Trunk does away with AI.plist?

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Switeck
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Trunk does away with AI.plist?

Post by Switeck »

cim wrote:
I suspect these might be assassins instead - could you double check them, please. Debug console of their primaryRole is the easiest, but if that's not available, check the comms message they send you when attacking and their legal status.
They tend to be offenders and fugitives.

According to P(ause) and 0 (entity dump), they're all using nullAI.plist:
16:49:46.000 [universe.objectDump]: Ent: 3 ShipEntity "Python" position: (-213835, -108567, -9860.87) scanClass: CLASS_NEUTRAL status: STATUS_IN_FLIGHT range: 12679.5 (visible: yes) mass 266518 AI: nullAI.plist:GLOBAL

This may be the changeover from AI.plist to scripted (.js?) NPC AI controls...but it's not working very well for some new arrivals -- I see them wander around the witchpoint buoy starting-and-stopping about every 1-5 minutes.

Is this supposed to be normal behavior?
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cim
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Re: Trunk does away with AI.plist?

Post by cim »

Switeck wrote:
Is this supposed to be normal behavior?
Might be - depends on what sort of ship it is. The entity dump message in the latest builds does include the JS AI name as well.
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