[MOD] Improved Explore Command Behaviour
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Re: [MOD] Improved Explore Command Behaviour
Perhaps partially? My ships will start exploring and work well for a while then they just stop and are floating dead in space and I'm not sure why.
Insert something witty here, some day...
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Re: [MOD] Improved Explore Command Behaviour
The "from circle to crazy" behaviour has IMO nothing to do with 1.5.
1.) Max. range is fixed and doesn't scale with enlarged sector sizes f.e. (if you know a bit about coding/scripting you could change that rather easily yourself though).
2.) If max. range is reached it seems the script doesn't end the Explore command, therefor it resets to the default vanilla Explore command - which isn't just only bad but goes totally haywire at some point.
Additionally due to the command not finishing you can't queue multiple instances of exploration.
I appreciate the work but to be blunt IMO currently this mod is useless for the given reasons. Doing my own Fly-To exploration works - at least for me - way better.
1.) Max. range is fixed and doesn't scale with enlarged sector sizes f.e. (if you know a bit about coding/scripting you could change that rather easily yourself though).
2.) If max. range is reached it seems the script doesn't end the Explore command, therefor it resets to the default vanilla Explore command - which isn't just only bad but goes totally haywire at some point.
Additionally due to the command not finishing you can't queue multiple instances of exploration.
I appreciate the work but to be blunt IMO currently this mod is useless for the given reasons. Doing my own Fly-To exploration works - at least for me - way better.
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Re: [MOD] Improved Explore Command Behaviour
I'm still investigating this stuff where it drops the circular motion and does something else. It should stop (and go to the next order in the queue, etc) when it's reached its full range, but I haven't been able to reproduce it yet.TeiwazVIE wrote: ↑Thu, 10. Jan 19, 20:56 The "from circle to crazy" behaviour has IMO nothing to do with 1.5.
1.) Max. range is fixed and doesn't scale with enlarged sector sizes f.e. (if you know a bit about coding/scripting you could change that rather easily yourself though).
2.) If max. range is reached it seems the script doesn't end the Explore command, therefor it resets to the default vanilla Explore command - which isn't just only bad but goes totally haywire at some point.
Additionally due to the command not finishing you can't queue multiple instances of exploration.
I appreciate the work but to be blunt IMO currently this mod is useless for the given reasons. Doing my own Fly-To exploration works - at least for me - way better.
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- Joined: Sun, 9. Nov 08, 03:07
Re: [MOD] Improved Explore Command Behaviour
MegaJohnny wrote: ↑Sat, 12. Jan 19, 17:30 I'm still investigating this stuff where it drops the circular motion and does something else. It should stop (and go to the next order in the queue, etc) when it's reached its full range, but I haven't been able to reproduce it yet.
MegaJohnny wrote: ↑Mon, 17. Dec 18, 14:12Can't say I've ever looked into it, and I haven't noticed any unusual debuglog output when I was testing this mod. But I'll keep it in mind.
Not sure if that's what is going on, but it is something to check. Dunno when the aicomp thing gets created.j.harshaw wrote: ↑Tue, 6. Mar 18, 23:12 Ah, now i remember! A list of blocking actions, and (very important!) the order in which those blocking actions are written in each script is kept and, if the order has changed or a new blocking action is inserted, it throws that compatibility error.
Just to be clear: blocking actions are those actions that block the script from continuing past that point for a certain amount of time because the action itself needs some time before it can finish. These are actions such as move_to, wait, jump, etc. The order is important because, when you save a game, the index of the blocking action is saved. So, for example, you have a script with
<wait exact="1ms"/>
<move_to object="this.ship" destination="this.ship.position"/>
<wait exact="1ms"/>
and save the game while the entity is doing the move_to, the game remembers that it was doing that script, is in the second blocking action, and that that action is a move_to. If, upon loading a game, the second blocking action is no longer a move_to, the game plays it safe and throws the entity back to the calling script and lets you know that there was an error.
To maintain compatibility, you could increment the version of the script and add a sinceversion property to the inserted action. So, say for example, we wanted to insert a jump action between the wait and the move_to, the order would now be:
<wait exact="1ms"/>
<jump sinceversion="1"/>
<move_to object="this.ship" destination="this.ship.position"/>
<wait exact="1ms"/>
Upon loading the game would see that the second action changed but that this is a new version of the file so it would assume that you've handled the change.
Anyhow, yes, restarting the calling script should restart the whole thing.
Sorry if anything is unclear. Please don't hesitate to ask. i sometimes trip over myself when i get excited.Andy_MB wrote:I understood a lot. But not all )
And i apologize if you already know this stuff. i don't know what you know, and i think it's best to be thorough if unsure.
@Uni, where have you gone? You and i both know you know this stuff better than i do.
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Re: [MOD] Improved Explore Command Behaviour
Does this eventually find stations that are above or below the base Y axis?