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Kailric

Joined: 07 Dec 2003 Posts: 977 on topic Location: USA

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Posted: Tue, 30. Mar 04, 06:42 Post subject: -new Script: Xai Corp Advanced Combat Project:V1.57a |
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Link to the newest version after Egosoft update 1.4, as this version is outdated
Advanced AI Project Beta
This is the new Xai Corp AI for the the Player Ships and New AI for Enemy ships as well.
Warning: Before upgradeing to this version from another version. Load your saved game make sure to cancel all of your Xai AI ships actions, and destroy or recover al AI NavSats and then make sure you delete the old file init.Xai.upgrades script, infact just delete everyfile that had to do with the older versioins then install this version. You should be fine.
This vesion is still in Testing, if you use this please send any feedback, thanks!
DOWNLOAD:Xai Corp Advanced AI Project V. 1.58d
The is the current working Version.
DOWNLOAD:Xai Corp Advanced AI Project V. 1.57a
This will work with 1.57a.
Patch for MWM users:
| Quote: |
| Just copy the files in this patch into their respected folders. MWM patch |
Burainek's Laser Rebalance mod
| Quote: |
Here is the thread link to Burainek's Laser Rebalance mod. It works really great with the New AI and helps balance out the changes I have made in the attack scripts. Its still in testing and your feedback is most welcome!
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Short cut to the Jump.Start.TS plugin thread
New Things and BUG Fixes:
| Quote: |
Updates for 1.57a
-I have made a step back to give time to correct any and all problems with 1.58. This version does away with the new Scanning technology but still adds the other features.
A word of advice...when 1.4 gets here I would advice uninstalling the Xai Advanced Combat Project, then patch your game, and then wait for the X2 1.4 version of the Xai ACP. Thats what I am gonna do
Here is a list of init files you should have from me, these start the scripts:
init.ship.globalscriptmap.khaak
init.ship.globlalscriptmap.pl
init.ship.globlalscriptmap.std
init.TK.subspace
init.Xai.ACP.commands
delete all others
And this is the only setup file you should have, all others delete
setup.TK.prod.loc
The setup extension tells this script to load after all other scripts have loaded and the world is created, that way it want be loading products into stations that don't exit yet .
Hopefully this update will fix some of the problems people where haveing with conflicts.
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........End Patch Report.
Thanks to these fine fellows for their help in finding bugs, and playtesting:
The Last Prince
D_ zorro
matthewfarmery
Kralion
And thanks to Burianek for all his input and modding skills and to Dr.Xavia for all the his help.
| The_Last_Prince wrote: |
If you're upgradeing from an earlier version of the script it is best to delete all the files from the previous version, right? But what if you don't delete all of the files? Here's an easy way to do that: you just need to copy the files of the Xai Ai scripts (version you currently have installed) to the X2/script folder again from another location (you can unzip the old version to "another location" first)... this way all the files from the previous version will get selected so you can just hit delete and the old files are gone! Now all you have to do is copy the new version files to the folder without having to wonder if you deleted all the old files!
It works great for me, but I don't know if people know or do this, so I thought I'd let you know. Hope it helps.  |
Link To Read.Me file and Instructions
_________________ "Try not. Do or do not, there is no try."-Yoda
"[Its] time for the human race to enter the solar system"-Dan Quayle
Last edited by Kailric on Thu, 7. Oct 04, 19:13; edited 161 times in total |
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Sandalpocalypse

Joined: 02 Dec 2003 Posts: 3515 on topic

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Posted: Tue, 30. Mar 04, 06:44 Post subject: |
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Increased laser range would do the trick.
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Kailric

Joined: 07 Dec 2003 Posts: 977 on topic Location: USA

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Posted: Tue, 30. Mar 04, 06:49 Post subject: |
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They are well with in laser range when they attack the first time, they just fire once or twice then head off for another attack run. They should at least fire several times before makeing a turn. And Thats with me just sitting still. If I fight back ..as long as i keep behind them they want fire at all. Is this how it is for every once else?
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hrett
Joined: 09 Dec 2003 Posts: 200 on topic

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Posted: Tue, 30. Mar 04, 08:58 Post subject: |
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| Kailric wrote: |
| They are well with in laser range when they attack the first time, they just fire once or twice then head off for another attack run. They should at least fire several times before makeing a turn. And Thats with me just sitting still. If I fight back ..as long as i keep behind them they want fire at all. Is this how it is for every once else? |
I noticed this lately. It seems to have shown up with 1.3. They will turn, get off 2-3 shots at most, and then veer off. Not challenging at all.
This might be related to the anti-ramming code they put in 1.3. Now they veer off so they dont ram you, but they cant shoot for very long either.
Heh. Be careful what you wish for, eh? 
_________________ Blindly going where no man has gone before...
AMD64 3500+, ATI Radeon PCI Express 850XT 256, 2gig Corsair Ram. My hard drive is crap though.  |
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Kailric

Joined: 07 Dec 2003 Posts: 977 on topic Location: USA

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Posted: Tue, 30. Mar 04, 13:15 Post subject: |
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Grrrr, I want 1.2 back
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Sandalpocalypse

Joined: 02 Dec 2003 Posts: 3515 on topic

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Posted: Tue, 30. Mar 04, 13:20 Post subject: |
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I dunno, I saw a Centaur and 3 Novas do a number on a Xenon J with a (pure luck, it was the AI)coordinated strafing run, taking out about half the shields, and letting the big boy (Titan) finish it off. It was cuz i have the MassiveWar init scripts in my directory, tho the mod isnt active so that reflects stock ship statistics.
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NeverSnake
Joined: 09 Oct 2003 Posts: 4453 on topic

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Posted: Tue, 30. Mar 04, 21:20 Post subject: |
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This was in 1.2 for stationary things like pirate bases too.
_________________ "There's an old story about the person who wished his computer were as easy to use as his telephone. That wish has come true, since I no longer know how to use my telephone" — Bjarne Stroustrup |
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Storm_Front

Joined: 15 Dec 2003 Posts: 751 on topic Location: 43.12'N 71.97'W

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Posted: Tue, 30. Mar 04, 21:34 Post subject: |
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Just a reminder, collision avoidance distance has been increased in 1.3. This is probably why they are veering off sooner.
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Kailric

Joined: 07 Dec 2003 Posts: 977 on topic Location: USA

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Posted: Tue, 30. Mar 04, 22:00 Post subject: |
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| Storm_Front wrote: |
| Just a reminder, collision avoidance distance has been increased in 1.3. This is probably why they are veering off sooner. |
Can we adjust the collision advoidance distance ourself?
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Kailric

Joined: 07 Dec 2003 Posts: 977 on topic Location: USA

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Posted: Wed, 31. Mar 04, 00:17 Post subject: Re: Working on a better attack script...help wanted.. |
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didnt mean to post this one
Last edited by Kailric on Wed, 31. Mar 04, 00:28; edited 1 time in total |
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Storm_Front

Joined: 15 Dec 2003 Posts: 751 on topic Location: 43.12'N 71.97'W

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Posted: Wed, 31. Mar 04, 00:22 Post subject: |
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| Kailric wrote: |
| Storm_Front wrote: |
| Just a reminder, collision avoidance distance has been increased in 1.3. This is probably why they are veering off sooner. |
Can we adjust the collision advoidance distance ourself? |
Not as far as I know, but I haven't looked.
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Kailric

Joined: 07 Dec 2003 Posts: 977 on topic Location: USA

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Posted: Wed, 31. Mar 04, 04:18 Post subject: |
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here is one part of my code I just done, but it locks the game up..take a look at it.....I am trying to get the AI to avoid missles and/or take them out if they pose a threat.
Code:
| Code: |
073 $incmissle = [THIS] -> find nearest missile aiming to me
074 $missleiamafraidof = best missile type for target [THIS]
075
076 while 1
077 if $incmissle == $missleiamafraidof AND ( $shieldpercent < 65 )
078 @ = [THIS] -> defensive move: type=null, intensity=100, timeout=60000ms, avoid object=$incmissle
079 [THIS] -> set attack target to $incmissle
080 $ETA = get distance between [THIS] and $incmissle
081 if $ETA >= 1000
082 @ $killmissle = [THIS] -> attack run on target $incmissle : timeout=10000 ms
083
084 skip if $incmissle -> exists
085 break
086
087 if $killmissle == FLRET_FIREFREE
088 = [THIS] -> fire lasers on target $incmissle using turret null
089
090 skip if $incmissle -> exists
091 break
092 end
093 end
094 end
095 end |
See anything missing or wrong? Can AI target missles?
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moggy2


Joined: 06 Nov 2002 Posts: 4586 on topic Location: Montréal

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Posted: Wed, 31. Mar 04, 04:53 Post subject: |
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same problem giskard's having in his if/while loop not working thread
while:nothingtodo:while:stillnothing:while:nopenotyet:while:maybenextime:while:againnothing:while:nope:while:nada:while:nowt:while:notalot:while:tryagain:while:hasyourcomputerhungyet:while:Illstopitnexttime:while...fizz
| Code: |
infinite loop detection enabled=[TRUE]
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is a good line to remember
as is
| Code: |
while
@ = wait 10 ms
... |
_________________
RSS Feed : Submit News Article : Download Scripts : Image Galleries |
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Kailric

Joined: 07 Dec 2003 Posts: 977 on topic Location: USA

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Posted: Wed, 31. Mar 04, 06:03 Post subject: |
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HAR har har! Yeah Dr Xavia helped me out. Said the same thing over at Xia Corporation. Just wondering what does the wait 10ms do exactly to break out of the infinite loop? Anyway, that codes works now. The AI will defence move around as long as there is a threating missle heading at it 
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hrett
Joined: 09 Dec 2003 Posts: 200 on topic

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Posted: Wed, 31. Mar 04, 07:47 Post subject: |
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| Kailric wrote: |
HAR har har! Yeah Dr Xavia helped me out. Said the same thing over at Xia Corporation. Just wondering what does the wait 10ms do exactly to break out of the infinite loop? Anyway, that codes works now. The AI will defence move around as long as there is a threating missle heading at it  |
Good work!
Now jsut get them to be challenging on the attack, and you will be promoted to supreme ruler! 
_________________ Blindly going where no man has gone before...
AMD64 3500+, ATI Radeon PCI Express 850XT 256, 2gig Corsair Ram. My hard drive is crap though.  |
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