Hi,
I just need a bit more scripting advice.
Does anyone know how bounties are awarded when you kill an offender/fugitive? There is a bounty specified in the shipdata.plist, but this doesn't seem to relate to the bounty actually paid. Is it a maximum?
Is it possible to set a fixed bounty for an OXP ship, and if so, how?
Bounties
Moderators: winston, another_commander
- Smivs
- Retired Assassin
- Posts: 8408
- Joined: Tue Feb 09, 2010 11:31 am
- Location: Lost in space
- Contact:
Bounties
Commander Smivs, the friendliest Gourd this side of Riedquat.
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Re: Bounties
I noticed the wiki was quite short in this so I added two lines. The bounty entry is always used as the ships bounty except when the ships are added as pirate or trader. Than a new bounty is set. Since 1.73 this is linked to the "auto_ai" key. When set to yes, those ships get their default role and default bounty, when set to no, the ships keep their defined AI and bounty.Smivs wrote:Hi,
I just need a bit more scripting advice.
Does anyone know how bounties are awarded when you kill an offender/fugitive? There is a bounty specified in the shipdata.plist, but this doesn't seem to relate to the bounty actually paid. Is it a maximum?
Is it possible to set a fixed bounty for an OXP ship, and if so, how?
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- Smivs
- Retired Assassin
- Posts: 8408
- Joined: Tue Feb 09, 2010 11:31 am
- Location: Lost in space
- Contact:
Re: Bounties
Sorry, I'm being dim...so if I set my Pirate to 'auto ai = no' it will stay a pirate and the bounty specified in the shipdata.plist will be paid, is that right?Eric Walch wrote:When set to yes, those ships get their default role and default bounty, when set to no, the ships keep their defined AI and bounty.
Commander Smivs, the friendliest Gourd this side of Riedquat.
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Re: Bounties
Forget what I said. It is only true when a script adds a pirate. The default added pirates always get a default bounty. The only way to overrule that is by adding a ship-script that sets the bounty for that ship.Smivs wrote:Sorry, I'm being dim...so if I set my Pirate to 'auto ai = no' it will stay a pirate and the bounty specified in the shipdata.plist will be paid, is that right?Eric Walch wrote:When set to yes, those ships get their default role and default bounty, when set to no, the ships keep their defined AI and bounty.
When using your own custom role to add ships, the bounty in shipdata is always used, but seeing your question I assume we are talking about ships that are going be added as pirate.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- Killer Wolf
- ---- E L I T E ----
- Posts: 2279
- Joined: Tue Jan 02, 2007 12:38 pm
auto AI is used (AFAIK) when you have several roles in a ship's Role attribute : you can have you ship as a trader or pirate for eg, and when the ship is selected as one of those roles it will be assigned the correct AI. if you have a Bounty attribute, it is assigned if the ship is given the Pirate role but isn't used for other ships, i believe. not sure how it refers to the amount the game awards for a kill tho, i'd assumed that WAS the amount you got :-/
- Smivs
- Retired Assassin
- Posts: 8408
- Joined: Tue Feb 09, 2010 11:31 am
- Location: Lost in space
- Contact:
Re: Bounties
That's right. Without giving too much away, I'm introducing a ship which can be bought, but if encountered in-game is always a pirate or bounty hunter spoiling for a fight. I've specified the pirate AI as that seemed the most appropriate, and want to have a specific bounty awarded if you kill one. Also, is there any way of making them more aggressive?Eric Walch wrote:
When using your own custom role to add ships, the bounty in shipdata is always used, but seeing your question I assume we are talking about ships that are going be added as pirate.
I'm pretty ignorant about AIs, but I could probably do something like import the pirate AI into my OXP and manage a few tweaks here and there if I knew what I was doing. Any simple suggestions?
Commander Smivs, the friendliest Gourd this side of Riedquat.
- Eric Walch
- Slightly Grand Rear Admiral
- Posts: 5536
- Joined: Sat Jun 16, 2007 3:48 pm
- Location: Netherlands
Re: Bounties
The best way to attach a specific bounty is by giving your ship a custom js-script. There must be plenty examples of ship scripts around. The script must than include:Smivs wrote:and want to have a specific bounty awarded if you kill one. Also, is there any way of making them more aggressive?
I'm pretty ignorant about AIs, but I could probably do something like import the pirate AI into my OXP and manage a few tweaks here and there if I knew what I was doing. Any simple suggestions?
Code: Select all
this.shipSpawned = function()
{
this.ship.bounty = 1234;
delete this.shipSpawned;
}
About aggressiveness: No script or AI has influence this. Attack strategies are hard coded in the engine. Ships can have two lines of strategies, randomly set on ship creation but unchangeable by any script or code.
UPS-Courier & DeepSpacePirates & others at the box and some older versions
- JazHaz
- ---- E L I T E ----
- Posts: 2991
- Joined: Tue Sep 22, 2009 11:07 am
- Location: Enfield, Middlesex
- Contact:
Re: Bounties
Smivs wrote:That's right. Without giving too much away, I'm introducing a ship which can be bought, but if encountered in-game is always a pirate or bounty hunter spoiling for a fight.
Surely the easiest way to do this is to have two ships. A player version and a pirate version.
JazHaz
Thanks to Gimi, I got an eBook in my inbox tonight (31st May 2014 - Release of Elite Reclamation)!Gimi wrote:Maybe you could start a Kickstarter Campaign to found your £4500 pledge.drew wrote:£4,500 though! <Faints>
Cheers,
Drew.