Unable to continue due to program error.
program state: OnAnimate
program state: updating object
obj class: CShip
obj name: EI100/M-class missileship
obj pointer: 574a8b0
CStandardShipAI
Order: 5
m_State: 32
m_pDest: none
m_pTarget: none
m_pNavPath: FROM: 534bbd8 NavBeacon Eridani-790 (CStation) TO: 532e3e0 Travel Advisory (CStation)
game state: in game
strangest code I ever got
I have since removed the ship from the traffic calls : I THINK it was attacked near the gate but the Ronin have about the same qualities and I rarely mess up with them.
Flying Irresponsibly In Eridani......
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
Oh nice, I've always been wondering what those orders meant. Is there any way to get this though debuglog or transdata by any chance? (*goes off to add this to wiki)
RPC wrote:Oh nice, I've always been wondering what those orders meant. Is there any way to get this though debuglog or transdata by any chance? (*goes off to add this to wiki)
RPC, can we agree to add this to the function legend part on orders? If we get a confirmation from george that they all can be used for the shpOrder function then it would be a natural fit
Ok, go ahead alterecco. I'll add it to the "From George" section in the meantime.
Note: I tried to add the list the way it was done in the other sections, using <code>, but it ended up looking messy so I just used "\\ " in the meanwhile to keep everything in line.
<Events>
<OnAttacked>
;we can not go out like a wimp
(block Nil
(shpCancelOrders gSource)
(shpOrder gSource 'attack aAttacker)
(shpOrder gSource "traderoute") ))
</OnAttacked>
</Events>
Flying Irresponsibly In Eridani......
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
alterecco wrote:Thanks for the list George. Will all of those work for shpOrder?
I'm not 100% sure what works and what doesn't, so I think this should go on the Wiki and we can edit it as we discover more. I know for a fact the following:
1. followPlayerThroughGate, waitForPlayer, and attackPlayerOnReturn are designed to handle wingmen gating with the player. They may or may not work if you issue the order manually.
2. navPath works, but it expects a navPathID, which there is no way to generate currently.
3. "mine" is only implemented by the Ferian ship controller. The default controller does not understand the order. [Long term I want to deprecate these kinds of complex orders and implement it all in script at a higher level. That includes orders like scavenge, tradeRoute, and wander.]
4. The remaining orders should all work (and are very likely used in the source code--search for the order in the source [put a leading single-quote to help disambiguate]).
5. I'm happy to answer more detailed questions as they come up.