I am currently trying to create an auton from the star genesis extension. I want to use the Gysol Fighter and I have been able to make it an item, be able to see it in the cargo bay, deploy it and (to some extent) give it orders. Before I put in the inherit= "&baStdAutonBase;" it was able to attack targets and return to escorting my ship. At that time, I only had the squad commands attack target and wait. After I put in inherit= "&baStdAutonBase;" I was able to gain communications to the auton with only the command wait. I was also able to obtain the squad command break and attack. This time however, when I would order the auton to attack, it flies in a straight line and I loose all communications with it (squad and personal).
<ShipClass UNID="&scGysolFighter;"
manufacturer= ""
class= ""
type= "Gysol Fighter"
mass= "100"
cargoSpace= "50"
thrust= "300"
maneuver= "3"
maxSpeed= "20"
rotationCount= "40"
inherit= "&baStdAutonBase;"
leavesWreck= "35"
attributes= "Gysol,GysolFighter,Auton"
>
<Armor>
<ArmorSection start="315" span="90" armorID="&itReactiveArmor;"/>
<ArmorSection start="225" span="90" armorID="&itReactiveArmor;"/>
<ArmorSection start="135" span="90" armorID="&itReactiveArmor;"/>
<ArmorSection start="45" span="90" armorID="&itReactiveArmor;"/>
</Armor>
<Devices>
<DeviceSlot criteria="w" minFireArc= "340" maxFireArc= "20"/>
<Device deviceID="&itGysolParticleRifle;"/>
</Devices>
<Image imageID="&rsGysolFighter;" imageX="0" imageY="0" imageWidth="48" imageHeight="48" imageFrameCount="0" imageTicksPerFrame="0"/>
<Effects>
<Effect type="thrustMain" posAngle="180" posRadius="10" posZ="+0" sendToBack="*" rotation="180" effect="&efFighterThrust;"/>
</Effects>
<AISettings
fireRateAdj= "10"
fireAccuracy= "90"
perception= "4"
noFriendlyFire= "true"
/>
<!-- low thrust
<DriveImages>
<NozzleImage imageID="&rsDriveExhaust;" imageX="0" imageY="0" imageWidth="48" imageHeight="48" imageFrameCount="0" imageTicksPerFrame="0"/>
<NozzlePos x="-43" y="-11"/>
<NozzlePos x="-43" y="11"/>
</DriveImages>
-->
<Language>
<Text id="DeployAck">"\"Gysol Fighter Deployed. Awaiting Orders SIR!\""</Text>
</Language>
</ShipClass>
<ItemType UNID="&itGysolFighter;"
name= "Gysol Fighter;"
attributes= "Auton; MinorItem"
level= "5"
frequency= "common"
value= "4900"
mass= "5000"
description= "The Gysolians built this fighter to help combat the manuverability of other fighter craft."
>
<Image imageID="&rsItems1;" imageX="96" imageY="288" imageWidth="96" imageHeight="96"/>
<Invoke key="A">
(block (auton)
; Create the auton
(setq auton
(sysCreateShip
&scGysolFighter;
(objGetPos gSource)
&svFriendlyAuton;
"auton"
)
)
; Escort ship
(shpOrderEscort auton gSource)
; Identify the item
(itmSetKnown gItem)
; Welcome message
(objSendMessage gSource Nil "Gysol Figher online. Awaiting orders SIR!")
; Remove the item from the player's list
(objRemoveItem gSource gItem 1)
)
</Invoke>
<StaticData>
<autonShipClass>&scGysolFighter;</autonShipClass>
</StaticData>
</ItemType>
That is the code that I have for it. I do not have the <communications> as it is in baStdAutonBase.
Auton help
-
- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
I think I use a custom event handler/ command base for the fighters. If you want the same functionality just inherit from that instead. I'll take a look at the code when I come back from school. (pm me if I don't respond and/or forget to do so though)
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- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
So you've lost all communications and can't tell the auton to come back after it attacks?
Couple things to try:
-remove the auton controller when you create the ship and just keep the auton base
(block (auton)
; Create the auton
(setq auton
(sysCreateShip
&scGysolFighter;
(objGetPos gSource)
&svFriendlyAuton;
)
)
-you can keep the auton base and remove the inherit= "&baStdAutonBase;" but that will return you to your previous functionality
-stick the communications on the ship itself (I think it's possible IIRC) and don't inherit from anything at all, no controller or autonbase.
Couple things to try:
-remove the auton controller when you create the ship and just keep the auton base
(block (auton)
; Create the auton
(setq auton
(sysCreateShip
&scGysolFighter;
(objGetPos gSource)
&svFriendlyAuton;
)
)
-you can keep the auton base and remove the inherit= "&baStdAutonBase;" but that will return you to your previous functionality
-stick the communications on the ship itself (I think it's possible IIRC) and don't inherit from anything at all, no controller or autonbase.
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
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I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
Get on Discord for mod help and general chat
Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
-
- Fleet Officer
- Posts: 1533
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- Contact:
Or you can do the
Nifty " fleet" controller : I like using that one if UG Wingmen is not in my folder
Nifty " fleet" controller : I like using that one if UG Wingmen is not in my folder
Flying Irresponsibly In Eridani......
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
-
- Fleet Admiral
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- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
Instead of "auton" use "fleet"
(setq auton
(sysCreateShip
&scGysolFighter;
(objGetPos gSource)
&svFriendlyAuton;
"fleet"
)
EDIT: I forgot to change "auton" to "fleet" in the first edition of this post. Sorry about that.
(setq auton
(sysCreateShip
&scGysolFighter;
(objGetPos gSource)
&svFriendlyAuton;
"fleet"
)
EDIT: I forgot to change "auton" to "fleet" in the first edition of this post. Sorry about that.
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Get on Discord for mod help and general chat
Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
Get on Discord for mod help and general chat
Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
-
- Anarchist
- Posts: 18
- Joined: Tue Jul 22, 2014 2:06 am
- Location: The space that occupies your ship
So it isRPC wrote:Instead of "auton" use "fleet"
(setq auton
(sysCreateShip
&scGysolFighter;
(objGetPos gSource)
&svFriendlyAuton;
"fleet"
)
EDIT: I forgot to change "auton" to "fleet" in the first edition of this post. Sorry about that.
(setq fleet
(sysCreateShip
&scGysolFighter;
(objGetPos gSource)
&svFriendlyAuton;
"fleet"
)
That is correct right?
-
- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
Nice! Such is modding, but if you have any more questions feel free to ask on the forums.
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Get on Discord for mod help and general chat
Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
Get on Discord for mod help and general chat
Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
-
- Anarchist
- Posts: 18
- Joined: Tue Jul 22, 2014 2:06 am
- Location: The space that occupies your ship
How would I be able to get the "fleet" tag to work? I noticed that the autons in Stdautons.xml don't have any of the tag that I had.
<Invoke key="A">
(block (auton)
; Create the auton
(setq auton
(sysCreateShip
&scGysolFighter;
(objGetPos gSource)
&svFriendlyAuton;
"auton"
)
)
; Escort ship
(shpOrderEscort auton gSource)
; Identify the item
(itmSetKnown gItem)
; Welcome message
(objSendMessage gSource Nil "Gysol Figher online. Awaiting orders SIR!")
; Remove the item from the player's list
(objRemoveItem gSource gItem 1)
)
</Invoke>
I noticed as I was re inputting the code that George only uses
<Invoke key="A">
(rpgDeployAutonFromItem gSource (itmGetStaticData gItem 'autonShipClass) gItem)
</Invoke>
<StaticData>
<autonShipClass>&scAutoSentinel;</autonShipClass>
</StaticData>
Where would I put in the "fleet" tag?
<Invoke key="A">
(block (auton)
; Create the auton
(setq auton
(sysCreateShip
&scGysolFighter;
(objGetPos gSource)
&svFriendlyAuton;
"auton"
)
)
; Escort ship
(shpOrderEscort auton gSource)
; Identify the item
(itmSetKnown gItem)
; Welcome message
(objSendMessage gSource Nil "Gysol Figher online. Awaiting orders SIR!")
; Remove the item from the player's list
(objRemoveItem gSource gItem 1)
)
</Invoke>
I noticed as I was re inputting the code that George only uses
<Invoke key="A">
(rpgDeployAutonFromItem gSource (itmGetStaticData gItem 'autonShipClass) gItem)
</Invoke>
<StaticData>
<autonShipClass>&scAutoSentinel;</autonShipClass>
</StaticData>
Where would I put in the "fleet" tag?
-
- Fleet Admiral
- Posts: 2876
- Joined: Thu Feb 03, 2011 5:21 am
- Location: Hmm... I'm confused. Anybody have a starmap to the Core?
Replace auton with fleet like so:
All fleet does is give you access to different commands.
Code: Select all
(block (auton)
; Create the auton
(setq auton
(sysCreateShip
&scGysolFighter;
(objGetPos gSource)
&svFriendlyAuton;
"fleet"
)
)
Tutorial List on the Wiki and Installing Mods
Get on Discord for mod help and general chat
Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
Get on Discord for mod help and general chat
Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
- digdug
- Fleet Admiral
- Posts: 2620
- Joined: Mon Oct 29, 2007 9:23 pm
- Location: Decoding hieroglyphics on Tan-Ru-Dorem
every ship spawned ingame requires an order to stay around, otherwise they will simply direct themselves to the nearest gate and gate out.Dragonz wrote:I was able to obtain the fleet commands. Is it an automatic command that once the target is destroyed, the autons head to the exit gate?
so, with that code, you have stored an object pointer of the ship inside the "auton" variable. (setq auton blahblah)
all that you have to add now is a shpOrder command:
http://transcendence.kronosaur.com/wiki ... n/shporder
it will be something like:
(shpOrder auton 'escort gPlayership)
Hope this helps.