tinyromeo
Active Member
10/01/13
YOU WILL NEED TO DELETE YOUR OLD CONFIGURATIONS WHEN UPDATING
Config will now add basic defaults for most modules for ease of use (they can be changed)
Configurations are now per ship so when a toon jumps ship they can have a completely different bunch of settings.
Added button Retreat - Left click: Warps to within 100 km of the nearest moon ; Right Click: Sets destination to bookmark labeled Home (autopilot takes over from there)
Added a master toon swapping button, must be left clicked then right clicked from the client you want to be the master
Added mining support for mining lasers (This will handle targeting, crystals, and activation only, you are responsible for the cargo) Asteroid mining only (no gas or ice yet)
A few bug fixes dealing with assisting and targeting
08/04/13
Orbiting updated to accept 0 to keep slaves from moving
07/30/13
Back and better than ever! This is all new, completely rewritten from the ground up. Delete the old one (well maybe save it for backup for now).
While most of the core features behave the the same, I have added much, and improved upon much more so please read thoroughly. Lets get started!
Intro -
This script is intended to remove the mundane tasks associated with multiboxing (targeted for missions, but should handle all types of rats, and will handle pvp on a manual level) and to mirror commands from a main client to slave clients (wow multibox style)
Includes, but not limited to Module activation, drone management, locking and targeting, destination and autopilot, and a built in salvager.
First usage -
Save the files to a folder named yamfa
type this into the console - relay all run yamfa/yamfa
endscript by pressing x on the ui. (relay all endscript yamfa)
open the folder yamfa and edit the configurations for each of your pilots (only need to be done once) (note if modules are missing, undock your crew, and try again)
relay all run yamfa/yamfa
smoke bitches.
Configurations -
FirstTime - Leave it, thats so the script knows to generate a file or not
Autopilot - TRUE/FALSE - I have autopilot features for the salvager set his to FALSE
Undock - TRUE/FALSE - I would still leave this TRUE for the salvager (opinion only)
Defense - TRUE/FALSE - Activate modules labeled Defense, with a fleet tag, or with an Entity Name
Speed - TRUE/FALSE - Activate modules labeled Speed (reserved for ab/mwd labeled Propulsion Module in config)
Autolock - TRUE/FALSE - Master will lock targets automatically so you don't have to
Locking - TRUE/FALSE - Process any/all locking functions
Targeting - TRUE/FALSE - Follow the master's target
Shooting - TRUE/FALSE - Should this toon be using Offense/Auto modules
Drones - TRUE/FALSE - Should this toon use drones (offensive drones only please scout/ewar/etc no salvs or support and just leave false for the salvager)
Blackout - TRUE/FALSE - Will disable 3DDisplay and Texture Loading, increases fps, sometimes texture loading doesn't come back on until after client restart fyi
Unload - TRUE/FALSE - Whether or not to empty the cargo hold when docked (meant for the salvager, but hey if you like clean cargo holds)
Pulserate - # - Script speed. Any whole number, start with 2/3 your FPS, you can bring it down, but this will start doing funny things more on this later...
Role - Master/Slave/Salvager - Logistic is now a slave with locking targeting shooting... set to false. Master is for the one toon who decides what to lock
Shieldpct/Armorpct - 0-100 - When an active self repper is equipped this is the relative percentage of health it should start repping on.
Capmin/Capmax - 0-100 - Percentages of cap to turn on/off Speed and Self Repping modules only
Orbit - 0, 100-100000 - Distance for slaves to orbit master (in meters) Set to 0 for slaves to hold still
Mastername - The name of your Master character
Mastersession - "echo ${Session}" - Generally it is something like is1 or is19, only important if you want the console spam from everyone.
Next is your ship and modules (modules can now be configured per ship and will appear as another section)
Modules can accept the following values -
Offense - Will shoot with/when the master activates their Offense modules (Master module is no longer necessary)
Auto - Will be activated as soon as there is a target present (for farm mode combine with autolock on the master, and auto on all slave modules... epic)
Defense - Will be activated as soon as defense is unpaused (use for gang links, hardeners, comps etc)
Shield - Used for active shield boosters, cap and health auto managed based on values above
Armor - Used for active armor reppers, cap and health auto managed based on values above
Speed - Used for "Propulsion Module" ab/mwd, cap management and will only be activated if you are approaching something (note not just moving, approaching/orbiting/keeprange)
FleetTag - Enter any fleet tag but zero (A-J X-Z 1-9) this will activate the module on a fleet tag as soon as it appears and defense is unpaused
Entity Name - Enter any entity name, or character name, any name, module will be activated on the entity when present and defense is unpaused. This is intended for logi chains, but "should" work in any way you can dream it to (shouldn't be case sensitive, but cmon, just do it). NO CAP MANAGEMENT HERE
Tractor - For tractor beams
Salvager - For salvagers
Miner - For asteroid mining lasers
None - Ignored
The UI ----------------------------
Now appears on all screens, as now it doesn't really matter who sends these new commands so hooray
Button presses now have a more visual response
For switching pause states I use left click to pause and right click to unpause. It feels weird at first, but I prefer it to be harder to turn on than turn off
Again... Left click off, right click on
Think of the config as your electric breaker and the ui as a light switch, if the breaker (config setting) is off the light switch won't do much (ui), but even if the breaker is on the light switch needs to be toggled in order to get light.
X - relay all endscript yamfa
Defense - Toggle defensive, fleettag, and entity named modules
Shooting - Toggle offense and auto modules
Autolock - Toggle the new auto lock feature on the master
Drones - Toggle drone use
Gate -
Left click: everyone approaches the gate if in sight (the salvager will not obey this)
Right click: everyone activates the gate (eve defaults approach then activate when in range so careful eve will store this command)
Salvager -
Left click: Salvager activates autopilot
Right click: Salvager tries to in this order - Activate gate, Warp to master, or activate autopilot
Stop -
Left click: relay ALL stop ship (same as ctrl+space or the stop button on your HUD) spam if you like its just stop ship
Right click: relay all Clear All Waypoints (there is no button for this in eve so careful on the spam, only need it once anyways)
Retreat -
Left - All ships warp to within 100k of the nearest moon
Right - Everyone sets destination to a bookmark labeled Home
M! -
Master swap, press this button on the toon you wish to become master
Must be left clicked then right clicked (stupid I know)
The empty box - Type in a bookmark or system name and hit enter and everyone sets destination there
Anything toggled on by the ui will be toggled off at the start of warp, it can be toggled back on during warp, but this is to prevent your crew from firing up in front a station or gate. A little pesky at first, but trust me it is for the best.
Features/changes -
The master relays all of its locked targets, locking targets, targeted target and shot at target to the slaves who will follow along
The master can now Autolock, starts with sentries, bs, bc, cruiser, dessie, then frig (not players, just rats)
Drone health is monitored and drones are recalled when injured (stupid smart new ai lol)
Drones no longer "engage" they guard, a toon will call for guarding when they are red-boxed (shot at not just targeted)
Cap and health management with shield/armor reppers
Auto module activation when toggled and configured
Slaves can Autoshoot, set your weapon to Auto and when a target is acquired it is shot at
Ui had an update to make it more visually responsive and no longer requires to be on the master so appears on all screens
Destination and autopilot are no longer relayed it is controlled on the individual level
Now if a destination is set the toon will engage autopilot or undock on its own, hence the box in the ui, just send one command (salvager should set autopilot to FALSE he has a button)
Hidden feature! If you promote someone to fleet commander and they have a mission, they will warp the fleet to it, just demote them afterwards.
Salvager!
I am going to stop and tell a story about contraband. I am having a hard time deciding how to deal with contraband in my script. Right now what you should do is allow the salvager to loot contraband (there is a pop up message you have to say yes and don't show again), when the script senses a warp out and you have contraband in your cargo, it will terminate the warp and jettison the contraband, you then have to reissue the warp command. It works fine, however, one day my salvager was merrily waiting at the stargate for a warpin command when he found a blue cargo container. Being the loyal salvager he is he tractored it in and looted it. It was contraband, and he was immediately dispatched by the customs agents surrounding him. So moral of the story is, don't leave the script unattended in improper areas. I will work on a better contraband system, but for now this is what I have.
I know a lot of you applied bandages to yamfa over the time I was away. Hopefully I have simplified this for you. The code is a lot less sloppy in my opinion, but hey live and learn. I am no professional, just a schmuck with a keyboard who wants something different than whats available, and is willing to share. I already see many things I can do differently already, but I am not ready to rewrite or overhaul at the moment, everything works great.
Tips on usage -
If modules are not activating properly make sure to exit the script and rerun it while in space. I cannot get certain module information while docked.
Pulserate is based on framerate. It is basically the number you entered plus a random (1 - your number) and is used as a frame counter. If you have variable framerates for active and hidden sessions that will affect the script. I recommend setting up a new team with fixed framerates for all characters regardless of being active or hidden. Also locking them at lower framerates can increase performance across the board. For instance my team is locked at 20 fps and they stay 20 fps no matter the situation, rather than having wild fluctuations. Otherwise it is best to set the pulserate based on active framerate so that hidden are at half speed rather than active at double speed. At 2/3 your fps you will get pauses of 2/3 sec to 4/3 sec.
Keep your roles pure, don't mix salvagers or guns or remote assistance modules. This is untested and unsupported, and bad things very likely will occur.
Set master with autolock, and all offensive modules on all toons to auto and it will clear out a mission for you.
Set the salvager to undock, but not to autopilot, he has a button you can push for it later.
Logistic chains are easily set up by assigning modules with character names.
While a lot of cool stuff can be found lying around at gates, so can a lot of bad things, the salvager is always waiting and he will pick up stuff like contraband. Don't worry he checks loot rights, but don't leave him unattended at gates or stations... just in case.
Autolock will not lock players, BUT IF YOU DO, the slaves will too!!! Careful with auto modules!
After the pm I received I don't think I explained logistics well enough.
Logistics are not internally supported they are completely based on the module settings
Set all logistics' lock/target/shooting to false (anything offensive)
Set all logistics' modules to accept either a name or a fleet tag (remote modules that is any are supported shield/armor/energy/signal)
They will then activate when you unpause defense
They CAN field offensive drones (drone guarding does not require a target)
I am not entirely sure what all types of drones can guard, but if you can guard with them in EVE, my script will too. I am curious to know if this is more than just combat/ewar drones.
Future thoughts -
Reduce the hiccup factor, there can sometimes be some chop as the script processes, I will work on reducing this as much as possible.
Salvager performance, he can be a bit slow, but he will get everything all the time. No more collections of used targets anywhere, everything is 100% independent of initial conditions.
Contraband... I have some thoughts on paper, but I think they will be ugly in practice.
Mining...
Overhaul for massive control and monitoring increase.
Perhaps mixed roles...
Tinker with the fleet warping a little more
I can also very easily make configurations per ship, not just modules, but a whole new role. It will just increase the amount of config work you have to do... let me know your thoughts.
One last bug I am working on, but for some reason just failing with miserably is modules not online. Don't have modules that are not online equipped this = breakage. I will fight it more soon, but I just feel like an idiot over this right now, so please, just please take it off don't leave it offline. for now...
If there are targets that autolock is not processing (or slaves for that matter) let me know and I will take care of it. I know I am targeting missions, but I intend to support anything "mission like", incursions, sleeper sites, ded sites, anything with rats.
PVP won't have an autolock, but as of right now ANY TARGET AT ALL, locked by the master will be mirrored, players, structures, wrecks, so there will always be that support for those who pvp.
Configuration tips
Master ignores locking, targeting, and shooting commands
Anyone using fleet tags or names for modules should not use locking/targeting/shooting their targeting is handled internally
Autolock is only acknowledged by the master.
Anyone present on the grid can use drones (really only the salvager can't)
I sure hope I covered everything. As you can see I am trying hard. I will let you measure the success, as I am completely pleased with what I have created.
YOU WILL NEED TO DELETE YOUR OLD CONFIGURATIONS WHEN UPDATING
Config will now add basic defaults for most modules for ease of use (they can be changed)
Configurations are now per ship so when a toon jumps ship they can have a completely different bunch of settings.
Added button Retreat - Left click: Warps to within 100 km of the nearest moon ; Right Click: Sets destination to bookmark labeled Home (autopilot takes over from there)
Added a master toon swapping button, must be left clicked then right clicked from the client you want to be the master
Added mining support for mining lasers (This will handle targeting, crystals, and activation only, you are responsible for the cargo) Asteroid mining only (no gas or ice yet)
A few bug fixes dealing with assisting and targeting
08/04/13
Orbiting updated to accept 0 to keep slaves from moving
07/30/13
Back and better than ever! This is all new, completely rewritten from the ground up. Delete the old one (well maybe save it for backup for now).
While most of the core features behave the the same, I have added much, and improved upon much more so please read thoroughly. Lets get started!
Intro -
This script is intended to remove the mundane tasks associated with multiboxing (targeted for missions, but should handle all types of rats, and will handle pvp on a manual level) and to mirror commands from a main client to slave clients (wow multibox style)
Includes, but not limited to Module activation, drone management, locking and targeting, destination and autopilot, and a built in salvager.
First usage -
Save the files to a folder named yamfa
type this into the console - relay all run yamfa/yamfa
endscript by pressing x on the ui. (relay all endscript yamfa)
open the folder yamfa and edit the configurations for each of your pilots (only need to be done once) (note if modules are missing, undock your crew, and try again)
relay all run yamfa/yamfa
smoke bitches.
Configurations -
FirstTime - Leave it, thats so the script knows to generate a file or not
Autopilot - TRUE/FALSE - I have autopilot features for the salvager set his to FALSE
Undock - TRUE/FALSE - I would still leave this TRUE for the salvager (opinion only)
Defense - TRUE/FALSE - Activate modules labeled Defense, with a fleet tag, or with an Entity Name
Speed - TRUE/FALSE - Activate modules labeled Speed (reserved for ab/mwd labeled Propulsion Module in config)
Autolock - TRUE/FALSE - Master will lock targets automatically so you don't have to
Locking - TRUE/FALSE - Process any/all locking functions
Targeting - TRUE/FALSE - Follow the master's target
Shooting - TRUE/FALSE - Should this toon be using Offense/Auto modules
Drones - TRUE/FALSE - Should this toon use drones (offensive drones only please scout/ewar/etc no salvs or support and just leave false for the salvager)
Blackout - TRUE/FALSE - Will disable 3DDisplay and Texture Loading, increases fps, sometimes texture loading doesn't come back on until after client restart fyi
Unload - TRUE/FALSE - Whether or not to empty the cargo hold when docked (meant for the salvager, but hey if you like clean cargo holds)
Pulserate - # - Script speed. Any whole number, start with 2/3 your FPS, you can bring it down, but this will start doing funny things more on this later...
Role - Master/Slave/Salvager - Logistic is now a slave with locking targeting shooting... set to false. Master is for the one toon who decides what to lock
Shieldpct/Armorpct - 0-100 - When an active self repper is equipped this is the relative percentage of health it should start repping on.
Capmin/Capmax - 0-100 - Percentages of cap to turn on/off Speed and Self Repping modules only
Orbit - 0, 100-100000 - Distance for slaves to orbit master (in meters) Set to 0 for slaves to hold still
Mastername - The name of your Master character
Mastersession - "echo ${Session}" - Generally it is something like is1 or is19, only important if you want the console spam from everyone.
Next is your ship and modules (modules can now be configured per ship and will appear as another section)
Modules can accept the following values -
Offense - Will shoot with/when the master activates their Offense modules (Master module is no longer necessary)
Auto - Will be activated as soon as there is a target present (for farm mode combine with autolock on the master, and auto on all slave modules... epic)
Defense - Will be activated as soon as defense is unpaused (use for gang links, hardeners, comps etc)
Shield - Used for active shield boosters, cap and health auto managed based on values above
Armor - Used for active armor reppers, cap and health auto managed based on values above
Speed - Used for "Propulsion Module" ab/mwd, cap management and will only be activated if you are approaching something (note not just moving, approaching/orbiting/keeprange)
FleetTag - Enter any fleet tag but zero (A-J X-Z 1-9) this will activate the module on a fleet tag as soon as it appears and defense is unpaused
Entity Name - Enter any entity name, or character name, any name, module will be activated on the entity when present and defense is unpaused. This is intended for logi chains, but "should" work in any way you can dream it to (shouldn't be case sensitive, but cmon, just do it). NO CAP MANAGEMENT HERE
Tractor - For tractor beams
Salvager - For salvagers
Miner - For asteroid mining lasers
None - Ignored
The UI ----------------------------
Now appears on all screens, as now it doesn't really matter who sends these new commands so hooray
Button presses now have a more visual response
For switching pause states I use left click to pause and right click to unpause. It feels weird at first, but I prefer it to be harder to turn on than turn off
Again... Left click off, right click on
Think of the config as your electric breaker and the ui as a light switch, if the breaker (config setting) is off the light switch won't do much (ui), but even if the breaker is on the light switch needs to be toggled in order to get light.
X - relay all endscript yamfa
Defense - Toggle defensive, fleettag, and entity named modules
Shooting - Toggle offense and auto modules
Autolock - Toggle the new auto lock feature on the master
Drones - Toggle drone use
Gate -
Left click: everyone approaches the gate if in sight (the salvager will not obey this)
Right click: everyone activates the gate (eve defaults approach then activate when in range so careful eve will store this command)
Salvager -
Left click: Salvager activates autopilot
Right click: Salvager tries to in this order - Activate gate, Warp to master, or activate autopilot
Stop -
Left click: relay ALL stop ship (same as ctrl+space or the stop button on your HUD) spam if you like its just stop ship
Right click: relay all Clear All Waypoints (there is no button for this in eve so careful on the spam, only need it once anyways)
Retreat -
Left - All ships warp to within 100k of the nearest moon
Right - Everyone sets destination to a bookmark labeled Home
M! -
Master swap, press this button on the toon you wish to become master
Must be left clicked then right clicked (stupid I know)
The empty box - Type in a bookmark or system name and hit enter and everyone sets destination there
Anything toggled on by the ui will be toggled off at the start of warp, it can be toggled back on during warp, but this is to prevent your crew from firing up in front a station or gate. A little pesky at first, but trust me it is for the best.
Features/changes -
The master relays all of its locked targets, locking targets, targeted target and shot at target to the slaves who will follow along
The master can now Autolock, starts with sentries, bs, bc, cruiser, dessie, then frig (not players, just rats)
Drone health is monitored and drones are recalled when injured (stupid smart new ai lol)
Drones no longer "engage" they guard, a toon will call for guarding when they are red-boxed (shot at not just targeted)
Cap and health management with shield/armor reppers
Auto module activation when toggled and configured
Slaves can Autoshoot, set your weapon to Auto and when a target is acquired it is shot at
Ui had an update to make it more visually responsive and no longer requires to be on the master so appears on all screens
Destination and autopilot are no longer relayed it is controlled on the individual level
Now if a destination is set the toon will engage autopilot or undock on its own, hence the box in the ui, just send one command (salvager should set autopilot to FALSE he has a button)
Hidden feature! If you promote someone to fleet commander and they have a mission, they will warp the fleet to it, just demote them afterwards.
Salvager!
I am going to stop and tell a story about contraband. I am having a hard time deciding how to deal with contraband in my script. Right now what you should do is allow the salvager to loot contraband (there is a pop up message you have to say yes and don't show again), when the script senses a warp out and you have contraband in your cargo, it will terminate the warp and jettison the contraband, you then have to reissue the warp command. It works fine, however, one day my salvager was merrily waiting at the stargate for a warpin command when he found a blue cargo container. Being the loyal salvager he is he tractored it in and looted it. It was contraband, and he was immediately dispatched by the customs agents surrounding him. So moral of the story is, don't leave the script unattended in improper areas. I will work on a better contraband system, but for now this is what I have.
I know a lot of you applied bandages to yamfa over the time I was away. Hopefully I have simplified this for you. The code is a lot less sloppy in my opinion, but hey live and learn. I am no professional, just a schmuck with a keyboard who wants something different than whats available, and is willing to share. I already see many things I can do differently already, but I am not ready to rewrite or overhaul at the moment, everything works great.
Tips on usage -
If modules are not activating properly make sure to exit the script and rerun it while in space. I cannot get certain module information while docked.
Pulserate is based on framerate. It is basically the number you entered plus a random (1 - your number) and is used as a frame counter. If you have variable framerates for active and hidden sessions that will affect the script. I recommend setting up a new team with fixed framerates for all characters regardless of being active or hidden. Also locking them at lower framerates can increase performance across the board. For instance my team is locked at 20 fps and they stay 20 fps no matter the situation, rather than having wild fluctuations. Otherwise it is best to set the pulserate based on active framerate so that hidden are at half speed rather than active at double speed. At 2/3 your fps you will get pauses of 2/3 sec to 4/3 sec.
Keep your roles pure, don't mix salvagers or guns or remote assistance modules. This is untested and unsupported, and bad things very likely will occur.
Set master with autolock, and all offensive modules on all toons to auto and it will clear out a mission for you.
Set the salvager to undock, but not to autopilot, he has a button you can push for it later.
Logistic chains are easily set up by assigning modules with character names.
While a lot of cool stuff can be found lying around at gates, so can a lot of bad things, the salvager is always waiting and he will pick up stuff like contraband. Don't worry he checks loot rights, but don't leave him unattended at gates or stations... just in case.
Autolock will not lock players, BUT IF YOU DO, the slaves will too!!! Careful with auto modules!
After the pm I received I don't think I explained logistics well enough.
Logistics are not internally supported they are completely based on the module settings
Set all logistics' lock/target/shooting to false (anything offensive)
Set all logistics' modules to accept either a name or a fleet tag (remote modules that is any are supported shield/armor/energy/signal)
They will then activate when you unpause defense
They CAN field offensive drones (drone guarding does not require a target)
I am not entirely sure what all types of drones can guard, but if you can guard with them in EVE, my script will too. I am curious to know if this is more than just combat/ewar drones.
Future thoughts -
Reduce the hiccup factor, there can sometimes be some chop as the script processes, I will work on reducing this as much as possible.
Salvager performance, he can be a bit slow, but he will get everything all the time. No more collections of used targets anywhere, everything is 100% independent of initial conditions.
Contraband... I have some thoughts on paper, but I think they will be ugly in practice.
Mining...
Overhaul for massive control and monitoring increase.
Perhaps mixed roles...
Tinker with the fleet warping a little more
I can also very easily make configurations per ship, not just modules, but a whole new role. It will just increase the amount of config work you have to do... let me know your thoughts.
One last bug I am working on, but for some reason just failing with miserably is modules not online. Don't have modules that are not online equipped this = breakage. I will fight it more soon, but I just feel like an idiot over this right now, so please, just please take it off don't leave it offline. for now...
If there are targets that autolock is not processing (or slaves for that matter) let me know and I will take care of it. I know I am targeting missions, but I intend to support anything "mission like", incursions, sleeper sites, ded sites, anything with rats.
PVP won't have an autolock, but as of right now ANY TARGET AT ALL, locked by the master will be mirrored, players, structures, wrecks, so there will always be that support for those who pvp.
Configuration tips
Master ignores locking, targeting, and shooting commands
Anyone using fleet tags or names for modules should not use locking/targeting/shooting their targeting is handled internally
Autolock is only acknowledged by the master.
Anyone present on the grid can use drones (really only the salvager can't)
I sure hope I covered everything. As you can see I am trying hard. I will let you measure the success, as I am completely pleased with what I have created.
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