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NPC wormholes not near NPC ships?

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Switeck
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Re: NPC wormholes not near NPC ships?

Post by Switeck »

I was wanting the entire group + escorts to follow the leader out, so...
For testing, I changed my exitingTraderAI.plist file for this part:

Code: Select all

	"EXIT_SYSTEM" = {
		"ENTER WORMHOLE" = (enterTargetWormhole, wormholeEscorts, wormholeEntireGroup);
	};
Apparently there's a conflict because I get this:

09:18:27.796 [ai.error.recursion]: ***** ERROR: AI dispatch: hit stack depth limit in AI exitingTraderAI.plist, state EXIT_SYSTEM handling message ENTER WORMHOLE in context "wormholeGroup", aborting.
09:18:27.796 [ai.error.recursion.stackTrace]: 0 <ShipEntity 0x1a4f3560>{"Anaconda"} - exitingTraderAI.plist:EXIT_SYSTEM.ENTER WORMHOLE (wormholeGroup)
09:18:27.796 [ai.error.recursion.stackTrace]: 1 <ShipEntity 0x1a4f3560>{"Anaconda"} - exitingTraderAI.plist:EXIT_SYSTEM.WITCHSPACE OKAY (performHyperSpaceExit)
09:18:27.796 [ai.error.recursion.stackTrace]: 2 <ShipEntity 0x1a4f3560>{"Anaconda"} - exitingTraderAI.plist:EXIT_SYSTEM.ENTER WORMHOLE (wormholeGroup)
09:18:27.796 [ai.error.recursion.stackTrace]: 3 <ShipEntity 0x1a4f3560>{"Anaconda"} - exitingTraderAI.plist:EXIT_SYSTEM.WITCHSPACE OKAY (performHyperSpaceExit)
09:18:27.796 [ai.error.recursion.stackTrace]: 4 <ShipEntity 0x1a4f3560>{"Anaconda"} - exitingTraderAI.plist:EXIT_SYSTEM.ENTER WORMHOLE (wormholeGroup)
...
09:18:27.796 [ai.error.recursion.stackTrace]: 33 <ShipEntity 0x1a4f3560>{"Anaconda"} - exitingTraderAI.plist:EXIT_SYSTEM.UPDATE (periodic update)


Should it just be wormholeEscorts OR wormholeEntireGroup but not both?
Last edited by Switeck on Thu May 26, 2011 2:25 pm, edited 1 time in total.
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Re: NPC wormholes not near NPC ships?

Post by Disembodied »

Potential stupid question (potential stupid questioner): would it be possible to turn the NPC hitch-hikers into escorts of the NPC that created the wormhole? Can escorts be created on the fly, as it were, and then (if necessary) de-escortified later?
Switeck
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Re: NPC wormholes not near NPC ships?

Post by Switeck »

It'd make more sense to me for them to join the same group but not become escorts. Otherwise, 6+ ships might be trying to "escort" the one that made the wormhole, which would be a flying formation not included in shipdata.

This could be done with .js code for either making them escorts or members of the same group, but when would you time doing this?
Wouldn't you need to do that even before the wormhole is made to catch the wormholeEscorts or wormholeEntireGroup messages?
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Re: NPC wormholes not near NPC ships?

Post by Commander McLane »

I don't think that you can create escorts in JS. It is however possible to combine ships into a group.
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Re: NPC wormholes not near NPC ships?

Post by Eric Walch »

Switeck wrote:

Code: Select all

	"EXIT_SYSTEM" = {
		"ENTER WORMHOLE" = (enterTargetWormhole, wormholeEscorts, wormholeEntireGroup);
	};
Apparently there's a conflict because I get this:

Code: Select all

09:18:27.796 [ai.error.recursion.stackTrace]:    0  <ShipEntity 0x1a4f3560>{"Anaconda"} - exitingTraderAI.plist:EXIT_SYSTEM.ENTER WORMHOLE (wormholeGroup)
You create a recursion. The command wormholeEntireGroup is creating a "ENTER WORMHOLE" message itself.

It is the same as using a 'groupAttackTarget" command inside a "GROUP_ATTACK_TARGET" message.
Switeck
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Re: NPC wormholes not near NPC ships?

Post by Switeck »

Ok, I guess wormholeEntireGroup isn't necessary. wormholeEscorts should be ok though, since the Anaconda isn't an "escort".
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Re: NPC wormholes not near NPC ships?

Post by Commander McLane »

I think you just shouldn't use any wormholeFoo command inside "ENTER WORMHOLE". Its correct use is inside "WITCHSPACE_OKAY".
Switeck
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Re: NPC wormholes not near NPC ships?

Post by Switeck »

There's a problem with doing that:
I'm not sure enterTargetWormhole or enterPlayerWormhole ever generates "WITCHSPACE UNAVAILABLE", "WITCHSPACE BLOCKED" or "WITCHSPACE_OKAY" message. (It would only generate one of those 3 if any.)

Which is why the escorts get left behind when their mother enters another ship's wormhole.
Switeck
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Re: NPC wormholes not near NPC ships?

Post by Switeck »

Any chance this disappearing NPCs can be improved in the future?
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