[SCRIPT] PiloteAI III.70 (28.09.08)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Azz
- Posts: 1031
- Joined: Tue, 18. May 04, 20:14

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Azz
- Posts: 1031
- Joined: Tue, 18. May 04, 20:14

- PilotIA 3.55
Squadron Command
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Global Setup / Manage AI
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Communication with PilotAI
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ComIA Network
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A new shortcut is now available. It allows you to get direct access to the Squadron Command menu. I strongly recommends you to use it as much as possible.
- Merging of functions 'Extract / install AI' function.
- Merging of naming by base / sector / group function
- Some functions were voluntarily left in classic slots commands, thus, their usage will remain easy.
Adjustment: TL could not collect pilots
Adjustment: Time Reduction of the initialization of ComAI Network
Adjustment: Enhancement of low cpu usage by ComIA network
Translation of 'Ejection request transmited'
Change: When a squadron is told to protect a ship, or yourself, energy suppliers of this squadron will continue their task and will provide you with the same facility. Fighter AMS will also continue their task and will protect you like the rest of the squadron. Try it, it's great !!!. This will allow your trade ships to be escorted and also to be supplied automatically with Ecells.
Change: Checking of MK3's military rank (or station trader) is now made periodically by the extension AI function. You do not need any more to install the MK3 or station trader patch. This should make compatibility with the programs which modify the script MK3 easier. However, you must remember to set up the AI extension command regarding MK3's...
Change : Network status is now available directly from a hotkey.
Addition: When a ship is rescuing astronauts, it also patrols in sector to collect other pilots, until it does not have cargo space anymore, (must be at least rank
Addition: Setting quantity of photocells distributed by Suppliers-E (in the menu 'Global Setup / Manage AI') This will allow your vessels to make bigger jumps.
Two new importants functions added :
'-SOS- Squadron assistance' (menu of communication with the pilotAI) : a ship can automatically get assistance from a Task Force Squadron if it is targetted by hosties. The ship must be at ComAI network range.
Wingmen don't send alerts. According to that, you have now a new setting in the 'AI Global Setup / Management' menu :'Setting ability to react in front of threats'. You can choose a percentage beyond of which the ship will behave according to the level of threat.
- A dormant wingman with no order will automaticaly join back its squadron after a short period of time.
New Set of Commands:
Menu Piracy :
641 *SQ-Ship Assign Squadron-
642 *SQ-Ship Type Assign Squadron-
643 *SQ-Name/Create a Squadron-
644 *SQ-Attack-Protect-Supply...-
--Attack Target
--Protect Target
--Supply Target
645 *SQ-Squadron Command : (scripted menu)
--Attack All Enemy
--Attack All Enemy M1(+Shortcut)
--Attack All Enemy M2(+Shortcut)
--Attack All Enemy M3(+Shortcut)
--Attack All Enemy M4(+Shortcut)
--Attack All Enemy M5(+Shortcut)
--Attack All Enemy M6(+Shortcut)
--Attack All Enemy M7(+Shortcut)
--Attack All Enemy Fighters(+Shortcut)
--Attack All Enemy Capital Ships(and M6-M7)(+Shortcut)
--Protect your Base/Carrier
--Return to Base(+Shortcut)
--Protect Me(+Shortcut)
--Attack my Target(+Shortcut)
--Reach My Position
--Reach the position of...
--Go to Sector
--Atack/Protect/Supply
--ComAI Strike Force Squadron
--Squadron Stop
646 *SQ-Move To Position...-
General Menu:
818 *AI-Global Setup / Manage AI (Scripted menu)
--Communicate with co-pilot(+Shortcut)
--PilotAI List -ALL-
--PilotAI List -Fighters-
--PilotAI List -Carriers-
--PilotAI List -TS-
--Squadron List
--AI Database List
--Delete AI from Database
--Setting Quantity of ECells distributed by E-Suppliers
--Setting ability to react in front of threats
-- AI extension START for all ships
-- AI extension STOP for all ships
--AI extensions: Global SAM ON/OFF
--AI extensions: Global Damage ON/OFF
--AI extensions: Global Shield ON/OFF
--Autodisplay bounty ON/OFF
--Extended Info display ON/OFF
--Warning messages - Settings
819 *AI-Communication with PilotAI- (scripted menu) (+Shortcut)
--AI extensions : SAM ON/OFF
--AI extensions : Damage ON/OFF
--AI extensions : Shield ON/OFF
--AI extensions : Fighters Drones ON/OFF
--AI extensions : Auto Scan Enemy ON/OFF
--AI extensions : -SOS- Message ON/OFF
--AI extensions : -SOS- Squadron Assistance ON/OFF
--Supply : E-Cell Supplier ON/OFF
--Supply : Ware Supplier ON/OFF
--Supply : Tanker ON/OFF
--Supply : Carrier/Tanker : Auto/supply Docked Ships ON/OFF
--Squadron : Quit your squadron
--Squadron : Join your squadron
--Dock to the nearest Shipyard
--Dock to the nearest EQ dock
--Dock to the nearest Trading station
--Get e-cells
--Get fighter drones
--Immediate Scan of hostile pilot in range
--Eject in an escape pod immediately
--Remove Homebase
--Supply : Carrier : Supply your docked ships
--Supply : File current supply list as a template
--Supply : Load a template as a supply list
--Supply : Remove/Add Supply List
--ComAI : Scout Patrol
--ComAI : Scout patrol : Rem/Add sector.-
--ComAI : Early warning network settings Menu
---Display network status (+Shortcut)
---Network initialization in global mode
---Network initialization in limited mode
---Mute mode On-Off
---Khaaks monitoring[
---Xenon monitoring
---Pirates monitoring
---All enemy ship monitoring
---Rem/Add monitoring list sect.-
---Rem/Add monitoring list ship-
---Delete sector monitoring list
---Delete ship monitoring list
---Immediate Scan request.
---Network shut down
---ComAI - Log ON/OFF
820 *AI-Communicate with station (scripted menu)
--Drop shipwrecked victims off in station
--Sell an AI
--Buy an AI
--Upgrade an AI to ComAI
821 *AI-Pilot Status Request-(+Shortcut)
822 *AI-Retrieve AI/Astronaut-
--Retrieve AI in escape pod
--Retrieve Astronaute
823 *AI-Install/Extract AI
--Extract AI from a Ship
--Install AI in a ship
824 *AI-Input PilotAI Name-
825 *AI-Rename Ships
826 *AI-Rename This Ship-
COMMAND_TYPE_SHIP :
846 *AI-AI Extension-
Nota : you must install the PrizzZ Library mEngine 1.1 http://forum.egosoft.com/viewtopic.php?t=132150
PilotAI is using this library to provide the user with the ability to select from scripted menus: wares, sectors and so on....
Thanks to PrizzZ for this fantastic tool..
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sartha
- Posts: 238
- Joined: Sun, 22. Jul 07, 01:09

I thought of an interesting suggestion, and wanted to point out a possible bug (this is with 3.5 though)
1) It would be fun to be able to bring up a listing of all your AI pilots via a report along with basic information about each. This would allow a person to quickly view what his/her fleets and ships are up to, which needs new orders etc...
2) Is it normal that every ship I purchase/build/spawn has a pilot with my name? I don't know about you... but one of me is MORE than enough for one universe ^.^;
1) It would be fun to be able to bring up a listing of all your AI pilots via a report along with basic information about each. This would allow a person to quickly view what his/her fleets and ships are up to, which needs new orders etc...
2) Is it normal that every ship I purchase/build/spawn has a pilot with my name? I don't know about you... but one of me is MORE than enough for one universe ^.^;
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Azz
- Posts: 1031
- Joined: Tue, 18. May 04, 20:14

You have alreaydy the 'Pilot AI list' or 'Squadron list', but perhaps do you think in another type of information ?sartha wrote: 1) It would be fun to be able to bring up a listing of all your AI pilots via a report along with basic information about each. This would allow a person to quickly view what his/her fleets and ships are up to, which needs new orders etc...
2) Is it normal that every ship I purchase/build/spawn has a pilot with my name? I don't know about you... but one of me is MORE than enough for one universe ^.^;
It is the normal functioning of X3 Vanillia. You can rename them manually with the command 'AI:Input PilotAI Name', otherwise PilotIA takes care to rename them automatically when you join them into a squadron, or when you asks their status.
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Kilrathi Avenger
- Posts: 275
- Joined: Fri, 6. Feb 04, 20:16

Yeah
Fanstastic update finally out. Looks great very much like the new menu system it is a much improved way of handling.
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Just a quick one. The SPK is still called PILOTIAIII I take it this is the upgraded version with the same name
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Just a quick one. The SPK is still called PILOTIAIII I take it this is the upgraded version with the same name
"As I slide down the banister of life;
my job is just another splinter in the bum"
my job is just another splinter in the bum"
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Kilrathi Avenger
- Posts: 275
- Joined: Fri, 6. Feb 04, 20:16

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Kilrathi Avenger
- Posts: 275
- Joined: Fri, 6. Feb 04, 20:16

Is this included in the PILOTAI download or must it be installed separatelyAzz wrote:Nota : you must install the PrizzZ Library mEngine 1.1 http://forum.egosoft.com/viewtopic.php?t=132150
- PilotIA 3.55
PilotAI is using this library to provide the user with the ability to select from scripted menus: wares, sectors and so on....
Thanks to PrizzZ for this fantastic tool..
"As I slide down the banister of life;
my job is just another splinter in the bum"
my job is just another splinter in the bum"
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Lidza
- Posts: 403
- Joined: Wed, 12. Oct 05, 23:23

Hi,
I couldn't find a way to instruct the squad Leader to launch automatically once a carrier is under attack.
For example, leaving a carrier patrolling a sector, with a squad of 20 ships landed on its deck. I've not seen launching the fighters/squad unless I intervene. Is there away to do that... auto-launch once under attack? Thanks
I couldn't find a way to instruct the squad Leader to launch automatically once a carrier is under attack.
For example, leaving a carrier patrolling a sector, with a squad of 20 ships landed on its deck. I've not seen launching the fighters/squad unless I intervene. Is there away to do that... auto-launch once under attack? Thanks
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Azz
- Posts: 1031
- Joined: Tue, 18. May 04, 20:14

Hello Lidza
That one aspect which will certainly be improved in the next version (see the post by sartha a few posts above)
At the moment you can use the squadron order ' - Protect your base / Carrier ' (menu Squadrons Commands) The squadron will dock to the carrier and will take off automatically in case of enemy's detection.
But the squad leader has to be at least of rank 8 to be totally self-sufficience
That one aspect which will certainly be improved in the next version (see the post by sartha a few posts above)
At the moment you can use the squadron order ' - Protect your base / Carrier ' (menu Squadrons Commands) The squadron will dock to the carrier and will take off automatically in case of enemy's detection.
But the squad leader has to be at least of rank 8 to be totally self-sufficience
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jocan2003
- Posts: 629
- Joined: Tue, 6. Mar 07, 17:48

Azz idlike to add that your script is not compatible with the bail extension script package i made a work around but it still not working at 100% after kill about 300 fighter my AI in my ship is still lvl 3 LOLL, im still trying to fix that ( need to m,odify the bail signal extension to call your calculation script, but there is som many file that i cant find everything lol. wnat my result when it will be done?
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Azz
- Posts: 1031
- Joined: Tue, 18. May 04, 20:14

Helo jocan
it's strange
The bail extension script only use the Signal Attacked while PilotIA only use the signal Killed
I will have a look
To help you :
The script which has to start at the destruction of a ship is:
'azz.prime.killed', normally selected by the instruction : in the script 'setup.azz.prime'
it's strange
The bail extension script only use the Signal Attacked while PilotIA only use the signal Killed
I will have a look
To help you :
The script which has to start at the destruction of a ship is:
'azz.prime.killed', normally selected by the instruction :
Code: Select all
global ship map: set: key=SIGNAL_KILLED, class=Vaisseau, race=null, script='azz.prime.killed', prio=10000
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jocan2003
- Posts: 629
- Joined: Tue, 6. Mar 07, 17:48

I will speak english because its the english part but im french, I know it doesnt use the same signal, but while the *modified signal_attacked* kicks in the signal killed wont kick out.
The script at 95% of the time will destruct the ship at 1%or higher, will happen few time that you will kill the ennemy if you *overkill* him, hurricane missle on harrier, long burst of Beta HEPT on M4 etc,
i tell you, please trust me, that after 3 day of full time fighting my pilot only had 15 kill, was using APBE to blow shield fast and hull slowly to kill them slowly so the Bail Signal Extension had time to do all themaths etc.
I soon realise that my pilot was getting lot of exerience, then i made some change to the BSE script and now its fully working, sometime having strange behavior, BSE Bailing ( no explosion ) getting mesage from pilot about his bailing and ship blow?
Still have to carefully look at most of the files to be sure to understand how it fully work. Coundt work on that yesterday had a heartbreak... 22 yr and first heartbreak...... no im not fatty, all the opposite.....
Anyway, all the changes i made so far was in BSE scripts.
The script at 95% of the time will destruct the ship at 1%or higher, will happen few time that you will kill the ennemy if you *overkill* him, hurricane missle on harrier, long burst of Beta HEPT on M4 etc,
i tell you, please trust me, that after 3 day of full time fighting my pilot only had 15 kill, was using APBE to blow shield fast and hull slowly to kill them slowly so the Bail Signal Extension had time to do all themaths etc.
I soon realise that my pilot was getting lot of exerience, then i made some change to the BSE script and now its fully working, sometime having strange behavior, BSE Bailing ( no explosion ) getting mesage from pilot about his bailing and ship blow?
Still have to carefully look at most of the files to be sure to understand how it fully work. Coundt work on that yesterday had a heartbreak... 22 yr and first heartbreak...... no im not fatty, all the opposite.....
Anyway, all the changes i made so far was in BSE scripts.
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xxbluedragonxx
- Posts: 375
- Joined: Wed, 29. Aug 07, 13:08
Wow this sounds like just the kinds of things I've been looking for. Especially the response fleet which has a tanker to refuel!
Just want to be sure, there is no problem with the bonus pack? I have vanilla X3 2.02 with Bonus Pack and the HUD mod from the main page. There should be no clashes? Thanks!
Just want to be sure, there is no problem with the bonus pack? I have vanilla X3 2.02 with Bonus Pack and the HUD mod from the main page. There should be no clashes? Thanks!
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Azz
- Posts: 1031
- Joined: Tue, 18. May 04, 20:14

xxbluedragonxx :
No problems with the bonus pack
PilotIA 3.56
Correction of some problems mentioned on the french forum :
a few commands were broken :
- Supplying by the command 'Attack-Protect-Supply...'
- command 'attack all' in the 'Squadron Command Menu'
- command 'ComIA Strike Squadron' if the ComIa was the leader of the strike squadron.
that's all
enjoy
No problems with the bonus pack
PilotIA 3.56
Correction of some problems mentioned on the french forum :
a few commands were broken :
- Supplying by the command 'Attack-Protect-Supply...'
- command 'attack all' in the 'Squadron Command Menu'
- command 'ComIA Strike Squadron' if the ComIa was the leader of the strike squadron.
that's all
enjoy
Last edited by Azz on Fri, 7. Sep 07, 08:03, edited 1 time in total.
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dostillevi
- Posts: 184
- Joined: Thu, 9. Mar 06, 02:32

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Leopardog
- Posts: 17
- Joined: Wed, 20. Jun 07, 18:01
I've been using this script for a few days now, and so far it has been fantastic!
But I have one issue I cannot seem to resolve. I just created a "Supply" squadron with TL as tanker and 3 TS as suppliers. I set up the supply list of the TL for 5000 ecells (BTW there should be an option for more than 5000, as the TL could hold many more) and some missiles. Then I set the TS ships to supply the tanker, 2 supplying ecells and the 3rd supplying missiles.
I then had the supply squad travel around to all my other squads and resupply them, which worked perfectly. But now, the tanker is out of stock and the supply ships are not re-supplying the tanker, just following it around. Is there some special command I need to issue to the supply squad to begin resupply of the tanker?
I thought I had everything setup properly to have this happen automatically. Could someone walk me through how to get the resupply tanker to happen automatically??
thanks!
But I have one issue I cannot seem to resolve. I just created a "Supply" squadron with TL as tanker and 3 TS as suppliers. I set up the supply list of the TL for 5000 ecells (BTW there should be an option for more than 5000, as the TL could hold many more) and some missiles. Then I set the TS ships to supply the tanker, 2 supplying ecells and the 3rd supplying missiles.
I then had the supply squad travel around to all my other squads and resupply them, which worked perfectly. But now, the tanker is out of stock and the supply ships are not re-supplying the tanker, just following it around. Is there some special command I need to issue to the supply squad to begin resupply of the tanker?
I thought I had everything setup properly to have this happen automatically. Could someone walk me through how to get the resupply tanker to happen automatically??
thanks!
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X-Freak Cartman
- Posts: 4017
- Joined: Mon, 2. Oct 06, 15:08

Remember this post?
I've already fixed it by using a script call to my killed-extension (the same i use for the original SIGNAL_KILLED)
Is there any other signal or original command you change?
Just to be sure ^^
I couldn't read anything like this in your 4 setup scripts, so I don't think so ^^
Since version 0.7b, which has been released a week ago, I've been using SIGNAL_KILLED... that's what made my script incompatible with your one... unfortunately, I forgot what I quoted up there...Azz wrote:It's for this reason that it is compatible with OCS, or whith your script (depending on the fact if you use or not the Signal-killed)
I've already fixed it by using a script call to my killed-extension (the same i use for the original SIGNAL_KILLED)
Is there any other signal or original command you change?
Just to be sure ^^
I couldn't read anything like this in your 4 setup scripts, so I don't think so ^^
