Did you change settings that activate response? By default they set to react on dead ship.


Default is 1% and this should be changed to at least 90%.
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Did you change settings that activate response? By default they set to react on dead ship.
no, there should be really 0 conflicting mods unless they try to do something with faction reputation
Are you using the 3.2 beta patch for the game? I've yet to see that kind of response lol, I haven't had a chance to debug on 3.2 yet thoScandyNav wrote: ↑Wed, 6. May 20, 00:03 My dragon gone completely crazy with this update. Command was launched on it after i've updated RF.
First it started to attack everyone in range! Then it starts wandering around without any logic path. It looks more like a piracy force, than reaction force now.![]()
Then it started to spam "awaiting orders" every minute.
Actually it starts attacking not everyone, it shoot down MIN, with whom i have positive relation. Was positive.![]()
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No, it's 3.10.ShiBDiB wrote: ↑Wed, 6. May 20, 01:15Are you using the 3.2 beta patch for the game? I've yet to see that kind of response lol, I haven't had a chance to debug on 3.2 yet thoScandyNav wrote: ↑Wed, 6. May 20, 00:03 My dragon gone completely crazy with this update. Command was launched on it after i've updated RF.
First it started to attack everyone in range! Then it starts wandering around without any logic path. It looks more like a piracy force, than reaction force now.![]()
Then it started to spam "awaiting orders" every minute.
Actually it starts attacking not everyone, it shoot down MIN, with whom i have positive relation. Was positive.![]()
![]()
Hmm interesting... all this order does is use the stock commands when they make sense. So if using it makes it shoot things than it would also shoot them if you issued a normal patrol command.ScandyNav wrote: ↑Wed, 6. May 20, 02:03No, it's 3.10.ShiBDiB wrote: ↑Wed, 6. May 20, 01:15Are you using the 3.2 beta patch for the game? I've yet to see that kind of response lol, I haven't had a chance to debug on 3.2 yet thoScandyNav wrote: ↑Wed, 6. May 20, 00:03 My dragon gone completely crazy with this update. Command was launched on it after i've updated RF.
First it started to attack everyone in range! Then it starts wandering around without any logic path. It looks more like a piracy force, than reaction force now.![]()
Then it started to spam "awaiting orders" every minute.
Actually it starts attacking not everyone, it shoot down MIN, with whom i have positive relation. Was positive.![]()
![]()
The dragon is a corvette, does the station it's assigned to have open M docking bays?
I will look into thesePhiolin wrote: ↑Sun, 10. May 20, 15:56 Two things that might need to be fixed:
- Whenever my reaction force fleet has killed all targets in range, I get an "Awaiting Orders" voice prompt from them. This adds up significantly to several times per minute, so I permanently have someone whispering "Awaiting Orders" in my ear now.![]()
- When I "Remove All Orders and Assignments" from the reaction force fleet leader, this will only remove the script from the fleet leader but not from all the subordinates. So if you want to remove the command from a larger fleet, you'll have to unassign all the ships, forcing you to rebuild the complete fleet, unless I have missed an easier way to do this...?
This sounds like the vanilla bugs Eighteen Billion -> Grand Exchange I shortest distance (or how Egosoft successfully created artificial stupidity) and [3.0] Unable to teleport from Eighteen Billion to HQ - Fix in a future build.talentless wrote: ↑Sun, 17. May 20, 20:56 Since you are using the gatedistance component property, I have noticed that gatedistance from eighteen billion to grand exchange is 6 and not 1 as you would expect. From Napolios Fortune togrand exchange is 7 instead of 1. Note that this is not symmetric, gatedistances from both EB and NF to GE are 1 as expected. Since you are measuring distance from event to home, if you setup home at grand exchange, which I guess no short number of players will do since it is pretty much the center and where PHQ is located, pretty much your ship will not react to anything out of there unless is towards the Black Hole sun direction.. Have you observed this as well, or is it only hapenning to me?
I can try to find a better way to figure out ranges, but as the other reply says I think it's just the awful pathfinding that comes with the game (which apparently this specific issue is known and planned to be fixed)talentless wrote: ↑Sun, 17. May 20, 20:56 Since you are using the gatedistance component property, I have noticed that gatedistance from eighteen billion to grand exchange is 6 and not 1 as you would expect. From Napolios Fortune togrand exchange is 7 instead of 1. Note that this is not symmetric, gatedistances from both EB and NF to GE are 1 as expected. Since you are measuring distance from event to home, if you setup home at grand exchange, which I guess no short number of players will do since it is pretty much the center and where PHQ is located, pretty much your ship will not react to anything out of there unless is towards the Black Hole sun direction.. Have you observed this as well, or is it only hapenning to me?
using $object.gatedistance.{$sector}.{$blacklistgroup}.{$object} will return a distance of -1 if the sector is blacklisted or it has no route without passing through a blacklisted sector.talentless wrote: ↑Tue, 26. May 20, 22:26 They have fixed it only for teleportation I think. The game has the ability to calculate correct paths. When they use get_global_path call it's ok, when they use get_jump_path call it's not ok. <component>.gatedistance it is also not ok. I have looked into this in detail here: viewtopic.php?f=192&t=426678. I think there is something more into it because the dev don't provide any feedback. So far I am patching my way through but it cannot really be delivered in any reasonable mod form, too patchy.
My suggestion would be to get the distance in both directions A->B and B->A and take the lowest. I think that in your case you should take travel blacklists into account as well, so <component>.gatedistance...<blacklistgroup>...
True. I also expect it to return a longer distance if there is a route with no blacklisted sectors that is not the shortest one with blacklisted sectors. But I agree that is debatable whether it would be desirable for patrols to traverse blacklisted sectors or not, and also depends a lot on how the sub orders/scripts are going to behave with them.DeadAirRT wrote: ↑Wed, 27. May 20, 00:57using $object.gatedistance.{$sector}.{$blacklistgroup}.{$object} will return a distance of -1 if the sector is blacklisted or it has no route without passing through a blacklisted sector.talentless wrote: ↑Tue, 26. May 20, 22:26 They have fixed it only for teleportation I think. The game has the ability to calculate correct paths. When they use get_global_path call it's ok, when they use get_jump_path call it's not ok. <component>.gatedistance it is also not ok. I have looked into this in detail here: viewtopic.php?f=192&t=426678. I think there is something more into it because the dev don't provide any feedback. So far I am patching my way through but it cannot really be delivered in any reasonable mod form, too patchy.
My suggestion would be to get the distance in both directions A->B and B->A and take the lowest. I think that in your case you should take travel blacklists into account as well, so <component>.gatedistance...<blacklistgroup>...