[Script] Litcube's Bounce V1.7: Player Owned Autopilot Fix

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BlackRain
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Post by BlackRain »

So when will this be available to use for normal play?
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Litcube
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Post by Litcube »

BlackRain wrote:So when will this be available to use for normal play?
How did your test results go?
Firewrath
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Post by Firewrath »

Well, i had to test something in CMOD so i threw this in too (with SRM),
and did a Pirate-Yaki Captain start,
i must say, this is very nice, though ships like kestrels still plow right into huge ships (a phoenix in this case) SETA didnt seem to make a difference,
(but, theyre kestrels, its to be expected ^-^)
the barracuda raiders did rather well though, i didnt lose any of them from collisions,
buuut i lost a dragon by it ramming into Me, :oops: and another one ran into a Khaak capital ship, i didnt catch it because i spawned 3 of them and 20 dragons, though it was in my message logs,

i will say, im impressed with the lack of noticeable lag, specially since i dont have the best computer to be running TC on,

there is one Minor annoyance though, ;)
i dont know if its due to me using SRM, but my ships dont always spawn with Fight Command MK1, and even though theyre set to 'Attack all enemies' sometimes they wander off in the sector and i have no way to tell them to attack a ship, unless i do 'command all ships in sector' But that doesnt always seem to work,
Katorone
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Post by Katorone »

Litcube wrote:
BlackRain wrote:So when will this be available to use for normal play?
How did your test results go?
I'd really like a "karma" thingy on this forum, just for things like this. :D
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Litcube
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Post by Litcube »

Firewrath wrote: though ships like kestrels still plow right into huge ships (a phoenix in this case) SETA didnt seem to make a difference,
(but, theyre kestrels, its to be expected ^-^)
Hmm.. They still shouldn't :) What was the test configuration? That's odd. I'll throw in fight commands with the next version.


Edit: OOHh! They probably fly out of range... I'm just using the vanilla attackallships command. I can fix that.
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Post by Firewrath »

heading to bed right now, so real quick:
i used the phoenix mk1 (probably should have said that in my first post, -_-; ), which im guessing is from SRM, no weapons, 20 kestrels and bounce was on, lost two of them within the first few attack runs,
all my test are normally 1-3 big ships, no weapons, VS 20 or so ships with bounce on,
...
*Sigh*
i hate when i start testing stuff, sec, *starts up the game* :P
Me: "....ok, now why wont it start? >.<"
~5 minutes later~
"Ohhhh, riiight, turn it on in the AL settings,........" :oops: :oops:

Anyways,
50 kestrels VS 1 normal phoenix, no loses, ...except 4 to asteroids, :P
i did play with it a little and with 50 VS a deca, one did slam itself into the deca,
but i should be going to bed so i didnt spend more then 5min running it, which isnt enough time for a proper test imo, so i'll try it again later,
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Litcube
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Post by Litcube »

@Firewrath: Thanks for getting back to me with that.

Yeah, currently, Bounce uses the engine's "size" attribute plus a third of the "size" again, as a virtual collision sphere. It's not all that great (for our anal standards, as it's still way better than vanilla). It works for most ships, but some stick outside the virtual sphere too far. The Odin is a good example.

Pretty easy to tweak!
BlackRain
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Post by BlackRain »

No reason to be a dick. I am just curious when you think it will be ready for use. I have no intentions of testing it, not because I don't want to be helpful but just I don't have the time.

Edit-- Perhaps I am misunderstanding something here though. I am confused as to whether this works on all ships all the time, or it only works when you run a certain script and is just a test. If I put the Bounce plugin on in the AL menu, does it work for all my ships?

I tried turning on Bounce in the AL menu and 2 of my ships changed their name to bounce at the end, however the bounce stayed on their name, even after I docked them, it never changed back.
Requiemfang
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Post by Requiemfang »

Believe this is the first testing phase, next phase will begin once Lit is satisfied with the results. This might be in the testing phase for a while or for a short time depending on how many people test it and what they report results on and also find glitches and bugs :wink: can't forget reports on it's affect on the game performance wise
BlackRain
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Post by BlackRain »

I understand it is in the test phase and I wasn't asking when will it be done or anything like that. I just wanted to know if it worked for all ships all the time or only when you run a script and run a test. If it works on all my ships always and is in test phase, that is fine. I will use it in my game and report back if it is working but if it is just for just limited use and only works when running a test scenario in game, then I will wait till it is working for all ships.
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Post by Requiemfang »

Only works when you run the script
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Post by HotSake »

BlackRain wrote:I understand it is in the test phase and I wasn't asking when will it be done or anything like that. I just wanted to know if it worked for all ships all the time or only when you run a script and run a test. If it works on all my ships always and is in test phase, that is fine. I will use it in my game and report back if it is working but if it is just for just limited use and only works when running a test scenario in game, then I will wait till it is working for all ships.
So you really want this script, but you don't want to take a few minutes to do the tests needed for it be released? I mean it's in your own self interest to give him some test results so he can release it faster.
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Litcube
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Post by Litcube »

BlackRain wrote:No reason to be a dick. I am just curious when you think it will be ready for use. I have no intentions of testing it, not because I don't want to be helpful but just I don't have the time.
I wasn't trying to be petulant.

As to the answer to your question, I just didn't have the time.
BlackRain
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Post by BlackRain »

Wow, very witty and humorous, your sarcasm is so subtle. I asked a simple question politely and I get bombarded with childish sarcasm. I was only mildly interested in your work.
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TrixX
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Post by TrixX »

No need for insults BlackRain. It's still in development.

No idea why the -bounce addon stayed after docking, maybe it leaves when undocked and far enough away.
"If you’re not prepared to be wrong, you’ll never come up with anything original."
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Litcube
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Post by Litcube »

BlackRain wrote:Wow, very witty and humorous, your sarcasm is so subtle. I asked a simple question politely and I get bombarded with childish sarcasm. I was only mildly interested in your work.
BlackRain, I'm sorry if I offended you. Sometimes my humour isn't well received by others. You and I communicate differently, I have to accept that. I concede.

I understand that if there's only a passing interest in something, then taking the time to test the script probably wouldn't be worth it for the average individual, which is probably why you asked; and that's totally fair. I should have answered your question when you first asked it. My honest intention was to prod you in a numerous way, like a buddy getting a punch in the arm, and laughing about it. I honestly couldn't resist posting my response. I knew it was wrong, but I did it anyway. It's like my fingers walked across the scape of the keyboard on their own accord, dancing their evil as though tiny golems of flesh.

I have a lot to learn about diplomatically communicating with people in the written word.

I'm sorry if insulted you. Please accept my apologies.
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Post by Firewrath »

again, quick post, 5hrs sleep, uugh, -_-
Litcube wrote:@Firewrath: Thanks for getting back to me with that.
Yeah, no problem, this script, once out and working to your satisfaction, will save a lot of headaches im sure,
so im happy to test it out, ^-^
Litcube wrote: Yeah, currently, Bounce uses the engine's "size" attribute plus a third of the "size" again, as a virtual collision sphere. It's not all that great (for our anal standards, as it's still way better than vanilla). It works for most ships, but some stick outside the virtual sphere too far. The Odin is a good example.

Pretty easy to tweak!
Yeah, i totally forgot to say this before i went to bed, though i made a note to do so now,
i noticed some of the ships kind of stopping away from the target and shooting as they Slowly inch towards the target ship, then while completely safe from any collision because of their speed and distance, dart off to avoid a 'collision',
so like vanilla, theres going to be a fine line between 'useful attack range' and 'collision avoidance',
(though you might put in a skip with a speed check? that way it would then trigger within some shorter distance, ...using your Bounce though so they dont 'avoid' into the ship, might be too hard to do correctly to be worth 'fixing' though, ^-^; )

i shall test this out later by taking one of the Kestrels and seeing if telling it to attack will let Bounce work on the player ship, this way i can get the range at which it does this,
Also, i shall try and see if the ships without fight computers are attacking at all, i Think they are, but i'll try to make sure,

Also, can you make the enemy ship move around?
i mean right now it just sits there, even while being shot,
it trying to avoid the attack by moving would further help to test how well the attacking ships avoid it,
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Litcube
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Post by Litcube »

Firewrath wrote:i noticed some of the ships kind of stopping away from the target and shooting as they Slowly inch towards the target ship, then while completely safe from any collision because of their speed and distance, dart off to avoid a 'collision',

Yes. They totally do that. But your speed check idea is brilliant. If the speed is less than, say 10% (5%?) of the ships capacity, then screw the bounc.
Firewrath wrote:so like vanilla, theres going to be a fine line between 'useful attack range' and 'collision avoidance',
Totally concious of the attack range. There's another issue too. The vitrual bounce collision sphere isn't oblong. It's a sphere. So an Orca, for example, has a huge gap on dorsal and ventricular approaches. I'm working on a lookup table to fix that. You won't have to enter data for every ship, if you leave one out, for example, it'll use the old method. But the new data will look something like this:

X: 1095
Z: 450

So now instead of ships bouncing off of the Odin at 1095 from the top and bottom, they bounce at 450, but still bounce at 1095 if coming in from the side. If you forget to input this in the config file, or just don't give a shit, or you're using a mod that adds a new ship and can't be bothered to add it, it'll use the old method.
Firewrath wrote: i shall test this out later by taking one of the Kestrels and seeing if telling it to attack will let Bounce work on the player ship, this way i can get the range at which it does this.
I already know the exact range, in meters. :) Plus it won't work on the player ship. That'd be so akward! Hah! I'm picturing it now.

Anyway, bottom line: Your speed idea, brilliant. I'm going to see how it looks.
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Litcube
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Post by Litcube »

Update!


1.0: Release Version


Full playable, working version released for the public. Please re-read the first post before downloading / installing. The first post has been mostly re-written.
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Post by Requiemfang »

good to see the release... only thing I don't like... is that you changed it from a AL to manual activation

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