KA
"As I slide down the banister of life;
my job is just another splinter in the bum"

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Azz
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Post by Azz » Mon, 25. Jun 07, 19:37

Hello Kilrathi

no you don't have to install an ai in your ships, every ship have an AI by default, whose name is the player name.

You can manually rename your pilotAI by the command 'General/Input PilotAI Name', otherwise the systeme will give them a random name when you will join them in a squadron or the first time wich you will display the pilot status
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Kilrathi Avenger
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Post by Kilrathi Avenger » Mon, 25. Jun 07, 19:46

Thanks for the quick response Azz. :)

That makes things alot easier. :D

Looks like a very good script. 8) 8)

Cheers
KA
"As I slide down the banister of life;
my job is just another splinter in the bum"

Kilrathi Avenger
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Post by Kilrathi Avenger » Wed, 27. Jun 07, 14:53

Would it be possible to allow the binding of a hotkey for the status of pilots please. I can get at this by using the menu "General/PilotAI list" i think but having this bound would be nice

Thanks
"As I slide down the banister of life;
my job is just another splinter in the bum"

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Azz
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Post by Azz » Thu, 28. Jun 07, 07:54

Hello Kilrathi

What you call ' status ' is in fact the list of the AI pilots I think?

you can already allocate a shortcut to the command ' Pilot status ' (the true one ;) ) which gives the complete board of the characteristics of the pilotAI and the equipment of its ship.

I can add a shortcut also for the 'Pilote AI list', but is it really so usefull ?
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Kilrathi Avenger
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Post by Kilrathi Avenger » Thu, 28. Jun 07, 10:18

Thanks for that got it now. :doh:

Spotted a few possible problems though :(

1. Only had one ship bail, to allow capture, as they wait until destroyed before ejecting "Escape Pod". :cry: Not sure if PilotAI causing this?

2. I think there is a conflict between this script and LV cheat scripts in that

LV "Create station" and PilotAI "Global AI Setup" share the same slot. With yours being displayed but overridden by LV's resulting in the station creation script being run. I am not able to get access to the Global AI Setup at all. :(

3. There is no Chapter 7 in the manual but it is referenced later on in the manual.

4. When "ejecting an AI" a dialogue, i think for confirmation, appears in french.

Other than these its a brilliant package thanks for all your efforts :thumb_up: :thumb_up: :thumb_up:

KA
"As I slide down the banister of life;
my job is just another splinter in the bum"

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Azz
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Post by Azz » Fri, 29. Jun 07, 09:25

hello Kilrathi

1. Only had one ship bail, to allow capture, as they wait until destroyed before ejecting "Escape Pod". Not sure if PilotAI causing this?
No, PiloteAI does not change that
PiloteAI operates only when the vessel was destroyed, to calculate the bounty, the earnings of experience and activate a possible ejection of an IA or a cosmonaut...


2. I think there is a conflict between this script and LV cheat scripts in that LV "Create station" and PilotAI "Global AI Setup
I will change this command in a next release...

by now, you can temporarily deactivate the LV cheat scripts, time to make overall AI adjustments

3. There is no Chapter 7 in the manual but it is referenced later on in the manual.
The English version of the documentation is slightly reduced with regard to the French version, and errors of numberings appeared :)

In fact these references concern the chapter '6 – Additional functionalities' wich describes the functions of extension AI

4. When "ejecting an AI" a dialogue, i think for confirmation, appears in french.
I found it : 'Demande d'éjection Transmise' what means something as : 'Ejection request transmited' (approximately... my english is not very good)

it will be corrected in the next release
Other than these its a brilliant package thanks for all your efforts
Thanks :D
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Kilrathi Avenger
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Post by Kilrathi Avenger » Fri, 29. Jun 07, 10:32

@ Azz. Thanks for another quick response.

Sorted out the bailing problem. Another script sorry :oops:

Looking forward to the update but will definately continue using until then.

Cheers

KA
"As I slide down the banister of life;
my job is just another splinter in the bum"

Mailo
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Post by Mailo » Mon, 9. Jul 07, 21:08

Hmm ... I tried your suggestion to set up a squadron with the trader ship as it's leader.
The trader was a Caiman Superfreighter with a fully trained EST (alternative to trading software MKIII found here as the squadron leader (AI Rank 17, Cpcte 26 ... whatever that means). Escorting the leader was a Xenon P (Rank 14, Cpcte 19) and a second Caiman Superfreighter (Rank 10, Cpcte 18) set to be a tanker.

After starting the EST, it flew to a solar power plant to refuel, escorted by the other two. Then it jumped out to start buying, and the two escorts keep trying to catch up by flying. They refuse to use the jumpdrive.

Did I do something wrong, or is there some incompatability with EST?

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Azz
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Post by Azz » Mon, 9. Jul 07, 22:17

Hello

Firstly, normally the supply ship in energy has to be an ' E cell supplier ' and not a tanker.
As it, it will verify automatically stocks in photocells of the members of its group and will re-feed them permanently. ;)

Then, I don't use EST, but I take a look in the code.
It seems that this script does not manage the followers of the trade vessel when this one jumps.
Normally, in the vanillia version of X3, when a ship jumps, it uses the script '!move.jump'
This script checks the wingers, and automatically triggers a jump for each of them. The trader MK3 uses the standard script of jump (roughly) and thus made jump automatically its wingers.

But it seems that EST uses is proper subroutine and don't take care of the followers.

Sorry, but maybe you could ask lucike for what he thinks of this?
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Mailo
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Post by Mailo » Mon, 9. Jul 07, 22:40

Thanks for the hint, I changed a code line in the EST script, now it works. Now I gotta find out if that killed EST though :D

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