Would anyone know where I can find the scripts that determine how many combat drones are deployed and what targets they go after?
I have a couple of unarmed carriers filled with drones and they aren't doing anything other than what appears to be dancing.
I have made sure the drones do deploy but they are deployed in such small numbers it's pitiful.
I've been slugging my way through the game files for a couple hours and I want sleep so if anyone is able to help me with this i'd appreciate it.
Drone Support
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aiscripts\fight.attack.object.capital.xml for capital ships.
Stations, hm, it appears that stations don't launch drones.
edit: posted some code here that modifies cicero111's BetterTurrets to launch lots and lots of drones (28 to 300 for carriers depending on defence officer combinedskill), but it runs extremely slow when they do, and I crashed my game once when I had 4 Arawns each with ~200 combat drones in one battle. Was awesome.
Stations, hm, it appears that stations don't launch drones.
edit: posted some code here that modifies cicero111's BetterTurrets to launch lots and lots of drones (28 to 300 for carriers depending on defence officer combinedskill), but it runs extremely slow when they do, and I crashed my game once when I had 4 Arawns each with ~200 combat drones in one battle. Was awesome.
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Check fight.attack.object.station.xml which is called from fight.station.player.xml and the latter is the standard script running on the station's DO.w.evans wrote: ......
Stations, hm, it appears that stations don't launch drones.
......
Cheers Euclid
"In any special doctrine of nature there can be only as much proper science as there is mathematics therein.”
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
- Immanuel Kant (1724-1804), Metaphysical Foundations of the Science of Nature, 4:470, 1786
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@euclid, I did.
and no instances of
in fight.attack.object.station.xml
Wouldn't be too hard to adapt the drone launch routine from fight.attack.object.capital.xml
Code: Select all
<!--TODO: Launch Drones-->
Code: Select all
<launch_drone ... />
Wouldn't be too hard to adapt the drone launch routine from fight.attack.object.capital.xml
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And if that amount is bringing a ctd, why didn´t we use a bit less drones? say 28-100 for example? Or this suggested amount is already on the game now?w.evans wrote:aiscripts\fight.attack.object.capital.xml for capital ships.
Stations, hm, it appears that stations don't launch drones.
edit: posted some code here that modifies cicero111's BetterTurrets to launch lots and lots of drones (28 to 300 for carriers depending on defence officer combinedskill), but it runs extremely slow when they do, and I crashed my game once when I had 4 Arawns each with ~200 combat drones in one battle. Was awesome.
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- Joined: Tue, 18. Nov 14, 16:23
Because watching 800 drones assault a target from four different directions is cool! (Set it to 300 because the Arawn can carry 300 drones. Thought it would make a good ceiling.) I'm actually still running with those changes. Just tweaked the range at which they launch back to cicero111's defaults.Rubini wrote:And if that amount is bringing a ctd, why didn´t we use a bit less drones? say 28-100 for example? Or this suggested amount is already on the game now?
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<do_if value="$dronetargets.count">
<do_if value="player.age" min="$lastdronelaunch + 60s">
<set_value name="$lastdronelaunch" exact="player.age"/>
<launch_drone name="$drone" object="this.ship" exact="5" group="unitcategory.defence"/>
<do_if value="$drone">
<start_script object="$drone.pilot" name="'fight.attack.object.drone.leader'">
<param name="target" value="$dronetargets.random" />
<param name="additionaltargets" value="$dronetargets" />
<param name="checkrelation" value="$checkrelation" />
</start_script>
</do_if>
</do_if>
</do_if>
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Thanks evans now how would I go about adding L and XL ships to the fight.attack.object.drone.leader.xml target list? Particularly Overrum drone leaders and Overrun followers.
I get the feeling this will require a whole new script just for that purpose,
fight.attack.object.drone.bomber.leader and fight.attack.object.drone.bomber.follower
But still thanks for the info.
I get the feeling this will require a whole new script just for that purpose,
fight.attack.object.drone.bomber.leader and fight.attack.object.drone.bomber.follower
But still thanks for the info.