OK, finished the movement Scripts so far that they can be used (will not clash with any other Scripts because its used by the Ships managed by my Manager only, not changing any Vanilla files, which makes them very compatible, on the other hand they wont be affected by changed vanilla scripts and wont recognize changes there):
(standalone Version also available; may clash with other Scripts because it refers the vanilla scripts to mine - testing needed)
Changes compared to Vanilla (not exactly a changelog since its a rewrite from scratch):
= Group Coordination for Boosting and Jumping implemended (unused and untested so far)
= InZone Boost added if Destination is farther than about 20km away
= Added jump slow charge animation (unused in Vanilla)
= more intelligent Behavior for Gate Passage:
Global Queue for Gate Passage Added (only one Ship per direction will enter the Gate simultaneously)
Ships always enter Gates from the back to leave front clear for incoming Traffic
Ships immediately boost away after Gate passage to clear it asap
= Changed/Improved Jump Beacon behavior
implemented Jump to random Object in target Sector instead of JB (in standalone used by Pirates, in main its a Setting for Captains)
uses really closest JB if there are multiple
if there are none the aforementoined random jump will be used instead
will jumpout in random direction, but never looking towards the Beacon
==> Important note: Autorefuel not implemented in move script. will solve it diffrently in my Project as it would have clashed with coordinated group jumps - Group will wait until everyone without fuel has finished the slow charge
I also found a remaining bug: if the Destination is on the Gate Exit Sector the Ships will still jump first. will change this in the next Version, but wanted to release it today.
for everyone who wants to test these movement Scripts only there is also a
Standalone Version
some notes if you want to test the standalone Version:
=> can be safely added and removed from a Savegame (will output a few errors per Ship on removal though, but nothing critical)
=> to be on the safe side the vanilla move.generic will also still be executed after my scripts, but should do nothing because my scripts already did all the movement
=> IZ-Boost wont work for Trading Ships docking at a Station in their current Zone because the movement Script is not called at all in this case (it will work to get close to a Gate though, especially noticeable in Twilight Sentinel)
=> Ships of Pirate Factions will always use the random Jump, everyone else uses Beacon Jump
of course it is possible to use these movement Scripts with both Manager and Standalone - just extract the files move.generic and ut.cac.move.generic.wrapper from the Standalone 7z-Archive into the aiscripts folder
Also before i forget it: Thanks to the EGO guys who wrote the Vanilla movement Scripts - although i said everything is written from Scratch i have copied some chunks of the Vanilla code and modified them for my purpose, or read through them extensively, which helped me to understand how to do some things properly.
Plans for the Next Step: got enough of the movement logic for now, so i will implement the Range Stuff and also change the behavior of the Trade Search to account for the ranges and to take Trade Stations into account properly - and maybe also fix the Fuel Cell behavior (currently buying too much)