This is not in Rubini's version of BT though?w.evans wrote:Just checked BT. It's generating those debug messages on purpose before and after a node that checks to see if the drone can acquire new targets.
Looks like the debug spew's working as intended. You could just strip out those two <debug_text /> nodes to get rid of the debug spew.Code: Select all
<do_if value="this.ship.isplayerowned"> <debug_text text="player.age + '%1 droneleaderscript. No targets left, checking DO blackboard for a new one, entry: %2, isoperational?: %3'.[this.ship.name, @this.ship.commander.defencenpc.$newdronetarget, @this.ship.commander.defencenpc.$newdronetarget.isoperational]" chance="100" filter="general" /> </do_if> <do_if value="@this.ship.commander.defencenpc.$newdronetarget.isoperational"> <set_value name="$target" exact="this.ship.commander.defencenpc.$newdronetarget" /> <!--goto start attack--> <resume label="fireandmaneuver" /> </do_if> <do_if value="this.ship.isplayerowned"> <debug_text text="player.age + '%1 droneleaderscript. No targets on DO blackboard?, going home'.[this.ship.name]" chance="100" filter="general" /> </do_if>
[MOD] Miscellaneous IZ Combat Tweaks
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It is. From CWIR\aiscripts\fight.attack.object.drone.leaderBlackRain wrote:This is not in Rubini's version of BT though?w.evans wrote:Just checked BT. It's generating those debug messages on purpose before and after a node that checks to see if the drone can acquire new targets.
Looks like the debug spew's working as intended. You could just strip out those two <debug_text /> nodes to get rid of the debug spew.Code: Select all
<do_if value="this.ship.isplayerowned"> <debug_text text="player.age + '%1 droneleaderscript. No targets left, checking DO blackboard for a new one, entry: %2, isoperational?: %3'.[this.ship.name, @this.ship.commander.defencenpc.$newdronetarget, @this.ship.commander.defencenpc.$newdronetarget.isoperational]" chance="100" filter="general" /> </do_if> <do_if value="@this.ship.commander.defencenpc.$newdronetarget.isoperational"> <set_value name="$target" exact="this.ship.commander.defencenpc.$newdronetarget" /> <!--goto start attack--> <resume label="fireandmaneuver" /> </do_if> <do_if value="this.ship.isplayerowned"> <debug_text text="player.age + '%1 droneleaderscript. No targets on DO blackboard?, going home'.[this.ship.name]" chance="100" filter="general" /> </do_if>
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Ah, ok, I didn't know to look in there heh. Anywhere else I should look?w.evans wrote:It is. From CWIR\aiscripts\fight.attack.object.drone.leaderBlackRain wrote:This is not in Rubini's version of BT though?w.evans wrote:Just checked BT. It's generating those debug messages on purpose before and after a node that checks to see if the drone can acquire new targets.
Looks like the debug spew's working as intended. You could just strip out those two <debug_text /> nodes to get rid of the debug spew.Code: Select all
<do_if value="this.ship.isplayerowned"> <debug_text text="player.age + '%1 droneleaderscript. No targets left, checking DO blackboard for a new one, entry: %2, isoperational?: %3'.[this.ship.name, @this.ship.commander.defencenpc.$newdronetarget, @this.ship.commander.defencenpc.$newdronetarget.isoperational]" chance="100" filter="general" /> </do_if> <do_if value="@this.ship.commander.defencenpc.$newdronetarget.isoperational"> <set_value name="$target" exact="this.ship.commander.defencenpc.$newdronetarget" /> <!--goto start attack--> <resume label="fireandmaneuver" /> </do_if> <do_if value="this.ship.isplayerowned"> <debug_text text="player.age + '%1 droneleaderscript. No targets on DO blackboard?, going home'.[this.ship.name]" chance="100" filter="general" /> </do_if>
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Yeah, I am aware of this file. I am looking into it (we both are hehe). Think the problems are coming from that. Trying to figure it out. Thanks for your help and sorry for the bother!w.evans wrote:For those messages? Just there.
For the BT stuff, there plus fight.attack.object.capital. Don't know if Rubini branched it out further, but I don't think he did. He modified stuff in fight.attack.object.capital.
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20.August 2015 - Miscellaneous IZ Combat Tweaks updated to v0.33
More effective combat drone usage by MICT Ship-based Defence Officers.
code and description here
More effective combat drone usage by MICT Ship-based Defence Officers.
code and description here
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Can't! Have ta eat!BlackRain wrote:don't get discouraged!
Took a look, yeah, it's using a normal IHC. Dunno why it isn't working. The LR stuff is dependent on this now:BlackRain wrote:otherwise it should be the same as the regular succellus
this.ship.maxcombatrange.primary ge 8000 or this.ship.macro.ismacro.{macro.units_size_l_single_attack_ship_macro}
And I checked. At least the vanilla Sucellus is still using the LR code although it isn't specified by name anymore.
Sure your Sucellus Vanguard has the crew requirements for MICT? Although they'll run the escort script in your game, they still won't run the combat script without either fulfilling the crew requirements themselves, or being squadded under a ship with a crew that does.
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w.evans wrote:Can't! Have ta eat!BlackRain wrote:don't get discouraged!
Took a look, yeah, it's using a normal IHC. Dunno why it isn't working. The LR stuff is dependent on this now:BlackRain wrote:otherwise it should be the same as the regular succellus
this.ship.maxcombatrange.primary ge 8000 or this.ship.macro.ismacro.{macro.units_size_l_single_attack_ship_macro}
And I checked. At least the vanilla Sucellus is still using the LR code although it isn't specified by name anymore.
Sure your Sucellus Vanguard has the crew requirements for MICT? Although they'll run the escort script in your game, they still won't run the combat script without either fulfilling the crew requirements themselves, or being squadded under a ship with a crew that does.
Crew is all level 5 stars heh
Going to get into more battles and see what happens, it should do it against any enemy capital ship[s right?
edit--- By the way saw these errors
Code: Select all
[General] ======================================
[=ERROR=] Error in AI script MICT.move.escort.capital on entity 0x2243: Property lookup failed: $MICT_capescort
* Expression: not $MICT_capescort
[General] ======================================
[General] ======================================
[=ERROR=] Error in AI script MICT.move.escort.capital on entity 0x3756: Property lookup failed: $MICT_capescort
* Expression: not $MICT_capescort
[General] ======================================
[General] ======================================
[=ERROR=] Error in AI script MICT.move.escort.capital on entity 0x1ec1: Property lookup failed: $MICT_capescort
* Expression: not $MICT_capescort
[General] ======================================
[General] ======================================
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Oh and I should report this strange behavior I saw, might need a fix.
Have an Arawn with a Balor and Succellus Vanguard as escorts.
Ordered Arawn to take me to unmet promise (from Torrid Veil which is all the way at the top of Barren heart and unmet promise is all the way at the bottom)
So ordered Arawn to go there. While the arawn is going there, the balor and succellus kept rotating from escort arawn jumping to escort arawn flying until the Arawn got to the outskirts of unmet promise (they were also going around in circles on my map, I wasn't in zone I was on the Arawn)
Once the Arawn got to the outskirts of unmet promise, they then boosted to unmet promise as they should, however, while my arawn was still boosting in to unmet promise I ordered it to patrol zone, patrol unmet promise.
The balor and Succellus stopped boosting to unmet promise and are now flying with conventional engines, not boosting anymore. Need to remove them from squad and assign them back for them to refire their boosters.
Seems changing command stops them.
Have an Arawn with a Balor and Succellus Vanguard as escorts.
Ordered Arawn to take me to unmet promise (from Torrid Veil which is all the way at the top of Barren heart and unmet promise is all the way at the bottom)
So ordered Arawn to go there. While the arawn is going there, the balor and succellus kept rotating from escort arawn jumping to escort arawn flying until the Arawn got to the outskirts of unmet promise (they were also going around in circles on my map, I wasn't in zone I was on the Arawn)
Once the Arawn got to the outskirts of unmet promise, they then boosted to unmet promise as they should, however, while my arawn was still boosting in to unmet promise I ordered it to patrol zone, patrol unmet promise.
The balor and Succellus stopped boosting to unmet promise and are now flying with conventional engines, not boosting anymore. Need to remove them from squad and assign them back for them to refire their boosters.
Seems changing command stops them.
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Observations on Succellus Vanguard
Currently it is attacking a Reiver outpost.
Succellus jumps to beneath the outpost, Succellus opens fire with all guns (except IHC cannon, it is not lined up either but under the outpost)
It is now circling around the outpost firing its turrets (but not the main IHC turret of course)
Been watching for several minutes and it has never tried to line up its main cannon, and it is pretty close to the station (same as the arawn)
Balor is working perfectly
Currently it is attacking a Reiver outpost.
Succellus jumps to beneath the outpost, Succellus opens fire with all guns (except IHC cannon, it is not lined up either but under the outpost)
It is now circling around the outpost firing its turrets (but not the main IHC turret of course)
Been watching for several minutes and it has never tried to line up its main cannon, and it is pretty close to the station (same as the arawn)
Balor is working perfectly
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Thanks. The orders changing probably means that the escorts are trying to jump because they got left behind, but can't because they're moving in formation. They shouldn't try to jump in the first place when moving in formation. I'll check to make sure that that check is working.BlackRain wrote:Oh and I should report this strange behavior I saw, might need a fix.
Have an Arawn with a Balor and Succellus Vanguard as escorts.
Ordered Arawn to take me to unmet promise (from Torrid Veil which is all the way at the top of Barren heart and unmet promise is all the way at the bottom)
So ordered Arawn to go there. While the arawn is going there, the balor and succellus kept rotating from escort arawn jumping to escort arawn flying until the Arawn got to the outskirts of unmet promise (they were also going around in circles on my map, I wasn't in zone I was on the Arawn)
Once the Arawn got to the outskirts of unmet promise, they then boosted to unmet promise as they should, however, while my arawn was still boosting in to unmet promise I ordered it to patrol zone, patrol unmet promise.
The balor and Succellus stopped boosting to unmet promise and are now flying with conventional engines, not boosting anymore. Need to remove them from squad and assign them back for them to refire their boosters.
Seems changing command stops them.
About stopping boost, I think this might be related to some weirdness I noticed in relation to zones. I noticed that some ships, well within a zone, would register as being in a different zone. Most pronounced when boost is involved. I don't have anything that alters zones, so looks like a vanilla thing. Not necessarily a bug, more likely just something about zones that we don't understand. What I think happened is that those ships think that they're already in the same zone as your Arawn, and are trying to move in formation again. (Moving in formation only allows conventional movement. Payoff is that, if they can keep up, they'll move in tighter formation rather than trailing behind like in vanilla.)
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Could you please check the Vanguard's ship details to see what range the IHC has? Should have either 10,000 or 18,000, depending on whether your changes to the IHC are overriding mine or vice versa. Either should be fine.BlackRain wrote:Observations on Succellus Vanguard
Currently it is attacking a Reiver outpost.
Succellus jumps to beneath the outpost, Succellus opens fire with all guns (except IHC cannon, it is not lined up either but under the outpost)
It is now circling around the outpost firing its turrets (but not the main IHC turret of course)
Been watching for several minutes and it has never tried to line up its main cannon, and it is pretty close to the station (same as the arawn)
Balor is working perfectly
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Against anything that isn't a small ship.BlackRain wrote:Going to get into more battles and see what happens, it should do it against any enemy capital ship[s right?
Should be sorted out by a save-reload, or until the script runs again (a few milliseconds, usually). Until then, each ship already running MICT.move.escort.capital when the update is loaded will trigger that error message exactly once.BlackRain wrote:edit--- By the way saw these errors
Code: Select all
[General] ====================================== [=ERROR=] Error in AI script MICT.move.escort.capital on entity 0x2243: Property lookup failed: $MICT_capescort * Expression: not $MICT_capescort [General] ====================================== [General] ====================================== [=ERROR=] Error in AI script MICT.move.escort.capital on entity 0x3756: Property lookup failed: $MICT_capescort * Expression: not $MICT_capescort [General] ====================================== [General] ====================================== [=ERROR=] Error in AI script MICT.move.escort.capital on entity 0x1ec1: Property lookup failed: $MICT_capescort * Expression: not $MICT_capescort [General] ====================================== [General] ======================================
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w.evans wrote:Could you please check the Vanguard's ship details to see what range the IHC has? Should have either 10,000 or 18,000, depending on whether your changes to the IHC are overriding mine or vice versa. Either should be fine.BlackRain wrote:Observations on Succellus Vanguard
Currently it is attacking a Reiver outpost.
Succellus jumps to beneath the outpost, Succellus opens fire with all guns (except IHC cannon, it is not lined up either but under the outpost)
It is now circling around the outpost firing its turrets (but not the main IHC turret of course)
Been watching for several minutes and it has never tried to line up its main cannon, and it is pretty close to the station (same as the arawn)
Balor is working perfectly
Ah ok, range says 27000
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Ha ha! That's a combination of my bullet speed and Rubini's bullet lifetime.BlackRain wrote:Ah ok, range says 27000
Ok, sorry man, but I don't know. The LR code should kick in for any ship that's running MICT and has primary weapon range of 8000 or better. And, from your description, sounds like your Vanguard isn't running the LR code.