[SCRIPT] PiloteAI III.70 (28.09.08)

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Thrandisher
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Post by Thrandisher »

I havent had time the last few day's to track down the money bug yet, atleast from what is makeing it happen. Theres still the chance its something else thats causeing it.

For the energy i found out last night that if i give the command to the Tl/Leader to attack/defend/supply that it will give out energy that ive set up on each ship (useing the special command and setting a reserve).

I have a oos combat problem that came up last night. It might take awhile to track down also, but oos seemed ok last week. I am useing pilotai, fcsMK3, ocs, and x0ne turrent control, but when my single hyperon can take out 5+ pirate m3's, a m1, m2 all at the same time and not take a scratch, theres something wrong :/ there was a khaak camping a gate and another oen camping in the center (really evil of them). So i sent the hyperon to deal with them as a test and zoom. only damage he took was a bit of shield damage from there ship exploding.

Ill try to dig up tonight if its somethign i screwed up on or a compatability problem.
sartha
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Post by sartha »

I just tried to upgrade an AI into a CommAI... no luck, the pdf doesn't enlighten the situation much either @.@

I put my AI into the database, I then contacted the hacker station via the special communications command, I requested an upgrade for my AI, whent through the whole set of windows, selected my AI. The station launched the drone and it came near my ship... stayed there for a few minutes then complained that it couldn't reach me and returned to base.

I tried every eject/drop commands relating to the AI I could think of while installed and when not installed... my ship complains that I can't eject my AI. How am I supposed to get my AI upgraded? @.@
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Azz
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Post by Azz »

sartha wrote: I put my AI into the database, I then contacted the hacker station via the special communications command, I requested an upgrade for my AI, whent through the whole set of windows, selected my AI. The station launched the drone and it came near my ship... stayed there for a few minutes then complained that it couldn't reach me and returned to base.
It's the good procedure...
But the AI pathfinding is sometimes rather limited ... 8)
When you have been contacted and you have indicated the AI to upgrade, you must stay in place, waiting for the drone, and waiting that it do the full transfer of the selected AI....
It's the same procedure that when you sell AI...

After 2-3 days, you have to contact again Hacker by yourself to get back the upgraded Ai, don't wait for a message of these boorish :)



asser69 wrote:For the energy i found out last night that if i give the command to the Tl/Leader to attack/defend/supply that it will give out energy that ive set up on each ship (useing the special command and setting a reserve).
Yes that can be a solution for the most important jumps...
Otherwise I am going to increase the quantity of E-Cell passed on by E-supplier, it will be a lot more practical :)

For the OOS problem, it comes more probably from one of both scripts modifying the mechanisms of fight (OCS or FCS MK3)
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Mailo
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Post by Mailo »

By the way, I nearly fell off my chair laughing when I first bought an AI and a drone delivered it to my ship. Fantastic idea, adds immersion quite nicely :thumb_up:
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Crip67
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Post by Crip67 »

just got my copy. im looking forward to tring it out. ive been wanting a good pilot script :wink: nice job Azz.
Puruco
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Post by Puruco »

Hi Azz: It is possible to use the pilots/AI section only from the script?
Humble Merchant
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Post by Humble Merchant »

Is this script compatible with Nemeo's Leveling AI 1.28b?
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Azz
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Post by Azz »

Hello Puruco :

What do you mean by 'pilots/AI section only' ?
If it is the squadron management that you don't want to use, don't use it, I don't think that this pose a problem.


Humble Merchant :

No it's not compatible, the problem was already mentioned by Wanderer :
Wanderer wrote:- Script 'Leveling AI' is incompatible, while this script is also using 'signal_killed' and it changed the original '!plugin.acp.fight.skill.std.pck'. So, users who installed it have to rollback the original *.pck's.
and I can add that the both scripts use the same text file 447161...
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Puruco
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Post by Puruco »

Azz wrote:Hello Puruco :

What do you mean by 'pilots/AI section only' ?
If it is the squadron management that you don't want to use, don't use it, I don't think that this pose a problem.


Humble Merchant :

No it's not compatible, the problem was already mentioned by Wanderer :
Wanderer wrote:- Script 'Leveling AI' is incompatible, while this script is also using 'signal_killed' and it changed the original '!plugin.acp.fight.skill.std.pck'. So, users who installed it have to rollback the original *.pck's.
and I can add that the both scripts use the same text file 447161...
es I known that, but their is a lot of commands left anyway. Maybe if I use the files related to the pilots/AI only? If I can do that which files I have to install?

Thanks Azz...
sartha
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Post by sartha »

I was playing around with a TL and it's fighters when I came accross a problem...

First off, this is what I have installed: (All latest versions)
XTM
Bonus Pack
AzzPiloteAI
Anarkis Carrier Commands
LV's Cheat
Sector Takeover

Problem:
-When I assign my fighters into a squadron, then have the leader go on Patrol Single Sector, the leader goes on patrol but the wingmen stay behind... It's as if they no longer recognize the flight leader (I installed all the bonus/patch items you provide except the station manager one since I don't have that installed) If the script causes the wingmen to no longer follow because of the name-change Patrol causes, this would be an issue to fix. (Not sure if the ship name change when using the Patrol command comes from this script or Anarkis, there's no prefix before the patrol since it "was" a vanilla command)
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Azz
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Post by Azz »

Puruco :
es I known that, but their is a lot of commands left anyway. Maybe if I use the files related to the pilots/AI only? If I can do that which files I have to install?
The four parts of the scripts (squadron, network, extended info and renaming, AI managing) are too independent some of the others to be simply able to deactivate one.

If it is only the number of slots commands which frighten you, I am working on a new version which is going to change all this. It is already in beta test and I think that it will be ready in a few days... :)




sartha :

-When I assign my fighters into a squadron, then have the leader go on Patrol Single Sector, the leader goes on patrol but the wingmen stay behind...
PilotAI is fully compatible with the egosoft patrol commands...



I have just re-tried at the moment without finding problems to me.

Maybe your squadron was ungrouped.

To be sure, once give to your squadron the order 'stop' (by the menu of the squadron or the hot key). It should be automatically re-calculated and re-formed.

For the script Anarkis, as this one composes itself the groups according to the available ships in the carrier, best is not to attribute squadron numbers to the ships of the carrier and to let Annarkis manage it
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Kilrathi Avenger
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Post by Kilrathi Avenger »

Looking forward to a PilotAI that uses less command slots than at present. Thanks for altering this as I know that there is not a problem on the french forum, with fewer scripts available, so this is definately going out of your way to improve it for the UK and other forums.

thanks
"As I slide down the banister of life;
my job is just another splinter in the bum"
Puruco
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Post by Puruco »

Azz wrote:Puruco :
es I known that, but their is a lot of commands left anyway. Maybe if I use the files related to the pilots/AI only? If I can do that which files I have to install?
The four parts of the scripts (squadron, network, extended info and renaming, AI managing) are too independent some of the others to be simply able to deactivate one.

If it is only the number of slots commands which frighten you, I am working on a new version which is going to change all this. It is already in beta test and I think that it will be ready in a few days... :)




sartha :

-When I assign my fighters into a squadron, then have the leader go on Patrol Single Sector, the leader goes on patrol but the wingmen stay behind...
PilotAI is fully compatible with the egosoft patrol commands...



I have just re-tried at the moment without finding problems to me.

Maybe your squadron was ungrouped.

To be sure, once give to your squadron the order 'stop' (by the menu of the squadron or the hot key). It should be automatically re-calculated and re-formed.

For the script Anarkis, as this one composes itself the groups according to the available ships in the carrier, best is not to attribute squadron numbers to the ships of the carrier and to let Annarkis manage it
Thanks Azz: Thanks Azz, looking foward for the new version.
sartha
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Post by sartha »

My carrier wasn't automated when the problem occured @.@

Anyways, I have a thought... I noticed that a pilot has to be a certain level before he will actively attempt to defend his homebase (Using the Defend Base/Carrier squadron command)

Wouldn't it make more sense (for a carrier at least) if the level requirement was based on the captain of the carrier? It's usually the captain of the carrier that orders his fighters to scramble to defend the carrier afterall. I can see where this would be problematic in the case of stations though, in that case the pilot's level would probably be more useful.

Just my thoughts.
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Azz
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Post by Azz »

Hello sartha

Both systems are valid

But I prefer to think that it is the leader of the squadron that takes the initiative to take off when it detects an enemy.
The captain can't give such an important mission to a non-ranked pilot

And this has the advantage to give more importance to the rank of the leaders...


but it's just my opinion... :)
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sartha
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Post by sartha »

I can see your point, however when the carrier comes under fire, it also makes sense that you launch everything you've got to defend your carrier.

To quote Mark Hamill in Wing Commander IV: "Scramble everybody! I want every pilot out NOW!" :) I loved that scene.

I may have a compromise: If a certain level of threat is detected (similar to how Anarkis deals with launching fighters to defend itself) the carrier automatically empties it's launch bays of M3 to M5 fighters on "Protect Carrier" assignment? and the more experienced pilots could gauge the strength of the enemy independently and decide whether to take his squadron on an "Attack all enemies" or "Attack nearest enemy" command?
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Azz
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Post by Azz »

Yes, to complete that, we can imagine to give a list of defense squadrons to a carrier, with for each squadron the ennemy ship class to take care (M5, M6, fighters, big ships etc.)

When in alarm, the carrier will launch these squadrons, with an estimation of the force to be sent according to the global strength and the class of enemy ships...
It would be rather effective
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JumperBR
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Post by JumperBR »

Hi Azz, its an amazing script you made! :D
Very immersive and interesting...
Now, I have a question...
I want to create a refueling squadron for my ships (TL, carriers, corvettes, etc) without having them in the same group/squadron...
I know that your script do that (or at least seems so) via templates, but I havent found the option to create templates... where is it? Im missing something?

What Im doing is setting a TS as supply ship (or it must be a tanker ship?) and adding some TS ships as wingmen, but I couldn't see where I can set the supply template...

thx in advance,
Jumper
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Azz
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Post by Azz »

Hello JumperBR :)

the most important is the 'supply list' that you can create by the additional command of the ship : 'Group: Remove Add Supply List'

Let us explain things :

You have first to create a tanker, which will be the leader of is proprer squadron ('Tanker ON/OFF in the' Communication with Pilot AI' menu)

The tanker stores wares : Ecell, missile... what ever you want , so you have to create its 'Supply list' to indicate these wares.

You must then create 'Suppliers' wingers (Supplier ON/OFF in the Communication with Pilot AI' menu)
When you select a supplier, you have to indicate in the Tanker's Supply list which product it has to furnish .
The supplier will then automatically supply the tanker with this product...



When the tanker is full, you can ask it to furnish any ship or squadron, either for a precise product, or according with the supply list of this ship. For that, use the command 'Squadron: Attack-Protect-Supply…' in the Tanker's menu.

Supply Lists are thus very important.

You can store lists most frequently used ('Files template lists' and 'load a template as a supply list' in the 'Cummunication with PilotAI' menu)

But you are not obliged to create a supply list for each ship of a squadron:
- If a ship has no list, it will use that of its leader.
- If the leader is destroyed, its successors will take back its list.
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JumperBR
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Post by JumperBR »

hi...
I have figured some of what you said yesterday, I was looking at the wrong place... :(
Just a final question: each time I use "Attack-Protect-Supply" to supply a ship, this ship will be the only one supplied or it will be added to a list of supplied ships?

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