[Mod] UniTraders Navigation Scripts - Vanilla Replacement
Posted: Tue, 17. Jan 17, 06:16
This Topic is for Feedback and Bugreports for my Navigation Scripts. Since my overall Project is seperated into several Modules i list all Modules required in the Download Section. Some of my other Projects might use one or another Module, too - but the links for each will always point to the same Source.
What these Scripts are about
These Scripts are an alternative for the move.generic, move.park and move.unpark and also supplement the move.follow vanilla Script file with some functionality provided there.
They can do the following things better than Vanilla:
=> Coordination of Movement between Leader and Followers
-> they will jump and Move Simultaneously
-> when passing Gates leader and Followers will wait for each other
=> Jump Gates are passed in a coordinated manner (all Ships enter from its back and exit to the front effectively creating 2 lanes, and sort into a line to pass the Gate)
=> Parking Behavior Optimized: in addition to the overall queue for a Station there is also Waiting Pos for each Docking Position which streamlines the Parking maneuver (each ship flies to the waitng pos while the Park Space is occupied, and can immediately park when the previous Ship unparked. usually this happens before arrival at the wait pos)
=> Idle Behavior improved: during the following times Ships will move forward instead of staing in place, giving more dynamics:
-> Jumpdrive Slow Charge (also includes in vanilla unused slowchare animation)
-> Jumpdrive Charging
-> After Jumpout
=> Workaround for TO DLC: the Big Rock in Verdant Profit is ignored for collision avoidance while passing the Gate, which lessens Nav Issues (NOTE: currently only fully applies to the lead/only Ship - logic regarding that for Followers is in the works)
=> Workaround for HoL DLC: Asteroid Collisions durng Boost result in the Asteroid blowing up. will still result in a slight divertion from Path, but not by much.
Things they cannot do yet:
=> Small Ships are not handled in any way yet (tricky to handle end especially to test properly)
=> Flee Behavior is not included in my Scripts yet, and i didnt look into the results of Vanilla Flee Behavior (which is used tin the presented mod combination) interacting with my Scripts yet
=> No Waiting for Drones (blocking movement in this case is supposed to be the Job of the respective Commander,
Interaction with other Mods
=> Provides an Aditional Expression for Advanced Renaming:
-> $destination => Current Destination Space
Note of Care
These Scripts where extensively tested and optimized by me for a few months by now, but because this replaces the functionality of one of the most elementary Scripts of the Game things might break. I have taken greate care to make this easily removeable by just disabling the Mod/removing the Files though, but please be still careful when using this.
and finally
Download Links (for described functionality all listed Mods are required):
UT CAC Base Navscripts
UT CAC Opt Global Movement Replacement
Github Repo will follow when i have completed the seperation and Testing of all default activte indiviual Modules/Mods i am seperating my Project into.
What these Scripts are about
These Scripts are an alternative for the move.generic, move.park and move.unpark and also supplement the move.follow vanilla Script file with some functionality provided there.
They can do the following things better than Vanilla:
=> Coordination of Movement between Leader and Followers
-> they will jump and Move Simultaneously
-> when passing Gates leader and Followers will wait for each other
=> Jump Gates are passed in a coordinated manner (all Ships enter from its back and exit to the front effectively creating 2 lanes, and sort into a line to pass the Gate)
=> Parking Behavior Optimized: in addition to the overall queue for a Station there is also Waiting Pos for each Docking Position which streamlines the Parking maneuver (each ship flies to the waitng pos while the Park Space is occupied, and can immediately park when the previous Ship unparked. usually this happens before arrival at the wait pos)
=> Idle Behavior improved: during the following times Ships will move forward instead of staing in place, giving more dynamics:
-> Jumpdrive Slow Charge (also includes in vanilla unused slowchare animation)
-> Jumpdrive Charging
-> After Jumpout
=> Workaround for TO DLC: the Big Rock in Verdant Profit is ignored for collision avoidance while passing the Gate, which lessens Nav Issues (NOTE: currently only fully applies to the lead/only Ship - logic regarding that for Followers is in the works)
=> Workaround for HoL DLC: Asteroid Collisions durng Boost result in the Asteroid blowing up. will still result in a slight divertion from Path, but not by much.
Things they cannot do yet:
=> Small Ships are not handled in any way yet (tricky to handle end especially to test properly)
=> Flee Behavior is not included in my Scripts yet, and i didnt look into the results of Vanilla Flee Behavior (which is used tin the presented mod combination) interacting with my Scripts yet
=> No Waiting for Drones (blocking movement in this case is supposed to be the Job of the respective Commander,
Interaction with other Mods
=> Provides an Aditional Expression for Advanced Renaming:
-> $destination => Current Destination Space
Note of Care
These Scripts where extensively tested and optimized by me for a few months by now, but because this replaces the functionality of one of the most elementary Scripts of the Game things might break. I have taken greate care to make this easily removeable by just disabling the Mod/removing the Files though, but please be still careful when using this.
and finally
Download Links (for described functionality all listed Mods are required):
UT CAC Base Navscripts
UT CAC Opt Global Movement Replacement
Github Repo will follow when i have completed the seperation and Testing of all default activte indiviual Modules/Mods i am seperating my Project into.