[MOD] Miscellaneous IZ Combat Tweaks

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BlackRain
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Post by BlackRain »

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.

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>
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.
This is not in Rubini's version of BT though?
w.evans
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Post by w.evans »

BlackRain wrote:
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.

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>
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.
This is not in Rubini's version of BT though?
It is. From CWIR\aiscripts\fight.attack.object.drone.leader
BlackRain
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Post by BlackRain »

w.evans wrote:
BlackRain wrote:
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.

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>
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.
This is not in Rubini's version of BT though?
It is. From CWIR\aiscripts\fight.attack.object.drone.leader
Ah, ok, I didn't know to look in there heh. Anywhere else I should look?
w.evans
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Post by w.evans »

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.
BlackRain
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Post by BlackRain »

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.
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
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Post by w.evans »

No problem. Have to decompress from a fruitless interview anyway. Glad to be doing something unpointless.
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Post by w.evans »

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
Scoob
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Post by Scoob »

Cool. Will test later.

Consider that interview a warm up mate, best of luck with the next one.

Scoob.
BlackRain
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Post by BlackRain »

By the way, unless It didn't update properly, the succellus vanguard is still not using his IHC cannon :( He is getting too close to enemy still
w.evans
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Post by w.evans »

Is it using a normal IHC? Ah, I'll take a look.

@Scoob, thanks.
BlackRain
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Post by BlackRain »

w.evans wrote:Is it using a normal IHC? Ah, I'll take a look.

@Scoob, thanks.

Should be, I didn't really change it that much, just added guns and stuff to it, otherwise it should be the same as the regular succellus


Oh and sorry about the interview, don't get discouraged!
w.evans
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Post by w.evans »

BlackRain wrote:don't get discouraged!
Can't! Have ta eat!
BlackRain wrote:otherwise it should be the same as the regular succellus
Took a look, yeah, it's using a normal IHC. Dunno why it isn't working. The LR stuff is dependent on this now:

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.
BlackRain
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Post by BlackRain »

w.evans wrote:
BlackRain wrote:don't get discouraged!
Can't! Have ta eat!
BlackRain wrote:otherwise it should be the same as the regular succellus
Took a look, yeah, it's using a normal IHC. Dunno why it isn't working. The LR stuff is dependent on this now:

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] ======================================
BlackRain
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Post by BlackRain »

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.
BlackRain
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Post by BlackRain »

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
w.evans
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Post by w.evans »

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.
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.

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.)
w.evans
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Post by w.evans »

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
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.
w.evans
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Post by w.evans »

BlackRain wrote:Going to get into more battles and see what happens, it should do it against any enemy capital ship[s right?
Against anything that isn't a small ship.
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] ======================================
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
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Post by BlackRain »

w.evans wrote:
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
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.

Ah ok, range says 27000
w.evans
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Post by w.evans »

BlackRain wrote:Ah ok, range says 27000
Ha ha! That's a combination of my bullet speed and Rubini's bullet lifetime.

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.

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