[SCRIPT] PiloteAI III.70 (28.09.08)

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Treelor
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Post by Treelor » Wed, 29. Apr 09, 02:43

If it were working in X3TC, it'd be in the X3TC section D:

Believe me, I wish it as much as you do.

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Hellgate
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Post by Hellgate » Wed, 29. Apr 09, 12:32

its seems to be a very nice Script for X3 to be.... but i´m playing TC :evil:

xxx73
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x3tc

Post by xxx73 » Wed, 29. Apr 09, 22:44

dralk wrote:i dont think you have to restart but you might :(
Treelor wrote:Fairly certain a restart is not required, actually.
Thanks for your help :)

That’s good news. I don't want to install all the scripts I want to use from the start, but rather install scripts when I actually need them so I can build up a working base of scripts and mods.

Tore

Sinnerman49
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Post by Sinnerman49 » Mon, 15. Jun 09, 08:11

Arggghhhhh!!! I want this script in TC!!!!

(This was my favorite Reunion script, I loved how the resupply system worked, and with the new script menu control, it could be 100x better!)


:( :( :( :( :(

Buck_Rogers
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Post by Buck_Rogers » Sat, 20. Jun 09, 10:17

Can someone confirm how to set your squadrons up as bombers? I've read the .pdf file and found the section on bombers, but cant seem to enable that option?

Any help?

Edit: Never mind, fixed it myself. Never realised the "bomber" option was new in 3.70. I had 3.57 installed. :oops:
Buck Rogers

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M-K
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x3tc

Post by M-K » Mon, 9. Nov 09, 13:31

Hi folks... I love the idea of "real" AI pilots but in my game they just won't lvl up. I've had a lvl 5 AI on my ship for hours without him getting better. no matter how many wars i get into. anyone got any ideas? coz if not i'll have to dump it for MK III and that would suck a wee bit.

X3-Reunion (Steam)
--->XTM 0.7.5
------>Anarkis Carrier Commands
------>Arena
------>Bail system extension --- removed
------>BBS blueprint offers
------>BBS extras
------>BBS offers
------>BBS project 2
------>Community extended mod pack
------>convoys
------>crystal free SPP
------>Escort
------>Forum Name Library
------>Freight transport upgrade
------>heavy assault technology
------>imperial construction requests
------>Jumpdrive delivery
------>Medusa rapid fire missile interface
------>Overtune BBS
------>Ring of Fire
------>salvage claim software
------>sector takeover
------>universe explorers
------>xone turret control system
------>Xenon migration
EDIT: Combat hud, crewchatter and sensor boost just added

and last but not least:

------>PiloteAI

I know it's alot of scripts but could one of them be causing a problem?

hoping someone has time and is willing to help,
many thanks
M-K


EDIT: Sry about reviving a dead post but *baby issues starting* ME WAN THIS SCRIPT!!!! *baby issues over* ^^
Last edited by M-K on Mon, 9. Nov 09, 18:23, edited 1 time in total.
Cheers, M-K (a.k.a. Wolf)

---Modified---

I hate the Winters in Sachsen

Buck_Rogers
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Post by Buck_Rogers » Mon, 9. Nov 09, 14:30

M-K

I'm not 100% certain, but I think it's the Bail Signal Extension script that is causing you problems. It use's the same SIGNAL command thet PilotAI uses. (i think!!) Try removing that 1st.
Buck Rogers

Vice Admiral of Shadows Haven Alliance (SHA) visit us at:
SHA Forum
Feel free to join my DID
Too often we lose sight of life's simple pleasures. Remember, when someone annoys you, it takes 42 muscles in your face to frown. But only 4 to extend your arm and slap the bugger!

M-K
Posts: 53
Joined: Mon, 1. Mar 04, 18:56
x3tc

Post by M-K » Mon, 9. Nov 09, 14:54

remove it? or just deactivate it in cycrows sm?

EDIT: never mind i removed the script and still it doesn't work. i mean the mod works it just doesn't level them up.
Cheers, M-K (a.k.a. Wolf)

---Modified---

I hate the Winters in Sachsen

Buck_Rogers
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Post by Buck_Rogers » Tue, 10. Nov 09, 11:35

Hang on a mo, you said you have an AI on YOUR ship. As in the one your piloting?

I think I have found the problem. Have you read the .pdf manual? Chapter 11 states one of the options in the AI menu is to wether or not the PLAYER ship can train an AI above level 5. This is set to either yes or no. I'm guessing in your AI menu it is set to No.? Hence why the AI is stuck at level 5.

Thats my final guess anywayz
Buck Rogers

Vice Admiral of Shadows Haven Alliance (SHA) visit us at:
SHA Forum
Feel free to join my DID
Too often we lose sight of life's simple pleasures. Remember, when someone annoys you, it takes 42 muscles in your face to frown. But only 4 to extend your arm and slap the bugger!

M-K
Posts: 53
Joined: Mon, 1. Mar 04, 18:56
x3tc

Post by M-K » Tue, 10. Nov 09, 13:29

Nope already set it to on. Also that I can get bounties... never got one yet.
Cheers, M-K (a.k.a. Wolf)

---Modified---

I hate the Winters in Sachsen

xxx73
Posts: 170
Joined: Wed, 10. Mar 04, 22:16
x3tc

Post by xxx73 » Tue, 30. Mar 10, 23:19

Good evening

Thanks Azz for a wonderful script.

I have a question related to the squad command 'Protect your Base/carrier".
I want to use this command to protect a station and I wonder how the squadron will behave. Reading through this thread I found little information about that command used to protect stations. The information I found was about protection of carriers.
Azz wrote:Squadrons with the command 'Protect your Base/carrier' docked in the carrier can even detect themselves the threat before the carrier still has time, they will go out of the carrier and will go to meet the threat
So what will a squadron set to protect a station do. Will they dock at the station, sit there and wait to a threat appear and then go out to attack?

xxx73
Posts: 170
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Post by xxx73 » Sat, 3. Apr 10, 04:16

hmm..not much happening here... :gruebel: ... I probably should have started to play this game some years back...

Anyway, I try my luck again on some more questions :)

I wonder if PilotAI will work together with Universe explorers and with Economy and Supply Trader (EST) ?

The reason I ask is that in universe explorers the pilots you hire will level up, like in EST, and I know there "was" some problems between PilotAI and EST, mentioned here by Gazz.
Azz wrote:EST uses his own variables to store the state and the experience of the pilot.
With pilotIA, the EST pilot will eject, but its data will be lost in fact.
And in the same way, you will not be able to store and manage EST pilot in your IA database without lossing all is data.
Apart from that, EST will be compatible, and ESt pilot will gain fighting experience as other pilots.

Now, as EST seems to be very interesting, I decided to work on and to take into account the EST pilots data in pilotIA....
You just ned to be a little bit patient....
I hope someone has some experiences using this scripts together or some thoughts about how it will work.
It would be really great to use both EST and Universe explorers with PilotAI :D

Buck_Rogers
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Post by Buck_Rogers » Sat, 3. Apr 10, 20:41

I can confirm that Pilot AI III and Universe Explorers DO work together. Don't know about EST though. As I don't use it.
Buck Rogers

Vice Admiral of Shadows Haven Alliance (SHA) visit us at:
SHA Forum
Feel free to join my DID
Too often we lose sight of life's simple pleasures. Remember, when someone annoys you, it takes 42 muscles in your face to frown. But only 4 to extend your arm and slap the bugger!

xxx73
Posts: 170
Joined: Wed, 10. Mar 04, 22:16
x3tc

Post by xxx73 » Sat, 3. Apr 10, 22:58

Buck_Rogers wrote:I can confirm that Pilot AI III and Universe Explorers DO work together.
That's very good news. Thanks Buck_Rogers.

dienadel
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Post by dienadel » Tue, 20. Apr 10, 19:41

Hi everybody,
I'm using this script (along with XTM and a bunch of other scripts) and I'm very happy with it, it really adds a lot of useful features. Very well done, Azz!

Recently thou I've been running into a very strange problem. My fleet is expanding and I'm creating more and more squadrons, or, I'd like to.

When I add a ship to any squadron whose number is above 7, the command menu of the ship starts acting strangely, it flashes (just like if it's being redrawn very often, like once a second). Sometimes all entries vanish, sometimes I can even spot all entries doubled, for just a second or about. It's very difficult to select entries, and most commands are silently accepted but ignored. If I remove the ship from the squadron (not easy to navigate a flashing menu, but with correct timing and some attempts I can do it), the command menu starts working again.

Ships in squadron 1,2,3,4,5,6,7 work perfectly. I noticed the problem when I tried to create squadron 11 (at the time only 1,2,3,4,5 were defined). I solved the problem creating sq. 6 and moving all ships from 11 to 6. Sq. 7 was ok, but the problem hit again for sq.8. I've tried 9, 10, all have the same problem. It seems the only thing that makes a difference is squadron number.

I've tried running the assign command both IS and OOS, with with different kinds of ships (from M5 to M1), it doesn't seem to make any difference. I tried different ways to bring up the command menu, again no difference.

I'm not new to scripting, I can read the code, I'd debug it myself if only I had an idea of how a script could make the command menu flash (even on purpose, I mean).

Just I wonder if someone else of you encountered the same problem before and/or maybe has any idea of what kind of bug I should look for.

TIA,
.TM.

xxx73
Posts: 170
Joined: Wed, 10. Mar 04, 22:16
x3tc

Post by xxx73 » Sat, 1. May 10, 18:50

Hi guys

I wonder if PilotAI works well with OCS and FCS MK3?
After reading through the threads related to this script, it seem to me that PilotAI and OCS can be used together, and that the same goes for PilotAI and FCS MK3. But I'm unsure about using all three together. Anyone have any thoughts about this?

Tore

Buck_Rogers
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Post by Buck_Rogers » Sun, 2. May 10, 15:28

Lol

I asked the same question a few years back now. You'll find the answer here
Buck Rogers

Vice Admiral of Shadows Haven Alliance (SHA) visit us at:
SHA Forum
Feel free to join my DID
Too often we lose sight of life's simple pleasures. Remember, when someone annoys you, it takes 42 muscles in your face to frown. But only 4 to extend your arm and slap the bugger!

xxx73
Posts: 170
Joined: Wed, 10. Mar 04, 22:16
x3tc

Post by xxx73 » Mon, 3. May 10, 17:43

Buck_Rogers wrote:Lol

I asked the same question a few years back now. You'll find the answer here
Great, thanks again Buck_Rogers.

dienadel
Posts: 25
Joined: Sat, 26. Sep 09, 21:45
x3ap

Post by dienadel » Wed, 5. May 10, 18:46

dienadel wrote:Recently thou I've been running into a very strange problem.
Problem solved. I discovered the flashing was caused by the 'azz.gr.rech.leader' script (changing it does solve the problem, but it introduces other misfunctioning). After some time spent playing with it, I decided there's nothing really wrong with the script, to confirm it I tried a new game and I wasn't able to reproduce the original problem. So it must have been something with my savegames. I decided to reset the group leader configuration (I just set the 'azz.gr.leader' global variable to null then ran the 'setup.azz.gr' script) and everything is fine now (I had to reassign the group leaders of course). I report this just in case somebody else runs into the same problem.

Asbostrusbo
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Post by Asbostrusbo » Fri, 7. May 10, 20:44

Hi

Installed the mod but i have readtext issue in the new pirate bases desciption at least. Not tryed the mod so far.

I have also XTM 7.3 installed.
Tried first to install .spk and later copying fils under folders /t and /scripts.

Any help will be welcomed. Im newbie in mods utilization

:?

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