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GBS Scripting probs


Pugwash
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I'm still working on my convoy protection script

I'm on the second major rewrite after taking onboard Gallion's comments on wings and CPU overhead that AI controlled ships use.

done away with a large wing and now have craft playing follow my leader

but have run in to a couple of problems the major one being that when running the script Bc crashes out to the desttop at irregular intervals

easy you say rephrase the script and watch for errors, yes but the phraser scrolls to fast and off the page, search the forum and find the following link

http://www.bc3000ad.com/downloads/scrollit.zip

but the link is broken Sc please fix or can someone point me to a similar prog

so I print out the scr file and with multi couloured pens work my way through the script but to a first timer at scripting everything looks ok

I'm going to reinstall BC208,patch209,mappak and gbs just incase I've damaged or altered one of the files.

anyone got any other ideas on how to cure this problemn?

EDIT

Thanks for the files SC.

You can find them here :

Under tools on this page

[ 10-18-2002, 01:18 PM: Message edited by: Pugwash ]

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OK, you have sparked my interest in this endeavour. If you dont mind Pugwash, e-mail ye scipt and I'll have a look see. My addy is available within the Fleet Db.

TTFN

------------------

Rear Admiral Gallion

ICV-Graf Spee, Spectre (Antis)

Executive Officer

Spectre Fleet

"You can only love or hate something you truly understand."

Official Tester, Battlecruiser Series

Leader, Team 1

[This message has been edited by Gallion (edited 02-23-2001).]

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A work of caution to all budding scripters make sure your useing the correct scripting doc for you GBS I have 2 copies 07/14/98 and 12/28/99 the earlier one has a bit more detail on syntax extra paramiters etc but some of the command have changed.

now back to this topic

I may be wrong but my probs seem to be conected to the number of active scripted actors in the region I come to this conclution from many hours and I do mean many hours of writing and rewriting this script

In my script I have a convoy of 11 actors and the BC (4*lrt10, generis, jenstar, canlon, scarier, 2*sentry + 40 different cargo item )

The skeleton script creating the actors with cargo and writing all the jumps to the final destination work if I don't launch any shuttles

if I launch shuttles to retrieve cargo from the actors all goes well for a start but after 2 or 3 jumps (earth, jupiter, lyrius, lennen) the game will crash these crashes seem to happen when events are triggered ie say,broadcast or when the screen changes ie after a hyperjump or changing to and from shuttles

If I script any other actors/events mainly hostiles then the script will always crash after a few mins, now if I remove some of the actors from the convoy ie 4 actors 2 transports and 2 escorts the script is stable again.

I know when attacking starstations you have many ai ag actors on screen many missiles many craft of all descriptions I'm not getting any near this many actors so whats going wrong?

Anyone Know if there is some sort of limit or what else could be going wrong.

I have tried the script on 2 other pcs(without sound as I dont have the dos support enabled) with the same results

all other scripts free flight etc work fine

[ 10-18-2002, 01:20 PM: Message edited by: Pugwash ]

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Remember the primary rule - K.I.S.S

The more you script, the more the BC3K engine has to do. The more NPC entities and regions (scripted or BC3K autogenerated) that are active, the more AI and CPU overhead. You do not have to script each and every encounter - only what you as a scriptor want to happen. BC3K autogeneration will take care of random and add a good murphy factor into your script. Another thing, just because a script successfully parses does not mean that there are not any syntax script errors. I recall one in particuliar where you had ... (I am typing this off the top of my head and most likely my sytax is inaccurate, but hopefully you understand what I and getting at)...

quote:

!arrive syganz

capture sygan_ods

or words to that effect, for each system that your convoy enters/arrives. Is this correct script syntax? Yes when parsing a script is concerned but No when it comes to actual gameplay. Remember what you can do and can not do in the game - ods platforms cannot be captured - they can only be destroyed

In the future either post a link to your script or copy/paste the porions that you are having difficulties with.

TTFN

------------------

Rear Admiral Gallion

ICV-Graf Spee, Spectre (Antis)

Executive Officer, Spectre Fleet

"You can only love or hate something you truly understand."

Official Tester, Battlecruiser Series

Leader, Team 1

[This message has been edited by Gallion (edited 02-28-2001).]

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I know keep it simple but I think the basic backbone of the script is very simple even using wings (some of the syntax for the flags was trial and error until the parser would except it and it would also work in a trial script)

I agree BC/Player can not capture _ods but ag actors often do and in the script you looked if I destroyed the _ods before the ai actor with the capture command got to it, it would be captured by somthing of the same caste as the capture ai may have been coincidence but it happened several times without the script crashing.

the script started to crash once I had added another 9 ai actors (hostiles).

I am scripting and play testing on my old PII 350 machine and only when attacking capturing space stations do you get frame rate slow down(havent installed dos support for sound on the Intel840 Dual PIII 800 soundblaster live platinum or 815 PIII866 ON BOARD SOUND)

(I will have to buy a switch or router as the omni cube is playing up and I am loosing keyboard when switching comp only have a printer if the workstations switched on)

Just played the following stripped down script twice, this will play all the way to cygni with Ardent docking dont know about the resolve logic couldn't wait that long

coms from Ark royal work and if I destroy it then Karl is "transported" and I have fleet control.

because I have stripped out all the aggressors you only have ag's to fight especially in hostile regions with space stations, you very soon lose most of the convoy.

the convoy tends to spread out to far to protect without multiple jump orders and signal events to let the convoy reform.

eg signal order1,5

adding other ai actors is simple (or not as it seems) but I still think it's this that makes the script crash?

this is a very basic script which still needs alot of event writing in but if anyone wants a copy to try or adapt or finish they are quite welcome just send requests to

[email protected]

sorted I had put some extra comma's in , the phraser does not pick them up as errors but it seems to cause game crashes

[This message has been edited by Pugwash (edited 03-11-2001).]

[ 10-18-2002, 01:22 PM: Message edited by: Pugwash ]

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Major breakthrough

I think the problem was some extra commas?

But anyway script is developing nicely got abit carried away with some of the Hostiles Had a blast taking out Spectre Hq or in my case not I scripted to many insurgent "Scum" (that will ruffle some insurgent feathers) scripted 2 carriers 6 cruiser and 20 fighters to launch from Spectre and 4 BC Mk II with 64 fighters jump into region.

I'll put a web site together with the scripts and how they have developed

my scripts for download no official download or copyrighted material

Not sure if I need permission from SC I'll include BC300AD copyright info on main page.

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Nice to have another script writer along with Gallion smile.gif"><P>I------------------

Cmdr Jason Cloud

GCV Silver Lining, GENESIS (Moon)

26 Squadron Commander, 2nd squadron

Prime fleet, Gamma Wing

[This message has been edited by Papi (edited 03-07-2001).]

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My congrats go out to you Pugwash biggrin.gif

The first script is the hardest, at least in my experience. Now comes the real challenge for a sciptor - playtesting by other BC players cool.gif

Post the link and I'll have a go at you script.

BTW - keep those scripting skills honed, they may/will come in handy when BCM hits the street biggrin.gif

TTFN

------------------

Rear Admiral Gallion

ICV-Graf Spee, Spectre (Antis)

Executive Officer, Spectre Fleet

"You can only love or hate something you truly understand."

Official Tester, Battlecruiser Series

Leader, Team 1

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Foe those who can not wait I knocked together the website address below

http://www.cmdrpugwash.pwp.blueyonder.co.uk

the script is not finnished but is playable I still have to work out the logic for the resolve and add some more events for the events after Arenis

[ 10-18-2002, 01:23 PM: Message edited by: Pugwash ]

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First complete draft of the script is finnished just updated the site.

On the main page is a link to download all files needed (it will download script 3 and files but its actually script 4)

(just download the file click on the self extracting archive and point it to your scripts folder in the BC300AD instalation folder)

Link is on post above

I'll start to play it latter and see if it works if I find any errors I'll correct them if you find errors please e-mail them to me

[email protected]

many thank to anyone who plays this script

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Keep up Pugwash! I tried your script and I like it! I will dl your new script for sure!

------------------

Cmdr Jason Cloud

GCV Silver Lining, GENESIS (Moon)

26 Squadron Commander, 2nd squadron

Prime fleet, Gamma Wing

[This message has been edited by Papi (edited 03-08-2001).]

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right I've had some feed back already

the first problem reported was that it seemed to be pure luck if your convoy left earthz intact

well I have to admit it was I spent an age trying to prevent con1-con6 (Brazen - Garland) from destroying each other when they jumped the sugested solution was to stagger the convoy start. I dont know why I didnt think of that? (now implemented tried the run to jupiter 4 times and didnt loose a ship)

the second problem was the convoy keeps RTB

This is not a problem its a just a case of doing the right thing. I should have had the Fleet commander broadcasting something like "Disable not Destroy Commander" to give players a clue.

hint DO NOT DESTROY ODS OR SPACESTATIONS

ODS are the worst because you must beat the Ardent to them and very carefully disable not destroy the ODS jump in an Intercepter and do if if you like.

I had between script 3 and 4 addressed this issue and then removed the solution. most of the script for the solution had been left in (!haltorder and !startorder)

I've uploaded a slightly easier version of the script at the site with the hint. Both versions are still available at http://www.cmdrpugwash.pwp.blueyonder.co.uk

the latter has the correction for the convoy start as well.

A suggestion I would make is save the game once a zone change

Played again earlier but kept getting beat up at Pixan Has anyone spotted the TA shield and been able to get it yet I hope I've covered every angle except the obvious I nearly posted the answer then

CYA

The trouble with playtesting yourself is trying all possible variations. I spotted another slight error in the script when warning messages are not broadcast this does not effect the game play but player will be left unsure of what has happened and why their BC is now crippled. If your lucky enough to have saved the game before you entered that region the load it backup and try another approach .

[This message has been edited by Pugwash (edited 03-10-2001).]

[ 10-18-2002, 01:25 PM: Message edited by: Pugwash ]

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Pugwash, I'd like you to join the BCM Beta team, seeing that you have a working knowledge of GBS. Send me your mailing address and details via email to [email protected] and you're in. You can then start using GBS-II with Gallion. The more people in the community, familiar with it, the better.

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Congrats Pugwash biggrin.gif

You have not sent that e-mail yet wink.gif

Welcome to an incredible nightmare cool.gif

TTFN

------------------

Rear Admiral Gallion

ICV-Graf Spee, Spectre (Antis)

Executive Officer, Spectre Fleet

"You can only love or hate something you truly understand."

Official Tester, Battlecruiser Series

Leader, Team 1

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Many thanks SC details on the way.

Back to the script

spent yesterday and this morning playing through the script system time now 22.41 (5hr 41mins game time)

Only had one crash out. this crash could be reproduced time and again on reloading game has something to do with the auto pilot at one point in the game when I gave the order to flyto or attack an enemy spacestation not sure which one it was but it was in Gammulan zone when I hit the "A" key the game crashes same if the autopilot was already on not sure what caused script or something else? but solution was to fly manualy not a problem as I had taken out the ods and was only 400 klicks away.

I did notice during playing that time was extremely short inparticularly capturing Spectre and later in the when capturing the space stations in Grammulan zone if I had not ignored the commands from the script and just kept clearing the way ahead I would not have had enough time. If the feed back is that this is a major prob then I will increase the time

The convoy was jumped on twice by ag actors and I lost the Encounter and Shropshire, Covington was badly damaged and returned to base.

All other craft made it to cygni where a major snafu in the script

cygni had not been captured but was emiting sos so I could capture it

Ardent would not dock just sat there with RTB order

The rest of the script would not fire I'll work on this and paste a replacement script when done

those of you who have downloaded the script have 2 choices wait for the fixed one or play as is and see if you can get to cygni.

cya

Machine I'm playtesting this script on is PII 350 256Mbram SBAWE32 8M 3dcard

Frame rates do drop during some of the combats but not unacceptably. slower machines may have problems

Update the file again (last time I hope)

Bit of a bad day today trashed one system and upset another just when I wanted to do the some homework on the Beta teams

file is at http://www.cmdrpugwash.pwp.blueyonder.co.uk

edit navigate from the home page to downloads for the file

I just edited the link as the file name has changed when I spell checked it and re-phrased.

[ 05-31-2004, 10:27 AM: Message edited by: Pugwash ]

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  • 4 months later...

Hey Pugwash! You should have promoted your GBS dedicated site a bit. There's alot of stuff on it that's very worthy of mentioning.

I intended to have a look at the scripts you made, but decided I wanted to disect that link and have a look on your homepage instead, or whatever it is.

It's a pretty neat little page thing you have there. And reading of all the work you have done on the scripts, besides from what we can read in this thread. My! Must have given quite some headaches working that stuff out. Script logic, I mean.

Though I would like to mention there are some things wrong with it. Nothing major, I think. (and atleast you're consistant with it) The SC doesn't really like typos in the game's characters he created. Since your work is public, somebody may fall over it. For example:

[*]You have a certain Supreme Commander Karl Renies in all of your scripts.

[*]Are the Grammulans perhaps an agressive extra-terestial hardcore rockband that received a Grammy?

[*]In one or more of your scripts you designated the Gammulan crafts with GCV- ... Galcom crafts have GCV-shipname

But one of the best parts of your site is the alternative navigational map you made. Extremely clear on where you can go. It shows the regular jumppoint- and wormhole links, but also the more tricky fluxfield links with their supernovea and blackhole endpoints. I think it's alot more clearer than the one in the manual/appendix. Both thumbs up for this one!

And printing out the map wasn't so bad on my side here. I used Corel Photopaint 9 to stretch to full A4, and a HP640C on normal quality setting. Quite reasonable, I'd say. A bit small on the text part, but no worries. But I guess I'm also lucky with that program.

Pugwash - just edited the link to my page

[ 10-18-2002, 01:30 PM: Message edited by: Pugwash ]

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Hey Pugwash! You should have promoted your GBS dedicated site a bit. There's alot of stuff on it that's very worthy of mentioning.

I intended to have a look at the scripts you made, but decided I wanted to disect that link and have a look on your homepage instead, or whatever it is.

It's a pretty neat little page thing you have there. And reading of all the work you have done on the scripts, besides from what we can read in this thread. My! Must have given quite some headaches working that stuff out. Script logic, I mean.

Though I would like to mention there are some things wrong with it. Nothing major, I think. (and atleast you're consistant with it) The SC doesn't really like typos in the game's characters he created. Since your work is public, somebody may fall over it. For example:

[*]You have a certain Supreme Commander Karl Renies in all of your scripts.

[*]Are the Grammulans perhaps an agressive extra-terestial hardcore rockband that received a Grammy?

[*]In one or more of your scripts you designated the Gammulan crafts with GCV- ... Galcom crafts have GCV-shipname

But one of the best parts of your site is the alternative navigational map you made. Extremely clear on where you can go. It shows the regular jumppoint- and wormhole links, but also the more tricky fluxfield links with their supernovea and blackhole endpoints. I think it's alot more clearer than the one in the manual/appendix. Both thumbs up for this one!

And printing out the map wasn't so bad on my side here. I used Corel Photopaint 9 to stretch to full A4, and a HP640C on normal quality setting. Quite reasonable, I'd say. A bit small on the text part, but no worries.

Pugwash - Just edited the link to my home page

[ 10-18-2002, 01:53 PM: Message edited by: Pugwash ]

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Hopefully anyone interested in GBS will have read this section of the forum and out of curiosity checked the links.

I call the typo FFS (fat finger syndrome) can't hit one key at a time

I left all the errors in the scripts as they progressed so script 1 will have more typos, syntax, coding etc errors than script 2 hopefully.

one script should follows on from the previous, and show the errors I corrected and sometimes complete sections being rewritten.

Script 5 should be the final and working script although script 4 worked as designed right up to the last battle which failed to materialise.

I can't remember if 5 was the final script or if that got corrected. I did play script 5 up to the last battle I think it takes around 7 hours of game play to get to that point, if I remember right some of the battles last up to an hour.

I then went on to GBS-II and BCM Beta

I recently changed the layout (this week) of the pages and anyone on the Beta will recognise the colour scheme.

I just spotted the scripts aren't laid out correctly so may go and add the code tag.

Did you download my original rar version on the link or the just take the .jpg from the page.

The rar obviously has all the Map detail in it.

I made it with MSPaint and every time I made to many changes the program wouldn't let me save "not enough memory" error.

I print it out with Kodakimaging "to fit page", no margins and select A4 landscape from the rar file, everything is perfectly clear and in focus although I have to agree some of the fonts are a little on the small side.

I've been trying to split it into 4 A4 pages as that was the format of the file I started from but have not had much success yet.

I'll have to find a better program to do it with Kodak is capable of doing it but keeps giving errors?

I also noticed that 4 caste names are missing from the map which I corrected but have not uploaded the new file.

I've been working on some new pages this week which will be upped when BCM goes gold.

5 main pages and 60 sub pages and that doesn't include the GBS-II pages which will include a version of the original BC3K ACM script that is identical to the original and one that has a couple of changes (SC permitting).

I've not quite finalised the page layouts yet and some will probably change as BCM changes.

the rar file Galaxy Map (140k in rar format) has been reduced in height by aprox 25 % and width 30% and then compressed down from 28Meg to 450K to produce the web page jpg so for anyone who wants a copy I think you would be better taking the original rar file.

[ 07-21-2001: Message edited by: Pugwash ]

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Just watch out for those Black holes

Super Nova's are safe they just mean it takes you one more jump if your lucky but Black holes are death.

I don't know what the probability of hitting a black hole against a safe route is, but hopefully you get a safe route more time than death.

I just uploaded the map with the missing caste names for download but haven't altered the jpg on the web page, checked for the typo's the last script only had the Karl Reines typo so I must of corrected the others.

I put the code tag in only on script5 as I had to manually remove the break tags from each line it now displays as its coded

CYA

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No, I just grabed the 450kb or so .jpg file, saved it to disk and opened it in Photopaint. Went to print preview, fit to fill, checked to see if everything looked good (it did), and viola, pretty clear hardcopy. I know this is of little use for anybody else, not having the same specs, but I'm not really good with this graphic stuff. My brother has those genes.

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I just spell checked all the files and the web pages as I spotted a few more spelling mistakes, don't know why I didn't spell check them in the first place.

I've re-phrased the files and Rared them but given them a new name so if anyone has posted the link to script_4_and_files it doesn't exist anymore it is now Script5.exe

The location:home page

edit goto the home page and navigate to downloads for the file

[ 05-31-2004, 10:30 AM: Message edited by: Pugwash ]

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hey, I just checked out that flux fields map for the first time - pretty cool!!

Pugwash, I've sent you scrollit via email, also added your site to the main links page.

btw, I use a console program called Take Command/32 from JP Soft and it has a scrollable history window which also captures screen output depending on the configured buffer. This makes Scrollit obsolete. Its trialware. Highly recommended. Don't forget to configure your console programs (e.g. prepare.exe, playmod.exe etc) as Caveman apps.

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