I'm trying to set up a convoy of fugitives. Using linerAI.plist
and linerescortAI.plist results in mayhem, with everyone trying to kill everyone else. If I remove the bounty from each ship, they seem to gather together, but if you attack them Oolite crashes. Any ideas?
Convoy AI
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- Uncle Reno
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Well, my first guess would be to look how the escorts determine their targets, perhaps that will point the way to why you get infighting.
What error message, if any, do you get before it crashes?
What error message, if any, do you get before it crashes?
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- LittleBear
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Are you calling the escorts as escorts in Shipdata? If so they go to escortAI even if you give them a different one. escortAI can switch to route1patrolAI, which has a ScanforOffenders in it. That would explain why they are attacking each other. Maybe spawn them together with an AddShipsWithinRadius using a custom role with script and have a scanforNearestShipwithRole : specialpirate (or whatever) and a setdesiredrange to in AI might keep 'em together.
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- Arexack_Heretic
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convoy
You may want to look in the scripters' cove,
I started on a convoyAI there (WIP).
They basically each scan for all ships with rank above them and follow the first found.
I started on a convoyAI there (WIP).
They basically each scan for all ships with rank above them and follow the first found.
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- Commander McLane
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Re: convoy
@ johnsmith: A well-meant advice:Arexack_Heretic wrote:You may want to look in the scripters' cove,
I started on a convoyAI there (WIP).
They basically each scan for all ships with rank above them and follow the first found.
If you copy and use A_H's code, make sure you have eliminated the bugs in it.
@ A_H: Happy birthday, Arnoud! (I haven't forgotten you.)
And BTW, the convoyAI is not in the scripter's cove.
- Arexack_Heretic
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- Commander McLane
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Not quite, you started it with a sript that should disable legalStatus in anarchy systems, but restore it in lawfull systems as an example project, and no other examples were added later, apart from a few lines of code.