[MOD] UFO - Ultimate Fleet Overhaul (V0.6.1 Beta, 3rd February 2015)
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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w.evans
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w.evans
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- Joined: Tue, 18. Nov 14, 16:23

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escondido
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w.evans
- Posts: 2966
- Joined: Tue, 18. Nov 14, 16:23

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escondido
- Posts: 243
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w.evans
- Posts: 2966
- Joined: Tue, 18. Nov 14, 16:23

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w.evans
- Posts: 2966
- Joined: Tue, 18. Nov 14, 16:23

Hey Mad_Joker,
still getting problems with UFO ships failing to recover drones. In a recent case, a UFO fleet was sent to escort a ship under attack OOZ. After the aggressor was dispatched, the escorted ship jumped to me, and the UFO ships launched drones right before jumping (those OOZ launched drones weren't recovered, but that's sort of understandable, and not the problem I'd like to cite.)
The problem is that the UFO ships continued to launch drones after they jumped IZ (no hostiles IZ), and these drones started to spread throughout the zone. After a while, most of them collected into a big ball in the middle of the zone.
I'm aware that this has been reported as a vanilla issue, but calling the UFO ships back to my squad (thereby disbanding the fleet) fairly reliably leads to the drones eventually going back to their ships.
Possibly relevant, I found this bug report in the Beta Forum by ubuntufreakdragon. Could the drones wanting to go home be waiting for a condition on the UFO ships, and is it possible that this condition is never activated because the regular ai scripts are bypassed?
Also might be of help, the vanilla ai scripts don't launch drones at all OOZ.
still getting problems with UFO ships failing to recover drones. In a recent case, a UFO fleet was sent to escort a ship under attack OOZ. After the aggressor was dispatched, the escorted ship jumped to me, and the UFO ships launched drones right before jumping (those OOZ launched drones weren't recovered, but that's sort of understandable, and not the problem I'd like to cite.)
The problem is that the UFO ships continued to launch drones after they jumped IZ (no hostiles IZ), and these drones started to spread throughout the zone. After a while, most of them collected into a big ball in the middle of the zone.
I'm aware that this has been reported as a vanilla issue, but calling the UFO ships back to my squad (thereby disbanding the fleet) fairly reliably leads to the drones eventually going back to their ships.
Possibly relevant, I found this bug report in the Beta Forum by ubuntufreakdragon. Could the drones wanting to go home be waiting for a condition on the UFO ships, and is it possible that this condition is never activated because the regular ai scripts are bypassed?
Also might be of help, the vanilla ai scripts don't launch drones at all OOZ.
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YorrickVander
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drfz
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w.evans
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Hey Mad_Joker,
Hope you take a peek in here some time.
Found that Balors in UFO fleets don't fire torpedoes. Managed to trace the problem to this line:
in ufo.capital.defence.fire.xml. The line triggers, but the Balors don't fire.
Removing the additional_targets attribute seemed to fix it:
Hope you take a peek in here some time.
Found that Balors in UFO fleets don't fire torpedoes. Managed to trace the problem to this line:
Code: Select all
<shoot_at object="this.ship" target="$oPriorityTarget" additional_targets="$gAdditionalTargets" slot="tag.secondary_slot" tolerance="180.0deg" locktarget="true" weapontype="combat" />Removing the additional_targets attribute seemed to fix it:
Code: Select all
<shoot_at object="this.ship" target="$oPriorityTarget" slot="tag.secondary_slot" tolerance="360.0deg" locktarget="true" weapontype="combat" />
