Odd. I've used the same trick in the imaginatley titled "killplayerAI" in assassins and it works fine (although I'm having it switch to Attack ship when it finds a target.) That said, I have included another scanforNearstShipwithRole: Player under the update for each state.
Roberto used this script to send the player a message every so often when he is nearby (and I've shamlessly cribbed it for use in my Black Monk Branch!):-
OXPS : The Assassins Guild, Asteroid Storm, The Bank of the Black Monks, Random Hits, The Galactic Almanac, Renegade Pirates can be downloaded from the Elite Wiki here.
Hi Doc
here's a simple AI script i use when testing out angry ships, the script just scans for the players ship and attacks it on sight, i added a sendTargetCommsMessage to the script after spotting this thread to see if it worked and it does seem to, have you tried this command in your script instead of the commsMessage you are currently using?
When I couldn't even get this piece to work, I had to act on an earlier suspicion I had dismissed straight away.
I should never use a ship which I have forgotten to give the role "player" for playtesting anything which involves "scanForNearestShipWithRole: player".
I should never use a ship which I have forgotten to give the role "player" for playtesting anything which involves "scanForNearestShipWithRole: player".
I should never use a ship which I have forgotten to give the role "player" for playtesting anything which involves "scanForNearestShipWithRole: player".
I should never use a ship which I have forgotten to give the role "player" for playtesting anything which involves "scanForNearestShipWithRole: player".
And once more:
I should never use a ship which I have forgotten to give the role "player" for playtesting anything which involves "scanForNearestShipWithRole: player".
300 billboards in Your Ad Here!
Astromines and more in Commies. AVAILABLE HERE along with other Oolite eXpansion Packs.