[SCRIPT][AP][TC] Advanced Fight Scripts - v. 3.1, 19.01.2014

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

User avatar
Torpor
Posts: 692
Joined: Thu, 24. Jan 08, 14:45
x4

Post by Torpor »

Cronos988 wrote:
Torpor wrote: they seem to perform attack runs. but only shoot 1 or 2 volleys at me, and then turn away. thats redicoulus. its a freakin m6. and therer are around 10 m3s, should blast me out of space with a little effort
That's right, they should. There seems to be something not quite right with the values.
Torpor wrote: perhapx u could implement something like:
i am an m3. this is an m6. i ignore the turret loadout, becaouse its no hugeship, an d blast this lil prick outta space
The script already does this, or rather it does something a lot more complicated. It considers the turret's damage and it's hitchance, and then decided whether or not the shots will likely do enough damage to warrant and evasive move. Flaks get a bonus to hitchance due to their AoE.

Could you tell me the shield strengths of the M3s you are fighting and the shield DPS (the ingame tooltip shows DPS) of the weapon you are using in the turrets?

Do you have the script editor activated and/or a save before that particular fight starts?
okay, now i will give u the full data of my m6, the gatling-splitship with the defficult name - prototype
front-lasers: 12x esr
turrets up/do: mars, 2x emp, ebc, prg, pbe, normaly ebc installed if there is no enemy
rear: mars 2x id, cfa, prg, ebc, normally ebc installed if tehre is no enemy
shields: 7x 200mj
speed: 181,2ms
rudder: much more than vannilla corvettes. it feels like a very very very heavy fighter. as i like it^^

stats of the weapons are nearly vanilla, just set the bullet speed of cfa up to 3k, and downgraded the bullet speed of pbe and fa to 5,5k, nothing special
oh, and i upgraded the aoe-damage of flak. now it really HAS aoe damage instead of aoe-tickling!

seems to affect all fights and all m3s. fought against a bunch of 20 different m3s of the pirate guild script. nobody's shooting...
the even seem to ignore me litteraly...
or in the war-sectores or the storyline. ~4 usc m6 and ~10 usc m3s are doing fancy dances and even a striptease but no shooting at me w/o their turrets... strange...

gonna try the nev version u uploaded 2day now

the bonus to flak due to aoe is pointless. in vanilla, the aoe of ALL flaks does only 220 points of shield damage and 21 points of hull damage....nothing!
the reason y flak is so efficient is that they have very fast bullet speeds, normaly fa has around 7k...

could u try to deactivate the flak-bonus for m6? normally it would only affect the springy. and the springy is a ship u should kill before u got killed. its to fast to rum away and it hast a goddamn punch. so it would be reasonable for any fighter pilot to go into this fight with an he or me-attitude^^
Wir sind ***Modified***. Ergeben Sie sich.
Wir werden ihre technologischen und kulturellen Aspekte den unseren hinzufügen.
Widerstand ist zwecklos.

please excuse my bad english. no native speaker, but german forum is dying ;P
Cronos988
Posts: 691
Joined: Mon, 27. Aug 07, 12:34
x3tc

Post by Cronos988 »

Oh, the Flak doesn't get a damage bonus. Fighters just assume it's going to hit them (which, in most cases, it's true). So basically, you have an M3 with 75 MJ of shielding, getting targeted with 2 CFAs, that is 24MJ of damage, with practically a 100% hitchance.

My scripts start an evasive move if shields divided by damage is smaller than 10, that is if a single shot does more than 10% shield damage. A single shot from your CFAs does 30% shield damage, so they don't go near that thing.

I play a heavily modded game (modded version of XRM), so my damage values are much different. Compared to what I play with, all Vanilla weapons are crazily overpowered. In the next major release, I will include config options to tweak when fighters evade.

If you have the script editor enabled, you can do it yourself already: open "plugin.cro.advf.attack.object". Scroll down a bit and look for a line in the comments, saying "*-------------Config Values---------"
Below that line, there should be a number of variables, one of them is "int.shieldthreshold". If you set this to 20, fighters will only evade if they would receive 50% shield damage per shot.
User avatar
Torpor
Posts: 692
Joined: Thu, 24. Jan 08, 14:45
x4

Post by Torpor »

Cronos988 wrote:Oh, the Flak doesn't get a damage bonus. Fighters just assume it's going to hit them (which, in most cases, it's true). So basically, you have an M3 with 75 MJ of shielding, getting targeted with 2 CFAs, that is 24MJ of damage, with practically a 100% hitchance.

My scripts start an evasive move if shields divided by damage is smaller than 10, that is if a single shot does more than 10% shield damage. A single shot from your CFAs does 30% shield damage, so they don't go near that thing.

I play a heavily modded game (modded version of XRM), so my damage values are much different. Compared to what I play with, all Vanilla weapons are crazily overpowered. In the next major release, I will include config options to tweak when fighters evade.

If you have the script editor enabled, you can do it yourself already: open "plugin.cro.advf.attack.object". Scroll down a bit and look for a line in the comments, saying "*-------------Config Values---------"
Below that line, there should be a number of variables, one of them is "int.shieldthreshold". If you set this to 20, fighters will only evade if they would receive 50% shield damage per shot.
yeah, now we are there where i wanted to be!
but plx dont bother me with crappy ingame se....there are much more comfortable options ;P

so either i will mod the script
or i will modify my tships, roughly double all shield-strenghts, should work, too
ha, i think i will do both. and better turning rate for m6 and m7^^
which value should i choose in the script if i want evasions at 33%?

another strange thing: noticed a m6 trying to shoot broadsides at me. broadsides. a m6. laughed. fried it. flew on. is that intentional that the m6s try to use theri crappy turrets instead of the mighty front barrage?
Wir sind ***Modified***. Ergeben Sie sich.
Wir werden ihre technologischen und kulturellen Aspekte den unseren hinzufügen.
Widerstand ist zwecklos.

please excuse my bad english. no native speaker, but german forum is dying ;P
Cronos988
Posts: 691
Joined: Mon, 27. Aug 07, 12:34
x3tc

Post by Cronos988 »

Torpor wrote: yeah, now we are there where i wanted to be!
but plx dont bother me with crappy ingame se....there are much more comfortable options ;P
Well, I can't assume people now much about scripting, and external script editors are "advanced" ;). But if you do, that's good, makes explaining easier.
Torpor wrote: which value should i choose in the script if i want evasions at 33%?
the formula is Shields / Damage < $int.threshold / 10. Evading at 33% means 3 to 1 shields to damage, so you want "int.shieldthreshold" to be 30.
Torpor wrote: another strange thing: noticed a m6 trying to shoot broadsides at me. broadsides. a m6. laughed. fried it. flew on. is that intentional that the m6s try to use theri crappy turrets instead of the mighty front barrage?
Nope, that's not intenational. Did it move at all? Maybe the script got stuck.
User avatar
Torpor
Posts: 692
Joined: Thu, 24. Jan 08, 14:45
x4

Post by Torpor »

Cronos988 wrote:
Torpor wrote: yeah, now we are there where i wanted to be!
but plx dont bother me with crappy ingame se....there are much more comfortable options ;P
Well, I can't assume people now much about scripting, and external script editors are "advanced" ;). But if you do, that's good, makes explaining easier.
im not the best scripter. dont know anything about the language used. but in my opinion if i HAVE to modify something, i have to use the simplest possibility, and thats never an ingame editor^^
but i can understand some of the lines in scripts, but its nothing more than pure logic mixed with trial and error systems instead of knowledge^^
Cronos988 wrote:
Torpor wrote: which value should i choose in the script if i want evasions at 33%?
the formula is Shields / Damage < $int.threshold / 10. Evading at 33% means 3 to 1 shields to damage, so you want "int.shieldthreshold" to be 30.
thanks. another thanks for the great support. looked for a better fighting-ai since release of x3:R, and now u fulfill my biggest x-releated dream^^

Cronos988 wrote:
Torpor wrote: another strange thing: noticed a m6 trying to shoot broadsides at me. broadsides. a m6. laughed. fried it. flew on. is that intentional that the m6s try to use theri crappy turrets instead of the mighty front barrage?
Nope, that's not intenational. Did it move at all? Maybe the script got stuck.
it was a pirate centaur
it was really strange. it moved around at ~40m/s, always trieing to show me his right side, keeping firing with the laughable 1 laser-turret....
i flew a few rounds, dogfight style but without much dakkadakkadakka, so the centaur kept alive for 1 minute or two. it didn't change its behaviour, only on time shooting 2 or 3 volleys with its mainguns, but i assume that was mostly because my pseudo-dogfighting-stuff drove me in front of his guns, so the ai thought
cool, i can hit something, höhö, i can press my fire button, WOW, IM FIRING MA LAz0rZ O.o
dumbass xD
Wir sind ***Modified***. Ergeben Sie sich.
Wir werden ihre technologischen und kulturellen Aspekte den unseren hinzufügen.
Widerstand ist zwecklos.

please excuse my bad english. no native speaker, but german forum is dying ;P
User avatar
RoverTX
Posts: 1466
Joined: Wed, 16. Nov 11, 18:37
x4

Post by RoverTX »

- Support for implementation of fight skill and pilot morale/aggresion (disabled by default)
Just wondering what this means, and why you disabled them in the first place?
Cronos988
Posts: 691
Joined: Mon, 27. Aug 07, 12:34
x3tc

Post by Cronos988 »

Please redownload v. 2.4

I accidentially typed an extra 0 into a variable, which will lead to odd behavior. I have reuploaded version 2.4 without the error (and hopefully without creating others).
Torpor wrote: it was a pirate centaur
it was really strange. it moved around at ~40m/s, always trieing to show me his right side, keeping firing with the laughable 1 laser-turret....
i flew a few rounds, dogfight style but without much dakkadakkadakka, so the centaur kept alive for 1 minute or two. it didn't change its behaviour, only on time shooting 2 or 3 volleys with its mainguns, but i assume that was mostly because my pseudo-dogfighting-stuff drove me in front of his guns, so the ai thought
cool, i can hit something, höhö, i can press my fire button, WOW, IM FIRING MA LAz0rZ O.o
dumbass xD
Thanks for all the Feedback! I will look into it
RoverTX wrote:Just wondering what this means, and why you disabled them in the first place?
In preparation of a menu system, I started replacing "hardcoded" values with variables that are defined at the beginning of the script. This includes a system that sets reaction times based on fightskill. But it's still very basic and untested so I turned the variable controlling it to [FALSE] before uploading.
User avatar
Torpor
Posts: 692
Joined: Thu, 24. Jan 08, 14:45
x4

Post by Torpor »

Cronos988 wrote:Please redownload v. 2.4

I accidentially typed an extra 0 into a variable, which will lead to odd behavior. I have reuploaded version 2.4 without the error (and hopefully without creating others).
Torpor wrote: it was a pirate centaur
it was really strange. it moved around at ~40m/s, always trieing to show me his right side, keeping firing with the laughable 1 laser-turret....
i flew a few rounds, dogfight style but without much dakkadakkadakka, so the centaur kept alive for 1 minute or two. it didn't change its behaviour, only on time shooting 2 or 3 volleys with its mainguns, but i assume that was mostly because my pseudo-dogfighting-stuff drove me in front of his guns, so the ai thought
cool, i can hit something, höhö, i can press my fire button, WOW, IM FIRING MA LAz0rZ O.o
dumbass xD
Thanks for all the Feedback! I will look into it
RoverTX wrote:Just wondering what this means, and why you disabled them in the first place?
In preparation of a menu system, I started replacing "hardcoded" values with variables that are defined at the beginning of the script. This includes a system that sets reaction times based on fightskill. But it's still very basic and untested so I turned the variable controlling it to [FALSE] before uploading.
no problem. will report any odd behaviors in the future!

could u tell me/us which variable it ist?
so that i can change it manually? ;P

edith says:
so. will spend the next few hours in my tships file.
more shields for all ships for more and more dakka in space!
a bit of guns modding for 2 or 3 ships i gonna use in my fleet, ecspecially the skiron, will be the main-m6 of my fleet
im intrerested in how it changes the behaviour of the ships with ur script :)
also i gonna give the m6s 3 times yaw/pitch/roll values, the m7s 2 times, for more use of the frontal dakkdakkadakka
ald all m7 will get anti-capital-weaponary in their main batterys
for even more dakka!
the skiron will get the tuning 4 times, becaus actualle she cant move. and i like her. so much. looking forward to my further small-ship-fleet of my acinoblabla prototype, 4 skiron and 8 pride of albion, gonna ocuupy my first capital ship as late as possible ;P
later on, wil get personal versions of the m2+ of xenon and usc
usc - ai-controlled heavy carrier - will get 12 hangar bays for my m6 squad and one extra for a ts/tp, and the personal I - player-capital - will get an external docking port for my acinoblabla - and boarding pod support :twisted:
i think that will be a fleet of 15 combat ships that will punch a serious hole in nearly everything, verymuch dakkadakkadakka and i dont like large fighter wings. u have to replace em too often.
im looking fordward to the battles of this squad, runned with codea, versus tortuga, the phannon-corp, the terran rrf, the pirate guild and any other enemys the game will deploy in range of my guns!
i think the masses of fighters the scripts i mentioned will send in against me combined with ur ai will give me some serios reason for even more dakkadakkadakkadakka

edith says again:
tships is done. scripts are updatet. lets give it a try
Wir sind ***Modified***. Ergeben Sie sich.
Wir werden ihre technologischen und kulturellen Aspekte den unseren hinzufügen.
Widerstand ist zwecklos.

please excuse my bad english. no native speaker, but german forum is dying ;P
User avatar
RoverTX
Posts: 1466
Joined: Wed, 16. Nov 11, 18:37
x4

Post by RoverTX »

Does that mean the values from the Jobs files, Aggression, Morale and Fight Skill are ignored while running this script?
Cronos988
Posts: 691
Joined: Mon, 27. Aug 07, 12:34
x3tc

Post by Cronos988 »

RoverTX wrote:Does that mean the values from the Jobs files, Aggression, Morale and Fight Skill are ignored while running this script?
Well, I don't think the vanilla fightscript had any lines for aggression or morale in it, but yes. I disabled them because they add values to the system which I don't know in advance, which makes finding the right values harder.

But since I am now adding config options, I am adding the values back in.

@Torpor: Please report the results of your tests, I am interested in the result :)
There are two values for the fightskill, $bool.Fightskill.NPC and $bool.Fightskill.Player. In the config section, next to the shield threshold. Set them to true to enable fightskill for player/NPC ships.
User avatar
Torpor
Posts: 692
Joined: Thu, 24. Jan 08, 14:45
x4

Post by Torpor »

Cronos988 wrote:
RoverTX wrote:Does that mean the values from the Jobs files, Aggression, Morale and Fight Skill are ignored while running this script?
Well, I don't think the vanilla fightscript had any lines for aggression or morale in it, but yes. I disabled them because they add values to the system which I don't know in advance, which makes finding the right values harder.

But since I am now adding config options, I am adding the values back in.

@Torpor: Please report the results of your tests, I am interested in the result :)
There are two values for the fightskill, $bool.Fightskill.NPC and $bool.Fightskill.Player. In the config section, next to the shield threshold. Set them to true to enable fightskill for player/NPC ships.
i think morale is/was responsible for bailing behaviour

could't test last night. not really. overlooked the fbl. its now a very light flak-style weapon. hmmm...have to tell mars that its actually usefull but no idea how^^

will post my first impressions today :)

EDIT:

first i had to switch to cap ai off
m7 with mainguns with 0s =sitting ducks =no need

ist great. its fun. fought vs 1 p 10l 10m 5n in my acinoblabla. i couldn't see anything becuz of the pbe-lighting overall
my shields played yo-yo
as i like it!
Wir sind ***Modified***. Ergeben Sie sich.
Wir werden ihre technologischen und kulturellen Aspekte den unseren hinzufügen.
Widerstand ist zwecklos.

please excuse my bad english. no native speaker, but german forum is dying ;P
Cronos988
Posts: 691
Joined: Mon, 27. Aug 07, 12:34
x3tc

Post by Cronos988 »

Update! V. 3.0:
Added:
- Menu system. No more different folders for different modes!
- Various configuration options are now accessible (most changes take effect immediately).
- Fightskill effects are now available
- More aggressive decision making available to make fighters less scared of small turrets

Changes:
- Changed pick script behavior after a fight has finished to check the initial enemy formation again for valid targets
- Various little code changes to implement config values

Bugfixes:
- Fixed some errors in !Fight.targeting
- Fixed "Ram attack" evasive move, should hopefully fix ships getting stuck at 0m/s

Currently only available for X3AP. I will release updates for the other versions when I have time.
For detailed info on the new menu system, please see the first page.
Reido
Posts: 129
Joined: Sun, 9. Sep 12, 12:12
x3tc

Post by Reido »

Thanks for the update and continued work on this project, much appreciated.


Reido
DevilishMoney
Posts: 114
Joined: Tue, 29. Dec 09, 14:01
x3ap

Post by DevilishMoney »

Cronos988 has the Compatibility Patch been updated for v3.0 as it still has multiple folders for player,enemy and capital ship AI.

Thanks
Cronos988
Posts: 691
Joined: Mon, 27. Aug 07, 12:34
x3tc

Post by Cronos988 »

DevilishMoney wrote:Cronos988 has the Compatibility Patch been updated for v3.0 as it still has multiple folders for player,enemy and capital ship AI.

Thanks
No, it had not been updated (as was indicated by the version number).

Now it is, though ;)
Cronos988
Posts: 691
Joined: Mon, 27. Aug 07, 12:34
x3tc

Post by Cronos988 »

Update! V. 3.1:
Added:
- "Reset to defaults" Button to menu

Bugfixes:
- Fixed settings reverting to default every startup

Yeah, that was a pretty dumb mistake ;)
Guest

Post by Guest »

... R those scripts compatible with Xtended 2.2 ??
Cronos988
Posts: 691
Joined: Mon, 27. Aug 07, 12:34
x3tc

Post by Cronos988 »

JonfersonSDD wrote:... R those scripts compatible with Xtended 2.2 ??
I am not sure. There should be no incompatibility per se. You would have to look through Xtended's script folder and see if the mod overwrites any of the vanilla scripts that I use too.

If it doesn't, my scripts should work.
User avatar
Torpor
Posts: 692
Joined: Thu, 24. Jan 08, 14:45
x4

Post by Torpor »

loaded 3.1 but atm i cant test. my tships is in havy modding process and for a few days perfectly imbalanced ;D

will give u feedback after modding ;D
Wir sind ***Modified***. Ergeben Sie sich.
Wir werden ihre technologischen und kulturellen Aspekte den unseren hinzufügen.
Widerstand ist zwecklos.

please excuse my bad english. no native speaker, but german forum is dying ;P
Argon Destroyer
Posts: 86
Joined: Wed, 11. Jan 06, 20:32
x3tc

Post by Argon Destroyer »

Hi! Can you make please .spk packages? They are much better in installing :D
I like Running!

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”