[MOD] Miscellaneous IZ Combat Tweaks

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Scoob
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Post by Scoob » Wed, 27. Jul 16, 18:13

That's the thing, it didn't look to me that my Light Sul really needed to pitch so steeply, being on largely the same plane as the K.

I agree though, once a ship does start pitching - for whatever reason - it's got problems for the next few minutes.

Scoob.

w.evans
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Post by w.evans » Wed, 27. Jul 16, 18:41

Depends on where it wanted to go. You mentioned it was approaching to attack? i seem to remember the Light Sul having most (if not all) of its turrets on top. So it likely would've wanted to get underneath the K. If it was on top of the K before it started moving, it would've had to pitch almost straight down before starting to boost, which it can't.

Unless, hmm. Unless it was trying to turn upside down and stay above the K. The top is the K's weak spot, if i remember correctly. That would be problematic since capships can't turn upside-down.

Will have to think about that because even if that wasn't the cause of this particular case, it is a case that could arise.

Is the problem serious enough that i have to come up with a quick fix before fixing it properly? Or could i take my time on this one?

Scoob
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Post by Scoob » Wed, 27. Jul 16, 20:39

w.evans wrote: Is the problem serious enough that i have to come up with a quick fix before fixing it properly? Or could i take my time on this one?
No hurry on my part, ship movement and attacking is generally pretty good.

Scoob.

w.evans
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Post by w.evans » Sat, 30. Jul 16, 09:13

Regarding Scoob's last report, good news and bad news.

Good news: MICT ships don't try to fly upside-down relative to their target.

Bad news: I have no idea what happened.

They do look at whether their target's upper or lower side has the most firepower and try to go slightly above or below their target accordingly while maintaining front/right/left orientation depending on where the MICT ship has the most firepower, but top/down does not affect their orientation.

I still think pitch is the most likely culprit but, in the case described, the Sul should have tried to stay above the K if anything since that's the K's weak point. Save would be great, but I'm not keeping my hopes up. I do know that it's hard to get a save right before this happens because what they actually do can change. But if anyone happens to have a save right before a ship does something like what Scoob described, would help greatly in tracking this down.

Scoob
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Post by Scoob » Wed, 3. Aug 16, 00:30

Hi w.e.

Another bit of odd combat behaviour to report.

I ordered my Arawn to Patrol a Zone which contained an enemy (REI) Outpost from the CWIR mod. My Arawn made short work of all three Targon Tracers, the stations Radar and the section that linked the Radar to the main station body. However, while it attacked surface elements of the main station body, it's not firing now to try to finish it off. Ship is in range of this part of the station, but is not shooting.

Note: Arawn jumped to a point underneath said station and engaged from there, possibly isn't trying to get to a point where it can engage the stations remaining surface elements - which are on top of the station?

Interestingly, my Arawn pitches UP quite a lot, as if it's about to fly to a position where it can engage said upper surface elements. However, no sooner does it hit about 70 degrees of pitch (perfect for fly to a good position incidentally) does it then pitch down again, until it's flat. It does appear to rotate a bit at (seemingly) random too.

Over 10 minutes have passed, yet my Arawn hasn't really moved, just pitched & rotated on the spot. I get the weird ones, don't I? :)

Btw: my ships have engaged Outposts without issue in the past - this one is surrounded by asteroids, so maybe just getting confused?

Update: I forced my Arawn, via abusing the "Withdraw" command, to get slightly above the Outpost, and it starting firing again right away.

Scoob.

w.evans
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Post by w.evans » Wed, 3. Aug 16, 06:54

Sounds like the old problem with fighting stations: it can't shoot through wrecks and, while they should stay within range of the station module they're shooting at, haven't found a way to make sure that their view of the station module isn't obstructed. Not really happy with this, but find that it works often enough to not necessitate a fix. It should be better now though since they'll work from the outside of the onion in.

Workaround is what you did: essentially just order it to attack the station again, and it should plot a course to a different position.

Except:
Scoob wrote:Interestingly, my Arawn pitches UP quite a lot, as if it's about to fly to a position where it can engage said upper surface elements. However, no sooner does it hit about 70 degrees of pitch (perfect for fly to a good position incidentally) does it then pitch down again, until it's flat. It does appear to rotate a bit at (seemingly) random too.
this sounds like the movement is being interrupted, or the same old pitch problem. That, or the particular module they were targeting was destroyed and they've targeted a new one. In general, if they turn, they should do something: move, hold position after aiming. If they turn, then fidget like that, usually means that the movement was interrupted, or that it failed. Interruptions can be normal. Failure is usually due to the pitch problem.
Scoob wrote:I get the weird ones, don't I?
Heh. Don't know how you feel about that, but I, for one, appreciate your telling me about them!

Scoob
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Post by Scoob » Wed, 3. Aug 16, 13:37

What makes this one extra odd, is that my ship wasn't trying to shoot through anything, the remaining module was there, fully LoS exposed, just not being shot at. The surface elements on this final station module had been taken out easily on the under-side, my ship just refused to shoot at the hull from this angle.

Once level/slightly above the remaining module, the ship shot it just fine - for the most part. However, I noticed a couple of my turrets seemed to be aiming above the station module, causing the shots to miss and fly past harmlessly - might indicate some issue with the model, I'll monitor future attacks on Outposts. Enough shots did hit to take the station down though finally.

Happy to share :)

Scoob.

Scoob
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Post by Scoob » Tue, 9. Aug 16, 17:33

Hey w.e.

I was wondering if you'd consider making aspects of MICT configurable via a file to allow fine-tuning of behaviours?

For example, if I wanted my Split Captains to NEVER retreat, or my Argon ones to only return to a fight once their shields are at 60% I'd be able to set that.

How about other features, such as retreat behaviour, Boost & Jump, Boost only etc. or allowing capital ships to boost to a Fighter group, rather than normal flight.

Having separate configs by Captain Race, and even skill level, would enable the player to tweak fleet behaviour further.

I know I could likely change the scripts myself to customise behaviour, but having it in a single config file would be great for dummies like me.

Just a thought, no worries if it's not something you want to do :)

Scoob.

Scoob
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Post by Scoob » Wed, 10. Aug 16, 00:24

Hi again,

A minor issue I've spotted with a MICT crew vs. the new Xenon Outpost in CWIR...

The CWIR Xenon Outposts have a large central sphere, a MICT controlled ships fire seems to be drawn to this, even once it's been destroyed.

I've observed attacks from all angles, yet this central sphere remains the target.

Saving my game during an attack on an outpost exhibiting this behaviour, removing MICT then reloading, sees my ship target other station components right away.

Note: During the initial attack, my ships will often strip a few surface elements that they have LoS on, but are quickly distracted by the central sphere.

I recall you've done work in the past to ensure MICT works well vs. normal CWIR Outposts used by the races. However, the Xenon one is fairly new, so needs a little tweaking attack-wise.

Cheers,

Scoob.

Scoob
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Post by Scoob » Thu, 11. Aug 16, 02:30

Apologies, these posts are gonna look a bit spammy when you see them!

Anyway, something else I've noticed which I assume is linked to the MICT movement scripts - specifically when a ship is in formation with another...

I have a Taranis with two sub-ordinate Taranis. I order the lead ship to Patrol a neighbouring Zone, and it turns to face the target Zone just fine. However, where the lead ship should now boost at this point, to be followed by its subordinates, the two subordinate ships - even though they've not oriented themselves in the right direction yet - boost before their leader. This then confuses the leader, who, despite being perfectly oriented on the target Zone, goes into so sort of avoidance thing.

Basically, this leads to the group of ships not actually getting to the target Zone promptly, as the leader is stuck avoiding the subordinates, which are stuck boosting....well, the effect is showing, but they appear to be stuck until the leader finally flies off.

Not a huge deal, but it does regularly delay movements of small fleets - considering I tend to be sat on the bridge of the lead ship, this is likely a "player in-Zone" type issue only.

Anyway, if the subordinate ships weren't boosting prematurely, the lead ship would have been able to boost just fine, as it was correctly oriented.

Scoob.

w.evans
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Post by w.evans » Sat, 20. Aug 16, 09:37

Hey Scoob,

sorry for the long delay. Been a bit crazy here.
Scoob wrote:I was wondering if you'd consider making aspects of MICT configurable via a file to allow fine-tuning of behaviours?
Should already be relatively simple to configure. The combat target distances and thresholds are all at the very top of aiscripts\MICT.move.attack.object.capital. Allowing boost and allowing jump are a bit further in, but could be deactivated with a simple switch from "true" to "false". Guess could move those up so that everything's in one place.

The retreat thresholds are a bit harder to find, and are in the conditions for the retreat actions themselves. Could move those up as well.

And all of these things could be moved to a separate configuration file, but I don't see much advantage in having a separate file vs having them at the top of the file. Hm, unless other configuration options are added impacting different behaviors. Could be tricky having all options for the different behaviors in one file though since the mod's modular.

Re: station assault, all of the station's modules and surface elements are just added to the turrets' target list. Which they fire on depends on which are in line of sight and are in range of each individual turret. That's done in the code though. In script, we could only control what's in the target list. So, for example, we could control whether or not that central sphere is fired on at all in addition to other things, but not when that sphere is fired upon.

By the way, what's shown as target in the ship's display (on the event monitor) is what the captain is maneouvering relative to. It does not show what the defence officer is firing at.

Re: movement to neighboring zone, thanks. Hmm. Right now, the moment a leader decides to go somewhere, he/she sends a signal to all of his/her subordinates to go there, and they go separately. What's odd is their firing their boosters immediately since it's the same turn-then-boost movement to the same location. Will take a look. Offhand, can't see why the leaders movement would be different from the subordinates'. At that point, they'll be running the exact same script with the same parameters!

w.evans
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Post by w.evans » Sat, 20. Aug 16, 10:11

20.August 2016 - Miscellaneous IZ Combat Tweaks updated to v0.71

Settings to configure capital ship combat movement added to the top of aiscripts\MICT.move.attack.object.capital.

Thanks to Scoob for the suggestion.

...
Configuration options are as follows:

Distance targets and thresholds for long ranged-ships:

Code: Select all

<do_if value="this.ship.macro.ismacro.{global.$MICT_LR_Ships}">
	<set_value name="$MICT_MaxAimDist" exact="this.ship.maxcombatrange.all"/>
	<set_value name="$MICT_MinAimDist" exact="this.ship.maxcombatrange.all * 0.5f"/>
	<set_value name="$MICT_MaxJumpDist" exact="this.ship.maxcombatrange.all * (1.9f - ((this.skill.navigation + this.skill.morale)f / 10.0f))"/>
	<set_value name="$MICT_MinJumpDist" exact="this.ship.maxcombatrange.all * (0.3f * (1.0f + (1.0f * ((this.skill.navigation + this.skill.morale)f / 10.0f))))"/>
	<set_value name="$MICT_MaxShortAimDist" exact="3570m * (2.0f - ((this.skill.navigation + this.skill.morale)f / 10.0f))"/>
	<set_value name="$MICT_MinShortAimDist" exact="3570m * (0.1f * (1.0f + (1.0f * ((this.skill.navigation + this.skill.morale)f / 10.0f))))"/>
</do_if>
Distance targets and thresholds for ships with very large drone capacities:

Code: Select all

<do_elseif value="this.ship.units.maxcount gt 300 and this.ship.availableunits.{unitcategory.defence}.count gt 0">
	<set_value name="$MICT_MaxAimDist" exact="8000m"/>
	<set_value name="$MICT_MinAimDist" exact="8000m * 0.5f"/>
	<set_value name="$MICT_MaxJumpDist" exact="8000m * (1.9f - ((this.skill.navigation + this.skill.morale)f / 10.0f))"/>
	<set_value name="$MICT_MinJumpDist" exact="8000m * (0.3f * (1.0f + (1.0f * ((this.skill.navigation + this.skill.morale)f / 10.0f))))"/>
	<set_value name="$MICT_MaxShortAimDist" exact="3570m * (2.0f - ((this.skill.navigation + this.skill.morale)f / 10.0f))"/>
	<set_value name="$MICT_MinShortAimDist" exact="3570m * (0.1f * (1.0f + (1.0f * ((this.skill.navigation + this.skill.morale)f / 10.0f))))"/>
</do_elseif>
<do_elseif value="this.ship.maxcombatrange.turrets lt 7200">
	<set_value name="$MICT_MaxAimDist" exact="this.ship.maxcombatrange.turrets"/>
	<set_value name="$MICT_MinAimDist" exact="this.ship.maxcombatrange.turrets * 0.15f"/>
	<set_value name="$MICT_MaxJumpDist" exact="this.ship.maxcombatrange.turrets * (1.5f - ((this.skill.navigation + this.skill.morale)f / 10.0f))"/>
	<set_value name="$MICT_MinJumpDist" exact="this.ship.maxcombatrange.turrets * (0.1f * (1.0f + (1.0f * ((this.skill.navigation + this.skill.morale)f / 10.0f))))"/>
	<set_value name="$MICT_MaxShortAimDist" exact="3570m * (2.0f - ((this.skill.navigation + this.skill.morale)f / 10.0f))"/>
	<set_value name="$MICT_MinShortAimDist" exact="3570m * (0.1f * (1.0f + (1.0f * ((this.skill.navigation + this.skill.morale)f / 10.0f))))"/>
</do_elseif>
Distance targets and thresholds for destroyers:

Code: Select all

<do_else>
	<set_value name="$MICT_MaxAimDist" exact="this.ship.maxcombatrange.turrets"/>
	<set_value name="$MICT_MinAimDist" exact="this.ship.maxcombatrange.turrets * 0.3f"/>
	<set_value name="$MICT_MaxJumpDist" exact="this.ship.maxcombatrange.turrets * (1.8f - ((this.skill.navigation + this.skill.morale)f / 10.0f))"/>
	<set_value name="$MICT_MinJumpDist" exact="this.ship.maxcombatrange.turrets * (0.25f * (1.0f + (1.0f * ((this.skill.navigation + this.skill.morale)f / 10.0f))))"/>
	<set_value name="$MICT_MaxShortAimDist" exact="3570m * (2.0f - ((this.skill.navigation + this.skill.morale)f / 10.0f))"/>
	<set_value name="$MICT_MinShortAimDist" exact="3570m * (0.1f * (1.0f + (1.0f * ((this.skill.navigation + this.skill.morale)f / 10.0f))))"/>
</do_else>
Escape distance targets:

Code: Select all

<do_if value="$target.container.exists">
	<set_value name="$MICT_MaxEscapeJumpDist" exact="($target.container.maxcombatrange.all + $target.size) * (1.0f + ((this.combinedskill)f / 100.0f))"/>
	<set_value name="$MICT_MinEscapeJumpDist" exact="($target.container.maxcombatrange.all + $target.size) / (1.9f - ((this.combinedskill)f / 100.0f))"/>
</do_if>
<do_else>
	<set_value name="$MICT_MaxEscapeJumpDist" exact="($target.maxcombatrange.all + $target.size) * (1.0f + ((this.combinedskill)f / 100.0f))"/>
	<set_value name="$MICT_MinEscapeJumpDist" exact="($target.maxcombatrange.all + $target.size) / (1.9f - ((this.combinedskill)f / 100.0f))"/>
</do_else>
Switches to allow/disallow jump and boost in combat:

Code: Select all

<set_value name="$AllowJump" exact="true"/>
<set_value name="$AllowBoost" exact="true"/>
Retreat shield thresholds:

Code: Select all

<set_value name="$ShieldPercentage_RetreatThreshold_Argon" exact="0.2"/>
<set_value name="$ShieldPercentage_RetreatThreshold_Split" exact="0.0"/>
<set_value name="$ShieldPercentage_RetreatThreshold_Teladi" exact="0.4"/>
Approach shield thresholds:

Code: Select all

<set_value name="$ShieldPercentage_ApproachThreshold_Argon" exact="0.4"/>
<set_value name="$ShieldPercentage_ApproachThreshold_Split" exact="0.1"/>
<set_value name="$ShieldPercentage_ApproachThreshold_Teladi" exact="0.8"/>

UniTrader
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Post by UniTrader » Mon, 29. Aug 16, 18:23

for anyone who got problems with high Pitch Values consider trying this Mod - it removes all Angular limitations (pitch limit) for all Ships, so they can turn completely free. This might Synergize good with w.evans Changes (will be part of my Manager/(fleet managment) Script in the future, but i am currently working on a bigger change (seperating everything in diffrent packages), so a new Version could still take a few weeks - but this part can be used individually anyway, so making it a pre-release here, too ^^

https://www.dropbox.com/s/junfqsjl8nfxc ... on.7z?dl=1
if not stated otherwise everything i post is licensed under WTFPL

Ich mache keine S&M-Auftragsarbeiten, aber wenn es fragen gibt wie man etwas umsetzen kann helfe ich gerne weiter ;)

I wont do Script&Mod Request work, but if there are questions how to do something i will GLaDly help ;)

w.evans
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Post by w.evans » Mon, 29. Aug 16, 18:32

will vouch for Uni's fix. It does for all l and xl ships what this mod does for just the Sucellus with regard to pitch limitations, so no ships have a problem pitching.

Nemesis_87
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Post by Nemesis_87 » Fri, 21. Oct 16, 17:23

Hi, Been ahwhile since i last played but gonna have another blast soon. Seeing this is by far my favourite mod i wanted to ask you, What other mods would you recommend to play with misc combat?

Thanks in advance

w.evans
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Post by w.evans » Fri, 21. Oct 16, 18:21

Hey Nemesis,

first a disclaimer: this is the list of mods that i play with, and might not suit how you want to play the game.

That said, i currently run the game with:

AutoLooter (euclid's)
BetterStationScanMode
Boarding Options
Carriers
Mission Computer (redundant with the vanilla BBS, but shows you all of the illegal missions as well)
CombatRank_Bailout
CopilotConvo
Exploration Light
Extra Surplus Info
Galaxy Station Range
Capital Ship Bridge
Marine Rebalance
Smalltalk Hack
Fleet Supported Boarding
Hacking as a Service
M-Class docks for some ships
MoreCrew
Enhanced Money Transfer
Phipsz Sort Crew
Multi Assignment
Repair Docks For Capship Mod
PlayerJump (yes, still works! and yes, it is sort of redundant with the vanilla jump drive, but i could work it by muscle memory so couldn't get rid of it.)
Show Skills
Show Me Your Faction, Please!
Station Push wares
Super Scanner (customized)
TAF!
Trade Menu Cargo Hold Filter
Manager Account Sharing
BetterAutoAim
Difficulty Hack
Engineer Drone Fix
MICT
MOCT
Slightly More Useful Plot Station
StationEngineers
YAT2

Given the disclaimer, don't know how useful this list would be. At the very least, i could say that i could play the game with the above mods with XR 4.0 and both DLCs without anything breaking. i think.

Nemesis_87
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Post by Nemesis_87 » Tue, 25. Oct 16, 06:37

Cheers, i use a few of those but still quite a few i aint used

tbh i never use the skunk though, just your mod with capital ship bridge hehe

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alexalsp
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Post by alexalsp » Wed, 1. Feb 17, 11:01

4.10 beta 5

Code: Select all

[=ERROR=] 186.53 Error in AI script fight.attack.object.drone.leader on entity 0x1fadd: Property lookup failed: this.ship.distanceto.{null}
* this.ship == component.{0x1fad0L} (name='БЛА Неустрашимый Мк2', class=drone)
* Expression: this.ship.distanceto.{$target}

[=ERROR=] 391.29 Error in AI script fight.attack.object.drone.leader on entity 0x2b466: Property lookup failed: this.ship.distanceto.{null}
* this.ship == component.{0x2b459L} (name='БЛА Неустраримый Мк2', class=drone)
* Expression: this.ship.distanceto.{$target}
[General] 391.29 ======================================
[General] 419.06 ======================================
[=ERROR=] 419.06 Error in AI script fight.attack.object.drone.leader on entity 0x2ebbd: Property lookup failed: this.ship.distanceto.{null}
* this.ship == component.{0x2ebb0L} (name='БЛА Неустраримый Мк2', class=drone)
* Expression: this.ship.distanceto.{$target}
[General] 419.06 ======================================
[General] 419.91 ======================================
[=ERROR=] 419.91 Error in AI script fight.attack.object.drone.leader on entity 0x2ebe5: Property lookup failed: this.ship.distanceto.{null}
* this.ship == component.{0x2ebd8L} (name='БЛА Неустраримый Мк2', class=drone)
* Expression: this.ship.distanceto.{$target}
[General] 419.91 ======================================
[General] 421.24 ======================================
[=ERROR=] 421.24 Error in AI script fight.attack.object.drone.leader on entity 0x2ebd1: Property lookup failed: this.ship.distanceto.{null}
* this.ship == component.{0x2ebc4L} (name='БЛА Неустраримый Мк2', class=drone)
* Expression: this.ship.distanceto.{$target}


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alexalsp
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Post by alexalsp » Fri, 5. May 17, 22:42

4.10

Code: Select all


[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 extensions\w.e_mict\aiscripts\MICT.move.attack.object.capital.xml(571): Required attribute 'object' is missing
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 extensions\w.e_mict\aiscripts\MICT.move.attack.object.capital.xml(571): Required attribute 'zone' is missing
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 extensions\w.e_mict\aiscripts\MICT.move.attack.object.capital.xml(849): Required attribute 'object' is missing
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 extensions\w.e_mict\aiscripts\MICT.move.attack.object.capital.xml(849): Required attribute 'zone' is missing
[General] 0.00 ======================================
[General] 253.07 ======================================
[=ERROR=] 253.07 Error in AI script fight.attack.object.drone.leader on entity 0x23327: Property lookup failed: this.ship.distanceto.{null}
* this.ship == component.{0x2331aL} (name='Intrepid URV Mk2', class=drone)
* Expression: this.ship.distanceto.{$target}
[General] 253.07 ======================================
[General] 280.00 ======================================
[=ERROR=] 280.00 Error in AI script MICT.move.escort.capital on entity 0x3447b: Property lookup failed: $target.pilot.$escortgroup
* $target.pilot == component.{0x34445L} (name='Unknown', class=computer)
* Expression: $target.pilot.$escortgroup
[General] 280.00 ======================================
[General] 280.00 ======================================
[=ERROR=] 280.00 Error in AI script MICT.move.escort.capital on entity 0x3447b: Evaluated value 'null' is not of type group
* Expression: $target.pilot.$escortgroup
[General] 280.00 ======================================
[General] 323.89 ======================================
[=ERROR=] 323.89 Error in AI script fight.attack.object.drone.leader on entity 0x360d6: Property lookup failed: this.ship.distanceto.{null}
* this.ship == component.{0x360c9L} (name='Intrepid URV Mk2', class=drone)
* Expression: this.ship.distanceto.{$target}
[General] 323.89 ======================================
[General] 356.02 ======================================
[=ERROR=] 356.02 Error in AI script fight.attack.object.drone.leader on entity 0x2c78c: Property lookup failed: this.ship.distanceto.{null}
* this.ship == component.{0x2c77fL} (name='Intrepid URV Mk2', class=drone)
* Expression: this.ship.distanceto.{$target}
[General] 356.02 ======================================
[General] 559.97 ======================================
[=ERROR=] 559.97 Error in AI script MICT.move.escort.capital on entity 0x490b3: Property lookup failed: $target.pilot.$escortgroup
* $target.pilot == component.{0x4908bL} (name='Unknown', class=computer)
* Expression: $target.pilot.$escortgroup
[General] 559.97 ======================================
[General] 559.97 ======================================
[=ERROR=] 559.97 Error in AI script MICT.move.escort.capital on entity 0x490b3: Evaluated value 'null' is not of type group
* Expression: $target.pilot.$escortgroup
[General] 559.97 ======================================
[General] 560.41 ======================================
[=ERROR=] 560.41 Error in AI script MICT.move.escort.capital on entity 0x4916d: Property lookup failed: $target.pilot.$escortgroup
* $target.pilot == component.{0x490faL} (name='Unknown', class=computer)
* Expression: $target.pilot.$escortgroup
[General] 560.41 ======================================
[General] 560.41 ======================================
[=ERROR=] 560.41 Error in AI script MICT.move.escort.capital on entity 0x4916d: Evaluated value 'null' is not of type group
* Expression: $target.pilot.$escortgroup
[General] 560.41 ======================================
[General] 561.73 ======================================
[=ERROR=] 561.73 Error in AI script MICT.move.escort.capital on entity 0x491ce: Property lookup failed: $target.pilot.$escortgroup
* $target.pilot == component.{0x491c2L} (name='Unknown', class=computer)
* Expression: $target.pilot.$escortgroup
[General] 561.73 ======================================
[General] 561.73 ======================================
[=ERROR=] 561.73 Error in AI script MICT.move.escort.capital on entity 0x491ce: Evaluated value 'null' is not of type group
* Expression: $target.pilot.$escortgroup
[General] 561.73 ======================================
[General] 563.00 ======================================
[=ERROR=] 563.00 Error in AI script MICT.move.escort.capital on entity 0x491a6: Property lookup failed: $target.pilot.$escortgroup
* $target.pilot == component.{0x49189L} (name='Unknown', class=computer)
* Expression: $target.pilot.$escortgroup
[General] 563.00 ======================================
[General] 563.00 ======================================
[=ERROR=] 563.00 Error in AI script MICT.move.escort.capital on entity 0x491a6: Evaluated value 'null' is not of type group
* Expression: $target.pilot.$escortgroup
[General] 563.00 ======================================
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 extensions\w.e_mict\aiscripts\MICT.move.attack.object.capital.xml(571): Required attribute 'object' is missing
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 extensions\w.e_mict\aiscripts\MICT.move.attack.object.capital.xml(571): Required attribute 'zone' is missing
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 extensions\w.e_mict\aiscripts\MICT.move.attack.object.capital.xml(849): Required attribute 'object' is missing
[General] 0.00 ======================================
[General] 0.00 ======================================
[=ERROR=] 0.00 extensions\w.e_mict\aiscripts\MICT.move.attack.object.capital.xml(849): Required attribute 'zone' is missing
[General] 0.00 ======================================
[General] 253.07 ======================================
[=ERROR=] 253.07 Error in AI script fight.attack.object.drone.leader on entity 0x23327: Property lookup failed: this.ship.distanceto.{null}
* this.ship == component.{0x2331aL} (name='Intrepid URV Mk2', class=drone)
* Expression: this.ship.distanceto.{$target}
[General] 253.07 ======================================
[General] 280.00 ======================================
[=ERROR=] 280.00 Error in AI script MICT.move.escort.capital on entity 0x3447b: Property lookup failed: $target.pilot.$escortgroup
* $target.pilot == component.{0x34445L} (name='Unknown', class=computer)
* Expression: $target.pilot.$escortgroup
[General] 280.00 ======================================
[General] 280.00 ======================================
[=ERROR=] 280.00 Error in AI script MICT.move.escort.capital on entity 0x3447b: Evaluated value 'null' is not of type group
* Expression: $target.pilot.$escortgroup
[General] 280.00 ======================================
[General] 323.89 ======================================
[=ERROR=] 323.89 Error in AI script fight.attack.object.drone.leader on entity 0x360d6: Property lookup failed: this.ship.distanceto.{null}
* this.ship == component.{0x360c9L} (name='Intrepid URV Mk2', class=drone)
* Expression: this.ship.distanceto.{$target}
[General] 323.89 ======================================
[General] 356.02 ======================================
[=ERROR=] 356.02 Error in AI script fight.attack.object.drone.leader on entity 0x2c78c: Property lookup failed: this.ship.distanceto.{null}
* this.ship == component.{0x2c77fL} (name='Intrepid URV Mk2', class=drone)
* Expression: this.ship.distanceto.{$target}
[General] 356.02 ======================================
[General] 559.97 ======================================
[=ERROR=] 559.97 Error in AI script MICT.move.escort.capital on entity 0x490b3: Property lookup failed: $target.pilot.$escortgroup
* $target.pilot == component.{0x4908bL} (name='Unknown', class=computer)
* Expression: $target.pilot.$escortgroup
[General] 559.97 ======================================
[General] 559.97 ======================================
[=ERROR=] 559.97 Error in AI script MICT.move.escort.capital on entity 0x490b3: Evaluated value 'null' is not of type group
* Expression: $target.pilot.$escortgroup
[General] 559.97 ======================================
[General] 560.41 ======================================
[=ERROR=] 560.41 Error in AI script MICT.move.escort.capital on entity 0x4916d: Property lookup failed: $target.pilot.$escortgroup
* $target.pilot == component.{0x490faL} (name='Unknown', class=computer)
* Expression: $target.pilot.$escortgroup
[General] 560.41 ======================================
[General] 560.41 ======================================
[=ERROR=] 560.41 Error in AI script MICT.move.escort.capital on entity 0x4916d: Evaluated value 'null' is not of type group
* Expression: $target.pilot.$escortgroup
[General] 560.41 ======================================
[General] 561.73 ======================================
[=ERROR=] 561.73 Error in AI script MICT.move.escort.capital on entity 0x491ce: Property lookup failed: $target.pilot.$escortgroup
* $target.pilot == component.{0x491c2L} (name='Unknown', class=computer)
* Expression: $target.pilot.$escortgroup
[General] 561.73 ======================================
[General] 561.73 ======================================
[=ERROR=] 561.73 Error in AI script MICT.move.escort.capital on entity 0x491ce: Evaluated value 'null' is not of type group
* Expression: $target.pilot.$escortgroup
[General] 561.73 ======================================
[General] 563.00 ======================================
[=ERROR=] 563.00 Error in AI script MICT.move.escort.capital on entity 0x491a6: Property lookup failed: $target.pilot.$escortgroup
* $target.pilot == component.{0x49189L} (name='Unknown', class=computer)
* Expression: $target.pilot.$escortgroup
[General] 563.00 ======================================
[General] 563.00 ======================================
[=ERROR=] 563.00 Error in AI script MICT.move.escort.capital on entity 0x491a6: Evaluated value 'null' is not of type group
* Expression: $target.pilot.$escortgroup
[General] 563.00 ======================================



w.evans
Posts: 2963
Joined: Tue, 18. Nov 14, 16:23
x4

Post by w.evans » Sat, 29. Jul 17, 12:36

all harmless if unfortunate for anyone who needs the debug log, except for these:
alexalsp wrote:

Code: Select all

======================================
[=ERROR=] 0.00 extensions\w.e_mict\aiscripts\MICT.move.attack.object.capital.xml(571): Required attribute 'object' is missing
======================================
======================================
[=ERROR=] 0.00 extensions\w.e_mict\aiscripts\MICT.move.attack.object.capital.xml(571): Required attribute 'zone' is missing
======================================
which usually indicate that a script action is ignored because there are missing attributes. having trouble finding them though since the line numbers referenced in the error messages don't correspond to line numbers in the editor i use at home.

look like a get_safe_pos, but those all check out.

anyway, i'll take a look, but these do not point to compatibility issues with XR 4.10 so the mod should work as well as it did before.

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