Saleza Aeronuatics AI bug?

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Chaky
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Saleza Aeronuatics AI bug?

Post by Chaky »

As I was strolling trough the AI plists, I saw this in rigel-patrolAI.plist:

(Line 5)

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"GROUP_    _TARGET" = (setTargetToFoundTarget);
Shouldn't it be

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"GROUP_ATTACK_TARGET" = (setTargetToFoundTarget);
?

Also, same AI was ported to RS, with same "GROUP_ _TARGET" typo.


P.S. There is no Saleza Aeronuatics thread, so I made this thread to let Ramirez know... and everybody else.
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Ramirez
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Post by Ramirez »

Good spot - don't know how that happened as I think I copied the AI from a standard police patrol plist. The typo only appears in the docking state so it's unlikley to come up in-game, but I'll apply and upload a fix.
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Eric Walch
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Post by Eric Walch »

Ramirez wrote:
Good spot - don't know how that happened as I think I copied the AI from a standard police patrol plist. The typo only appears in the docking state so it's unlikley to come up in-game, but I'll apply and upload a fix.
It does influences turret behaviour as they only fire at chosen targets.
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Mauiby de Fug
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Post by Mauiby de Fug »

A few things that came up in my log file...

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[ai.load.failed.unknownAI]: Can't switch AI for <ShipEntity 0xa249aeb8>{"Saiph Interceptor"} to "SaiphAI.plist" - could not load file.

[script.javaScript.warning.ooliteDefinedError]: ----- JavaScript warning (<unidentified script>): The event handler shipLostTarget has been renamed to shipTargetLost. The script rigel.js must be updated. The old form will not be supported in future versions of Oolite.
[script.javaScript.warning.ooliteDefinedError]:       (null), line 0.
[script.javaScript.exception.ooliteDefinedError]: ***** JavaScript exception (rigel.js 1.0): Error: Ship.awardEquipment: Invalid arguments ("EQ_RMB_INTERCEPT_MISSILE") -- expected equipment type.
[script.javaScript.exception.ooliteDefinedError]:       /home/robert/.Oolite/AddOns/Saleza v2.2.oxp/Scripts/rigel.js, line 24.
The saiph thing I think I've mentioned before somewhere, and is simply a case sensitive issue; all you need to do is rename SaiphAI.plist to saiphAI.plist in the shipdata.plist, line 292
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Ramirez
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Post by Ramirez »

Thanks Mauiby, I've corrected the saiphAI line and have uploaded v2.3.

Rigel.js is a test script that I'd disabled but didn't remove outright. I was trying out an idea for a rotary launcher, where you only have one missile pylon but the ship's computer selects and loads an appropriate missile based on the target's speed or size (or indeed any other attribute that javascript can get access to). I've removed the script to avoid further log errors.
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Mauiby de Fug
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Post by Mauiby de Fug »

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[script.load.notFound]: ***** Could not find a script file named rigel.js.
You forgot to remove

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	<key>script</key>
	<string>rigel.js</string>
from the shipdata.plist, lines 283 and 284
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Captain Patrick
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Re: Saleza Aeronuatics AI bug?

Post by Captain Patrick »

Often while I'm tarrying at a Constore or other Station in Galaxy 1 (so far), a Saiph Interceptor with Fugitive Status and a 1000 cr bounty will drift up and start nudging at me like a lost puppy (bump, bump, bump). Is this normal behaviour?

Possibly relevant OXPs loaded: Saleza Aeronauthics 2.3, Trident Down 2.1.
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Re: Saleza Aeronuatics AI bug?

Post by Fatleaf »

Captain Patrick wrote:
Often while I'm tarrying at a Constore or other Station in Galaxy 1 (so far), a Saiph Interceptor with Fugitive Status and a 1000 cr bounty will drift up and start nudging at me like a lost puppy (bump, bump, bump). Is this normal behaviour?

Possibly relevant OXPs loaded: Saleza Aeronauthics 2.3, Trident Down 2.1.
So euthanize the lost soul and collect the spoils :twisted:
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