Attempting to make the AI Galaxy Trade

The place to discuss scripting and game modifications for X Rebirth.

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

User avatar
YorrickVander
Posts: 2774
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander »

Interesting, I wonder if that ties in with the issues Scoob is seeing with npcs loosing commands.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
User avatar
SilverXarrow
Posts: 56
Joined: Thu, 29. May 14, 23:01
x4

Post by SilverXarrow »

Maybe. I loaded up a new start and the AI had their commands again, so I'm not sure what wrong there.
Trying to fix X Rebirth....one trader at a time
User avatar
SilverXarrow
Posts: 56
Joined: Thu, 29. May 14, 23:01
x4

Post by SilverXarrow »

After 24 hours of trying, I'm not sure what else there is I could do. Something just isnt working right.
Trying to fix X Rebirth....one trader at a time
User avatar
YorrickVander
Posts: 2774
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander »

It does appear that this.ship.galaxy is no longer an option. I'm trying 'player.galaxy' as the range definition instead - will likely require some time with game running to see if it actually works, but no errors are thrown at least...
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
User avatar
YorrickVander
Posts: 2774
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander »

lol or in fact very little time :

https://docs.google.com/file/d/0BzGfezj ... I1UkU/edit

Rahanas jump gate ram raid party! Some do get through but mostly they are just ramming eachother around the area... Most amusing but not very effective :s At least the range works though.....

EDIT : 5 mins later...

https://docs.google.com/file/d/0BzGfezj ... hIRFk/edit
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
User avatar
SilverXarrow
Posts: 56
Joined: Thu, 29. May 14, 23:01
x4

Post by SilverXarrow »

That is freakin' Hilarious XD

May I ask which range definition you changed to be exact?
Trying to fix X Rebirth....one trader at a time
User avatar
YorrickVander
Posts: 2774
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander »

Both of them. Need to get on to bed, but some fiddling with move.generic.xml might help the jams as it houses the specifics for jump gate travel.

It gets funnier when ships start coming the other way too and go 10 pin bowling with the queued rahanas' :D
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
User avatar
SilverXarrow
Posts: 56
Joined: Thu, 29. May 14, 23:01
x4

Post by SilverXarrow »

Sounds good, I'll edit both and see if i can get it working, then if i do, ill see what i can do to unjam the gates...Noticed you are eve player, that almost resembles the Gates into jita XD
Trying to fix X Rebirth....one trader at a time
User avatar
Baconnaise
Posts: 766
Joined: Sat, 23. Nov 13, 15:50
x4

Post by Baconnaise »

Yea looks like it would be best to mod ships to jump since most gates have the beacon except for eternal dawn I think in Clime with Silent Void being the gate.

Example Albion>Devries ship would jump from AE to Bleak Pebble/Twilight where the gate is the beacon is right there. Molten Archon>Wavy Haze and so on. Seems like an easier job than setting up some sort of system where the ships use the actual gate.
User avatar
SilverXarrow
Posts: 56
Joined: Thu, 29. May 14, 23:01
x4

Post by SilverXarrow »

Wow, it's nice to see that they are tending my stations now, the gate pile up isn't bad if you arent watching the gates. Even better though, they are tending the DeVries stations, who obviously need a lot of attention.

thank you so much for your help Yorrick!
Trying to fix X Rebirth....one trader at a time
User avatar
SilverXarrow
Posts: 56
Joined: Thu, 29. May 14, 23:01
x4

Post by SilverXarrow »

Yea looks like it would be best to mod ships to jump since most gates have the beacon except for eternal dawn I think in Clime with Silent Void being the gate.

Example Albion>Devries ship would jump from AE to Bleak Pebble/Twilight where the gate is the beacon is right there. Molten Archon>Wavy Haze and so on. Seems like an easier job than setting up some sort of system where the ships use the actual gate.
that could work, not sure on how to do it. Maybe there is a way to make the exit from the jump gate offset from the current position?
Trying to fix X Rebirth....one trader at a time
User avatar
YorrickVander
Posts: 2774
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander »

I don't know if this is in xml or the exe, but it occurs to me over morning coffee that the most elegant solution would be to expand the trigger point of the gate so the freighters are not all jostling for that perfect position and then waiting to jump.
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
User avatar
SilverXarrow
Posts: 56
Joined: Thu, 29. May 14, 23:01
x4

Post by SilverXarrow »

I think that position may be hard coded in, my team and I will look around for anything that could reference or maybe define it.

One lesson I learned last night...don't make the freighters insta-jump after going through the gate...40 freighters jumping at once caused a CTD...after a bit of hilarity.
Trying to fix X Rebirth....one trader at a time
Berserk Knight
Posts: 398
Joined: Tue, 17. Dec 13, 01:34
x4

Post by Berserk Knight »

YorrickVander wrote:I don't know if this is in xml or the exe, but it occurs to me over morning coffee that the most elegant solution would be to expand the trigger point of the gate so the freighters are not all jostling for that perfect position and then waiting to jump.
SilverXarrow wrote:I think that position may be hard coded in, my team and I will look around for anything that could reference or maybe define it.
<part name="triggerpart_eventhorizon"> in the gate component (NOT macro) xml files.

However, the horribly slow "everyone get to the exact approach position for the gate, line up, then move to the gate and wait until we're through" is in the "move.generic" script.
Sadly, the slowest part, namely the "get to the approach position" is pretty much needed if we're to prevent ships ramming into each other.
The approach position on this side is set so it's opposite the exit position of ships coming from the other side.
User avatar
SilverXarrow
Posts: 56
Joined: Thu, 29. May 14, 23:01
x4

Post by SilverXarrow »

Yea, I feel that the AI's lack of patience for waiting in line is the biggest issue, not sure on how to modify that in move.generic though.

Though editing the trigger's range would be rather interesting to see more ships go through at a time.....
Trying to fix X Rebirth....one trader at a time
User avatar
YorrickVander
Posts: 2774
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander »

It may be possible to force a more orderly queue with code from move.nearby.xml :

Code: Select all

      <!-- only move if we're outside the tolerance distance-->
      <create_position name="$pos" object="this.ship" space="$destination" />
      <create_position_outside_boundingbox name="$pos" distance="this.ship.size" component="$destination">
        <position value="$pos" />
      </create_position_outside_boundingbox>
      <do_if value="this.ship.position != $pos">
        <move_to object="this.ship" destination="$destination" finishonapproach="true" forceposition="false">
          <position value="$pos" />
        </move_to>
      </do_if>
I'm looking forward to seeing what solutions we can come up with :)
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
User avatar
SilverXarrow
Posts: 56
Joined: Thu, 29. May 14, 23:01
x4

Post by SilverXarrow »

I took a peek into move.nearby but didn't really go over it. Doesn't it make a ship move away from a destination upon arrival? I.e Boosts to zone, then moves away from point of arrival?
Trying to fix X Rebirth....one trader at a time
User avatar
YorrickVander
Posts: 2774
Joined: Tue, 29. Oct 13, 21:59
x4

Post by YorrickVander »

Watching the pile up again, then jumping through albion > devries it seems that being in sector is actually a large part of the problem. as soon as I jumped in a cluyster of 15+ rahanas arrived too (possibly more, just counting jump flashes) that were likely freed up as soon as I left the zone and freed up the collision detection.

I tried a direct mod on the gate aperture size but no effect, the ships appear to want to hit center to start the jump not the edge :(
X Rebirth - A Sirius Cybernetics Corporation Product

Split irritate visiting pilot with strange vocal patterns.
User avatar
SilverXarrow
Posts: 56
Joined: Thu, 29. May 14, 23:01
x4

Post by SilverXarrow »

Yea I noticed that too as I played longer, when you aren't in the same zone as the gate, the ships traverse the gate just fine.

There has to be a solution somewhere :)
Trying to fix X Rebirth....one trader at a time
Talca
Posts: 37
Joined: Fri, 12. May 06, 19:59
x4

Post by Talca »

Really hoping you guys find a solution to this. I'm mot much for making mods myself but if you guys do figure it out please share it with us as a mod ;) good luck!

Return to “X Rebirth - Scripts and Modding”