Space Engineers

Space Engineers

[BROKEN]Invaders + Kill Counter
83 Comments
ryow4u 24 Feb, 2017 @ 12:39pm 
Is this working now then??
Squidtank 30 Jan, 2016 @ 1:47pm 
Having the same problem Rude mentioned. I've tried the sample invader mission, various invader cargo ships, and the invaders script without the counter, this one and the newer version that was made for planets (all seperately of course) and in all cases the invaders just fly in a straight line and don't pursue.
classic 15 Aug, 2015 @ 9:57am 
はじめまして。これは専用サーバー上で動作しますでしょうか?
試してみたところ、Invaderがステーションを素通りしてしまいます。
Cheetah 14 Aug, 2015 @ 2:14pm 
@Rude, since you've named all your ships as "-Invader", the bots are assuming your ships as friendly units and don't head towards you. Rename your ships as something invader-unrelated and you will get a siege.
Popokattepetel 22 Jul, 2015 @ 5:16pm 
i have only one problem. why does the enemy fly so incredible fast away if i come near?? i seams they fly with 1000m/s in each direction and i can't get them!! the configuration in the shippack (spawngroups.sbc) says speed = 25m/s!!


to get the mod work you need to download one or more invader shippacks and activate the "invaders + kill count" and your dowloaded shippacks!! but you need to know, the most shippacks spawns a invader ship for a low chance. if you add more shippacks your chance is increased. if you want more cargo ships over all download my mod called "Popos 2x Cago Ship", "Popos 5x Cargo Ships" or "Popos 10x Cargo Ships".
G4bOrg 22 Jun, 2015 @ 4:27am 
@Rude be sure to put cargo rush above this script, as it seems to work more reliably, and all the used ships after, at least for me that did the trick.
Rude 26 Apr, 2015 @ 4:11am 
Oh i should add that i'm playing solo (i tried to be host and tried offline)
Rude 26 Apr, 2015 @ 4:11am 
Hello, This doesn't seem to be working unfortunatly.

I have the 3xFigther with the script (i tried both) and i added -invader in the same of all my ships and they just fly by and never go near me (even the fighters).

I see some people have this working, can someone explain who they did it ?
jb_aero 10 Apr, 2015 @ 3:59pm 
1) You must have at least one cargoship mod that adds ships designed for this mod.
2) When that cargoship spawns, it will attack you. If you have too many cargoships, you may not seen an invader for awhile.
Xenos The Smurf 6 Apr, 2015 @ 4:46am 
It don't work yet :(
Xenos The Smurf 4 Apr, 2015 @ 2:31pm 
They dont Spawn that must i do?
DioCyde 26 Mar, 2015 @ 2:21pm 
I head thrusters and explosions, i think somethings shooting, but i Cannot see any ship for the life of me. Whats going on here?
KhaosOld 20 Mar, 2015 @ 11:45pm 
In all seriousness, can someone add a full tutorial on how to make this work?
OriginalGrubby 13 Mar, 2015 @ 1:59pm 
Few issues with this mod. Using it on a dedicated server and no one but the host is seeing the actual invaders. The rest of the users see the aftermath of blocks being shot but nothing more. The second issue is the speed setting is doing nothing at the moment. Even with no speed mods installed adjusting the speed of the invaders does nothing.
Popokattepetel 5 Mar, 2015 @ 4:58am 
this mod works greate at me!! you need to download some invader ships and activate the invader kill + counter and add some ships to your world.
important: take a look at the ships, if they need other mods linke mega small ship pack or other you need to add this mods too!!
Captain X (PhoenixX) 28 Feb, 2015 @ 7:36pm 
we got ai ships but no kill count - did i miss a setting?
Sagirou 28 Feb, 2015 @ 2:46am 
Yeah i havent een able to get mine to work either.
Tusen2KxX 24 Feb, 2015 @ 11:14am 
This is not working.
ExTerMINater267 22 Feb, 2015 @ 11:10am 
How do I use this mod exactly? Do I have to edit the script in or what?
Buck Fell 19 Feb, 2015 @ 7:09pm 
Yes, the mode will take over any ship with "-Invader" in the name (note preceding dash).

The AI doesn't directly fire weapons so you have to arm ships with autofiring weapons, i.e. turrets.
314-Fenrir 17 Feb, 2015 @ 7:30pm 
Can we edit what ships the AI use? like make it use my own
Arara  [author] 5 Feb, 2015 @ 7:39am 
update. add null check for Logger to avoid crush
andreykl 3 Feb, 2015 @ 4:28am 
How about modified version of script to 'spawn attack force if cargo transport was captured/demaged while still has power/not despawned for too long.'?
Buck Fell 30 Jan, 2015 @ 7:48pm 
Good news, the standard Friday patch follow up appears to have fixed the UpdateBeforeSimulation() initialization bug. Script works again.
Buck Fell 30 Jan, 2015 @ 6:39am 
In the interim you can remove this Invader+Counter mod and add the base Invader Script Mod. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=316380987

It seems to work, you lose the kill counter but that's the bit that seems to be failing initialization so seems worth it I'll take a look at the code of both tonight and see if I can suggest a solution to Arara.
Buck Fell 30 Jan, 2015 @ 5:46am 
Yes, the the 1.067 patch causes a CTD on startup due to a null reference exception in UpdateBeforeSimulation(). I'm posting a bug report on the Keen Bug forum but hopefully Arara will see this.

It seems to be a bug because the failure is intermittent, it's a race condition on startup.
Kurayami 30 Jan, 2015 @ 12:20am 
Very fun and nice pve mod. sadly after latest update cause game to crash.
Buck Fell 22 Jan, 2015 @ 7:11am 
Sometimes the turrets on fighters don't appear to fire. They can see you, and the targeting laser may well be pointed at you but they don't fire. This is particular obvious if they crash and are sitting still. You can fly up to them and they won't fire initially then suddenly the fire a short burst and stop.

Is there any cause of that. I could believe it's a game issue since I suspect the script doesn't control firing, only flight.
Arara  [author] 14 Jan, 2015 @ 7:11am 
1) The script don't spawn any ship.
All spawning depend on system of cargo ships / exploration ships now.

2) The script just say "face to target, go there."
As a result, Invaders rolling and run over by their inertia.
This is quite not good, but this is difficult.

3) I think possible to create spawning script, but I've not tried.

note: Exploration ships spawn when new area comes your sight.
It will fit in your progress of exploration.
Buck Fell 13 Jan, 2015 @ 9:41am 
3) Is there any way to add logic to what gets spawned in. For instance could you make a simple drone, a 2x simple drones, a single fighter, 2x, 3x, 4x fighters mod, frigate mod, cruiser mod, frigate + fighters mod etc such that each mod had a little more fire power.

Then when the game selected a mod at random the AI script counts the total blocks the player has. If the player block count is below a certain threshold the ships immediately despawn (or self destruct via bomb).

That way you could scale up the strength of the spawned in ships with player advancement. Initially they'd just see a drone, then as they built up they'd might see that drone or a fighter, later they might see a drone or a fighter or 2x fighters. Eventually they might see any of the above and a frigate or cruiser.

That way a player would see both an increase in frequency of spawns and an increase in fire power as they built up.
Buck Fell 13 Jan, 2015 @ 9:38am 
I added your "Invader Fleet 1 for Exploration" https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=372399658 when I started this new play through. I'm on an unlimited exploration world and for the most part invvaders seem to spawn in and find me just fine.

I have the 3 of your ship mods installed, Fighter, 3x Fighter and Frigate I see the single fighter and 3x fighters but I've yet to see the frigate.

Couple of questions:

1) Should the script randomly pull from all added cargo ship mods or will it just pull from the first one or two (which would explain the lack of frigates showing up)

2) How is ship vectoring handled. Is it absolute pathing or does it make use of the engines. The ships seem to fly around ok but visually they're constantly tumbling. It's merely an aesthetic issue but it'd be cool if they were always oriented in the flight direction.





Arara  [author] 13 Jan, 2015 @ 7:09am 
Good adventure!

..sometimes script fail to activate navigation under lag. I guess that searching cycle run before complete to load ship, so the new ship was judged "killed" before it spawn. I hope loading mechanism to lock object while loading..
Buck Fell 12 Jan, 2015 @ 5:14pm 
I'd been trying this with some other mods like Rogue Ships and things never seemed to work right. I tried a new solo asteroids start with just this mod plus a handful of your ship mods and their required mods and it worked just fine. At the start I made for an asteroid to get away from meteors when 3 invader fighters came boring in after me. I dove into the asteroid for cover with the yellow starter ship pretty shot up. At one point there were 12 invaders circling around. 3 of them crashed, the others were eventually taken out by asteroids.

One of them crashed into my asteroid very early on and was just outside. He proceeded to shoot through the asteroid and carved a hole till he could shoot my ship. Luckily he ran out of ammo and now I have an easy access to him for salvage. I have a nice big plasma cannon outside one entrance, pay back time.
Buck Fell 12 Jan, 2015 @ 9:05am 
I assume this works in a normal single player survival world, i.e. it doesn't require a dedicated server for script processing.

How far out will NPCs engage, do they have to be within a few hundred meters, a few thousand, further ? Mostly they seem to spawn and just fly on a straight path like normal.

Arara  [author] 10 Jan, 2015 @ 1:06am 
use SE Toolbox.
Grim 9 Jan, 2015 @ 10:07pm 
i found out the problem. there was a ship stuck in the asteroid and it was detecting that and wouldnt reset. idk how it got there tho and idk how to get it out so i satted a new map.
Arara  [author] 9 Jan, 2015 @ 8:56pm 
I don't know how your sensor work..
Grim 9 Jan, 2015 @ 2:46pm 
well today i actually got the 3X invader fighters to come which is good. so i set up a 1000m sensor to detect enemies to turn turrets on when they do come. and they got like 600m from me and the sensor didnt pick them up. is there a reason? do they not count as enemies??
Arara  [author] 9 Jan, 2015 @ 2:40pm 
I think it is environmental or setting problem.. I've loaded Invader Mission this morning, it is working.
Hejsek 8 Jan, 2015 @ 11:24am 
Is it only problem of individuals or script sadly dont work with newest patch?
Grim 7 Jan, 2015 @ 8:03am 
still no luck here on making it work
Arara  [author] 7 Jan, 2015 @ 6:02am 
umm..sry, I couldn't find cause.
Hejsek 6 Jan, 2015 @ 2:59pm 
@Arara
No
Arara  [author] 1 Jan, 2015 @ 11:47pm 
is Invader Mission working?
Grim 1 Jan, 2015 @ 8:55pm 
ya i did. im going to try moving all the invader stuff to the top of my mod list so it has no choice but to read those mods first
Arara  [author] 1 Jan, 2015 @ 8:18pm 
@speed1095
did you check "Cargo Ships"?
Fatsack 1 Jan, 2015 @ 7:24pm 
Keep up the good work, I know its still a work in progress but the mod that adds the single most amount of gameplay value to the game! Thanks!
Grim 1 Jan, 2015 @ 11:53am 
i had all the invader mods set up in all my worlds. atleast till yesterday when i got annoyed with them not working. ive had these mods for the last 2 months and i have 400hours in game with nothing.
Arara  [author] 1 Jan, 2015 @ 5:15am 
-this MOD doesn't work alone. you need least one "Invader as Cargo ship" MOD, and its required MOD.
-If you were in large world, large Invader ships will be banished before reach you, because they are slow and the Exploration hadn't change this system about lifetime of cargo ships yet.
-Manual weapon's API seems not work.