[MOD] Reaction Force

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Phiolin
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Re: [MOD] Reaction Force

Post by Phiolin » Sun, 26. Apr 20, 07:49

Remembering this from X3 as well. Will try it out today, good job! :D

ShiBDiB
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Re: [MOD] Reaction Force

Post by ShiBDiB » Sun, 26. Apr 20, 08:47

1.2 Just went out
Add debug lines
Make response less finicky
More tweaks to get things to dock correctly (WIP)

I'm headed to bed, will be working on this more tomorrow (rainy weather incoming :( )
-----
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page

ShiBDiB
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Re: [MOD] Reaction Force

Post by ShiBDiB » Mon, 27. Apr 20, 10:39

1.4 is out that fixes a lot of issues.

Clear out any orders above the default Reaction Force after updating to make sure there's no issues
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My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page

ShiBDiB
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Joined: Mon, 7. May 07, 00:12
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Re: [MOD] Reaction Force

Post by ShiBDiB » Wed, 29. Apr 20, 05:27

The current release finally is getting a decent amount of playtesting from me.. and I can comfortable say it's working as intended

Image

Current plans
- Tweak subordinates to make them smarter (the stock escort code is awful)
- Clean up response (Add more checks to not respond to hopeless things/stop responding if ships move out of range/etc...)
- Tweak the patrol command to be slightly less braindead
- Further look into carriers and fighter response
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My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page

nauttdog
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Re: [MOD] Reaction Force

Post by nauttdog » Mon, 4. May 20, 15:45

Are there any known conflicts, such as with VRO? I've set numerous squads to act as Reaction Force, and haven't had any of them respond to ships in distress.

ScandyNav
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Re: [MOD] Reaction Force

Post by ScandyNav » Mon, 4. May 20, 17:54

nauttdog wrote:
Mon, 4. May 20, 15:45
Are there any known conflicts, such as with VRO? I've set numerous squads to act as Reaction Force, and haven't had any of them respond to ships in distress.
Did you change settings that activate response? By default they set to react on dead ship. :mrgreen: :mrgreen:
Default is 1% and this should be changed to at least 90%.

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Shuulo
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Re: [MOD] Reaction Force

Post by Shuulo » Mon, 4. May 20, 17:59

nauttdog wrote:
Mon, 4. May 20, 15:45
Are there any known conflicts, such as with VRO? I've set numerous squads to act as Reaction Force, and haven't had any of them respond to ships in distress.
no, there should be really 0 conflicting mods unless they try to do something with faction reputation

ShiBDiB
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Re: [MOD] Reaction Force

Post by ShiBDiB » Tue, 5. May 20, 02:01

2.0.1 Released
- Fixes a range check issue causing ships to respond far away if set to patrol sectors
- Adds a check to cancel a response if a ship moves out of range
2.0 Changes
- Subordinates now correctly set their order as reaction force
- Response has been tweaked to more aggressively attack the offending ships
- Ships correctly dock
- Dock while idle now has a purpose even if you're not assigned to a station. Ships will now dock and wait on commander ships.
- Reaction forces assigned to stations now get set as station subordinates (Cleans up your asset list)
- Added a toggle to respond to in system distress beacons or not.
- Ships will always respond to combat in system regardless of if it breaks the damage threshold or if they're set to respond to that type of combat.
- Example usage, large slow reaction force you want to respond if your stations get attacked but not ships because gate travel takes forever. Disable ship response and they will only respond to stations in range AND ships in their sector.
- Ships no longer respond to drones taking damage.
- Responding may reward XP.
- Order will auto refresh if loaded as an outdated version.
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My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page

ScandyNav
Posts: 321
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Re: [MOD] Reaction Force

Post by ScandyNav » Wed, 6. May 20, 00:03

My dragon gone completely crazy with this update. Command was launched on it after i've updated RF.
First it started to attack everyone in range! Then it starts wandering around without any logic path. It looks more like a piracy force, than reaction force now. :mrgreen:
Then it started to spam "awaiting orders" every minute.

Actually it starts attacking not everyone, it shoot down MIN, with whom i have positive relation. Was positive. :mrgreen: :mrgreen:

ShiBDiB
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Re: [MOD] Reaction Force

Post by ShiBDiB » Wed, 6. May 20, 01:15

ScandyNav wrote:
Wed, 6. May 20, 00:03
My dragon gone completely crazy with this update. Command was launched on it after i've updated RF.
First it started to attack everyone in range! Then it starts wandering around without any logic path. It looks more like a piracy force, than reaction force now. :mrgreen:
Then it started to spam "awaiting orders" every minute.

Actually it starts attacking not everyone, it shoot down MIN, with whom i have positive relation. Was positive. :mrgreen: :mrgreen:
Are you using the 3.2 beta patch for the game? I've yet to see that kind of response lol, I haven't had a chance to debug on 3.2 yet tho
-----
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page

ShiBDiB
Posts: 78
Joined: Mon, 7. May 07, 00:12
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Re: [MOD] Reaction Force

Post by ShiBDiB » Wed, 6. May 20, 01:42

2.0.2 Released
- T-Files Added
- German translation provided by LeLeon
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My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page

ScandyNav
Posts: 321
Joined: Wed, 6. Nov 02, 20:31
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Re: [MOD] Reaction Force

Post by ScandyNav » Wed, 6. May 20, 02:03

ShiBDiB wrote:
Wed, 6. May 20, 01:15
ScandyNav wrote:
Wed, 6. May 20, 00:03
My dragon gone completely crazy with this update. Command was launched on it after i've updated RF.
First it started to attack everyone in range! Then it starts wandering around without any logic path. It looks more like a piracy force, than reaction force now. :mrgreen:
Then it started to spam "awaiting orders" every minute.

Actually it starts attacking not everyone, it shoot down MIN, with whom i have positive relation. Was positive. :mrgreen: :mrgreen:
Are you using the 3.2 beta patch for the game? I've yet to see that kind of response lol, I haven't had a chance to debug on 3.2 yet tho
No, it's 3.10.

ShiBDiB
Posts: 78
Joined: Mon, 7. May 07, 00:12
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Re: [MOD] Reaction Force

Post by ShiBDiB » Wed, 6. May 20, 02:04

ScandyNav wrote:
Wed, 6. May 20, 02:03
ShiBDiB wrote:
Wed, 6. May 20, 01:15
ScandyNav wrote:
Wed, 6. May 20, 00:03
My dragon gone completely crazy with this update. Command was launched on it after i've updated RF.
First it started to attack everyone in range! Then it starts wandering around without any logic path. It looks more like a piracy force, than reaction force now. :mrgreen:
Then it started to spam "awaiting orders" every minute.

Actually it starts attacking not everyone, it shoot down MIN, with whom i have positive relation. Was positive. :mrgreen: :mrgreen:
Are you using the 3.2 beta patch for the game? I've yet to see that kind of response lol, I haven't had a chance to debug on 3.2 yet tho
No, it's 3.10.
Hmm interesting... all this order does is use the stock commands when they make sense. So if using it makes it shoot things than it would also shoot them if you issued a normal patrol command.
-----
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page

ScandyNav
Posts: 321
Joined: Wed, 6. Nov 02, 20:31
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Re: [MOD] Reaction Force

Post by ScandyNav » Wed, 6. May 20, 11:17

ShiBDiB wrote:
Wed, 6. May 20, 01:42
2.0.2 Released
That dragon of mine still behave like a patrol. Ignoring docking if idle. Just patrolling. It started after 2.0.1 update and continued into 2.0.2
Will try with another ship.

ShiBDiB
Posts: 78
Joined: Mon, 7. May 07, 00:12
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Re: [MOD] Reaction Force

Post by ShiBDiB » Wed, 6. May 20, 19:53

ScandyNav wrote:
Wed, 6. May 20, 11:17
ShiBDiB wrote:
Wed, 6. May 20, 01:42
2.0.2 Released
That dragon of mine still behave like a patrol. Ignoring docking if idle. Just patrolling. It started after 2.0.1 update and continued into 2.0.2
Will try with another ship.
The dragon is a corvette, does the station it's assigned to have open M docking bays?
-----
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page

ScandyNav
Posts: 321
Joined: Wed, 6. Nov 02, 20:31
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Re: [MOD] Reaction Force

Post by ScandyNav » Wed, 6. May 20, 20:58

ShiBDiB wrote:
Wed, 6. May 20, 19:53
ScandyNav wrote:
Wed, 6. May 20, 11:17
ShiBDiB wrote:
Wed, 6. May 20, 01:42
2.0.2 Released
That dragon of mine still behave like a patrol. Ignoring docking if idle. Just patrolling. It started after 2.0.1 update and continued into 2.0.2
Will try with another ship.
The dragon is a corvette, does the station it's assigned to have open M docking bays?
6S3M dock , so it should be.

Phiolin
Posts: 158
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Re: [MOD] Reaction Force

Post by Phiolin » Sun, 10. May 20, 15:56

Two things that might need to be fixed:
- Whenever my reaction force fleet has killed all targets in range, I get an "Awaiting Orders" voice prompt from them. This adds up significantly to several times per minute, so I permanently have someone whispering "Awaiting Orders" in my ear now. ;)
- When I "Remove All Orders and Assignments" from the reaction force fleet leader, this will only remove the script from the fleet leader but not from all the subordinates. So if you want to remove the command from a larger fleet, you'll have to unassign all the ships, forcing you to rebuild the complete fleet, unless I have missed an easier way to do this...?

ShiBDiB
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Re: [MOD] Reaction Force

Post by ShiBDiB » Sun, 10. May 20, 20:17

Phiolin wrote:
Sun, 10. May 20, 15:56
Two things that might need to be fixed:
- Whenever my reaction force fleet has killed all targets in range, I get an "Awaiting Orders" voice prompt from them. This adds up significantly to several times per minute, so I permanently have someone whispering "Awaiting Orders" in my ear now. ;)
- When I "Remove All Orders and Assignments" from the reaction force fleet leader, this will only remove the script from the fleet leader but not from all the subordinates. So if you want to remove the command from a larger fleet, you'll have to unassign all the ships, forcing you to rebuild the complete fleet, unless I have missed an easier way to do this...?
I will look into these
-----
My Mods
Go Home Drone, Reaction Force, Disable Story, Pay The Builder, Landlord, Training Exercise
Github with the latest (Unstable) Versions
Nexus Page
Steam Workshop Page

talentless
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Joined: Fri, 1. May 20, 23:18

Re: [MOD] Reaction Force

Post by talentless » Sun, 17. May 20, 20:56

Since you are using the gatedistance component property, I have noticed that gatedistance from eighteen billion to grand exchange is 6 and not 1 as you would expect. From Napolios Fortune togrand exchange is 7 instead of 1. Note that this is not symmetric, gatedistances from both EB and NF to GE are 1 as expected. Since you are measuring distance from event to home, if you setup home at grand exchange, which I guess no short number of players will do since it is pretty much the center and where PHQ is located, pretty much your ship will not react to anything out of there unless is towards the Black Hole sun direction.. Have you observed this as well, or is it only hapenning to me?

sandalle
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Re: [MOD] Reaction Force

Post by sandalle » Mon, 18. May 20, 19:38

talentless wrote:
Sun, 17. May 20, 20:56
Since you are using the gatedistance component property, I have noticed that gatedistance from eighteen billion to grand exchange is 6 and not 1 as you would expect. From Napolios Fortune togrand exchange is 7 instead of 1. Note that this is not symmetric, gatedistances from both EB and NF to GE are 1 as expected. Since you are measuring distance from event to home, if you setup home at grand exchange, which I guess no short number of players will do since it is pretty much the center and where PHQ is located, pretty much your ship will not react to anything out of there unless is towards the Black Hole sun direction.. Have you observed this as well, or is it only hapenning to me?
This sounds like the vanilla bugs Eighteen Billion -> Grand Exchange I shortest distance (or how Egosoft successfully created artificial stupidity) and [3.0] Unable to teleport from Eighteen Billion to HQ - Fix in a future build.

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