[MOD] Logain Industries Strategic Sector Defence Network (SSDN) - v5 (11/08/2010)

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Logain Abler
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Post by Logain Abler »

apricotslice wrote:Possible bug report.

I was in Brennan's Triumph. Lots of pirates. I dropped a sat in the sector and connected it to SSDN.

Instantly I get a sector full of drones. Ok, so far so good.

I then took out the pirate base myself.

All pirates gone, but the drones stayed. I thought there must be a bit of a problem and not wanting to lose any, I used my beam command to pick them up. But as fast as it slurped them, more were put into the sector. Eventually I jumped out, and this stopped the process, and the remaining ones beamed home.

The next time that sector had a pirate spawn, a group of drones again refused to beam home. I had a TL in there, so I jumped it out, but some 10 minutes later, they are still there.

I have 2 mines in sector as well.

Definitely something wrong with this senario. The player being in sector obviously has something to do with it, and now the sector appears to be bugged.

I did try turning off the sector on the CCC menu, but although it was listed as disabled, it continued to pour drones in.

Something for you to ponder.
I'll have a look, not something I've witnessed myself. I only instance I can think of which will stop a drone jumping home is that there is no longer space for it?

LA
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apricotslice
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Post by apricotslice »

Only 1100 drones on the SSDN, so no space issue. Its not making its own, I did them on the PHQ and transferred them.

It must have had at least 250 drones in sector at the same time, so perhaps its an array overflow issue ?

I did up the standard response values on most ships. If the drones are there, why deploy just enough to get half of them killed, when you can overkill and rarely lose any ? :D

And this particular case, there was a pirate base too, and a good dozen pirates.
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apricotslice
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Post by apricotslice »

Hub update.

Seems to integrate fine with the CCC when the gates are realligned to a sector that is in range of the CCC.

Further on the previous issue....

I just did a random jump into one of my CCC covered sectors and found a khaak group in there, and no drones attacking them.

When I checked it out, the CCC had no drones at all. It seems it sent all of them to Brennen's triumph and left them there to die, then kept sending more until it ran out. :cry:

Based on this, it would be nice if the CCC would sent a warning email when it runs out of drones, including any battle in progress when it does.
Logain Abler
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Post by Logain Abler »

I'll have a look after work :(

Which sector do you have the CCC and which sectors are giving you trouble?

The Drone has a Task running which jumps it back to the CCC if the target is destroyed of jumps away or doesn’t exist.

250 drones should work okay, I’ve taken out the whole a argon space around Argon Prime in testing..


LA
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apricotslice
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Post by apricotslice »

CCC is in Home of Light.

Trouble sector was Brennans Triumph.

Before you connect the sector to the ccc, jump in, and spawn a big group of enemy, THEN connect to the ccc. Thats basically what I did. I jumped into a sector that already had an enemy, drop the sat, connected to the ccc, and thats when the problems started.
Logain Abler
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Post by Logain Abler »

apricotslice wrote:CCC is in Home of Light.

Trouble sector was Brennans Triumph.

Before you connect the sector to the ccc, jump in, and spawn a big group of enemy, THEN connect to the ccc. Thats basically what I did. I jumped into a sector that already had an enemy, drop the sat, connected to the ccc, and thats when the problems started.
Cheers mate I'll set-up a test and try that now.

LA

Update: I hate it when that happens, worked with no issues for me. If there’s a fault I’d rather get to the bottom of it. Grrr
[ external image ]
Tested as per your mail, created 40 LX M3, results as above, higher loss rate than expected but all survivors recovered okay.

When I have time I’ll be releasing a new version with a debug command which should help with such issues. All I can suggest is turning off the AL plugin for about 10 seconds, this will reset SSDN.

LA
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apricotslice
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Post by apricotslice »

Ok, if it happens again I will.

I did try turning off the sector, but that didnt do it.

I'm wondering if a red station in the sector makes a difference.

SSDN doesnt have an attack station command, so if the pirate station is red, then it could be confusing the code somewhere.

Actually, as far as I'm concerned, if a pirate base is in my space, and it goes red, then the drones should take it out as well. That might solve the problem, because it would leave the sector clean with no enemies.
Logain Abler
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Post by Logain Abler »

apricotslice wrote:Ok, if it happens again I will.

I did try turning off the sector, but that didnt do it.

I'm wondering if a red station in the sector makes a difference.

SSDN doesnt have an attack station command, so if the pirate station is red, then it could be confusing the code somewhere.

Actually, as far as I'm concerned, if a pirate base is in my space, and it goes red, then the drones should take it out as well. That might solve the problem, because it would leave the sector clean with no enemies.
The station won't show on the search results as it only flags ships, as far as SSDN is concerned stations don't exist. I did think taking out stations with Drones was a step to far :P , need something for my fleets to take out!.

Out of interest, if you lost the Drones, what did it show in the Kill/Loss summary?

LA
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apricotslice
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Post by apricotslice »

It showed all the drones being killed. But they had nothing firing at them, they just died of old age.

Interesting, I have another red pirate base in a different sector, and its being ignored and no problems with the drones.

It must ahve been my presence previously that buggered things up. somehow.
Logain Abler
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Post by Logain Abler »

apricotslice wrote:It showed all the drones being killed. But they had nothing firing at them, they just died of old age.

Interesting, I have another red pirate base in a different sector, and its being ignored and no problems with the drones.

It must ahve been my presence previously that buggered things up. somehow.
I'll keep trying to reproduce the issue :oops:

LA
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apricotslice
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Post by apricotslice »

Heres a thought. I'm not sure if it happened or not, but if I took out a ship being targetted by ssdn drones, then ssdn may not have ever recognised that the ship was destroyed, and therefore, it kept jumping in drones to attack something it thought was still there but wasnt. And because the ship was never destroyed by ssdn, the drones were never beamed back.

Just a thought.

The drones were beaming in where the enemy ships had been. And I did jump in that gate. So when I turned ssdn on, combat hadnt started, and I went south until I took out the pirate base. I have no idea if I took out any ships myself, but flying an M1, its very likely.
Logain Abler
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Post by Logain Abler »

apricotslice wrote:Heres a thought. I'm not sure if it happened or not, but if I took out a ship being targetted by ssdn drones, then ssdn may not have ever recognised that the ship was destroyed, and therefore, it kept jumping in drones to attack something it thought was still there but wasnt. And because the ship was never destroyed by ssdn, the drones were never beamed back.

Just a thought.

The drones were beaming in where the enemy ships had been. And I did jump in that gate. So when I turned ssdn on, combat hadnt started, and I went south until I took out the pirate base. I have no idea if I took out any ships myself, but flying an M1, its very likely.
No, the kill signal of the destroyed drone is what causes the re-enforcements to jump in (2 replacements for every Drone lost).
Once the Adv Sat detects the enemy it is flagged so not to register again, the depending on the response (report/engage) drones are deployed, the Adv Sat does nothing further. If the target moves into range of another Adv Sat in the same sector the new Adv Sat checks if the target has been engaged by another Adv Sat in sector. If the target jumps to another sector the drones will recover, if there is an SSDN enabled Adv Sat in new sector it will clear the old tracking settings and re-engage the target.

The drones actions depending on either killing the target, being killed, or the target jumping away are handled by the Drones own task. The tasks have if exist checks in them, I’ve tested this my creating large ships which are then engaged by SSDN, then warping it out and destroying it by Cycrow cheat script.

LA
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apricotslice
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Post by apricotslice »

Ok, its just happened again.

This time I was watching it from oos.

A pirate Carrick bailed from the npc bail script, and all the drones are appearing right next to it.

I turned ssdn off immediately, but the drones are still beaming in. I jumped in and am beaming them onto my M1 to save them. But it looks like all 700 odd I had on the ssdn are being beamed in again. Nav map is solid green.

I claimed and beamed the carrack onto my M1, and it looks like the beam in stopped. Nope, it ran out of drones.

Is the script checking for the existance of the target ship without taking owner into account ?
Logain Abler
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Post by Logain Abler »

apricotslice wrote:Ok, its just happened again.

This time I was watching it from oos.

A pirate Carrick bailed from the npc bail script, and all the drones are appearing right next to it.

I turned ssdn off immediately, but the drones are still beaming in. I jumped in and am beaming them onto my M1 to save them. But it looks like all 700 odd I had on the ssdn are being beamed in again. Nav map is solid green.

I claimed and beamed the carrack onto my M1, and it looks like the beam in stopped. Nope, it ran out of drones.

Is the script checking for the existance of the target ship without taking owner into account ?
:idea: No it doesn’t, never thought about that to be honest :evil:

Should be easy to fix, give me a while to tweak the Drone task.
Great spot, thanks :)

LA

Edit: A simple:

Code: Select all

skip if $drone -> is $eShip a enemy
    goto label Home
Should solve it, testing now.
Last edited by Logain Abler on Wed, 19. Aug 09, 14:38, edited 1 time in total.
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apricotslice
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Post by apricotslice »

Just did it again, same sector, didnt even get out of it. Another pirate bailed, and all the drones poured in.
Logain Abler
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Post by Logain Abler »

apricotslice wrote:Just did it again, same sector, didnt even get out of it. Another pirate bailed, and all the drones poured in.
Bingo, tested with and without the enemy check.

The added check works a dream, so glad you spotted that. Will upload the patch for you to try in 5.

This begs the question, if I add a watch to the enemy ship SSD drones should be able to claim any bailed........ :twisted:


LA
Logain Abler
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SSDN patch 19/08/2009

Post by Logain Abler »

SSDN patch:
Adds a bailed condition check to deployed Drones, if the target is no longer an enemy the drones will now recover.

Thanks to Apricotslice for spotting the issue :)

http://rapidshare.com/files/269111352/p ... e.Task.xml

Copy the file to the scripts folder


LA
Logain Abler
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:?:

Post by Logain Abler »

Apricotslice,

Does the version of SSDN your using allow you to build Drones at the CCC :?:

I have a nagging feeling that I've not uploaded the new versions of SSDN & LSDC which add Drone production :oops:

I'm lost :!:

LA
Logain Abler
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SSDN v2 19/08/2009

Post by Logain Abler »

SSDN v2:

SSDN v2 adds Drone production to the C&CC and FDN Integration

See OP for details
The update just a script update so you can just use the .spx file or install the script files manually

LA
Last edited by Logain Abler on Wed, 19. Aug 09, 16:46, edited 2 times in total.
hilly32
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Re: SSDN v2 19/08/2009

Post by hilly32 »

Logain Abler wrote:SSDN v2:

SSDN v2 adds Drone production to the C&CC.
If the C&CC is within range of a Node it will try and obtain wares required for production.

See OP for details

LA
Can I upgrade from 1.01 with this?

If I do that will I still need the earlier patch or is that patch included in V2?

andrew

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