Bug #2017
Flee Below Pilot Standing Bug
Description
I am assuming that the pilot standing flee tick works by entering a specific number into the pilot standing entry, and, when a pilot below this threshold is detected, will send a flee command to the ship.
Currently, when I enter any number above 0 into this field, the script will send a flee flag when it detects any person in the system (including corp members, alliance members, excellent and good standing contacts, and even its own fleet members).
Due to the nature of low and nullsec, it is quite important to have neutral targets pegged as enemies. In the intel monitor, players are listed in order of:
3 Neutral, 5 excellent standing, 6 Alliance/ Corp, 8 Fleet, 9 Self.
I believe Pilot Standing should to follow this heiarchy as well.
Updated by bjcasey almost 7 years ago
- Status changed from New to In Progress
AstroBot groups Self, Corp and Alliance together.
So if you had someone tagged as +10 for the pilot, their corp and alliance would still be 0. If in AstroBot you set the standing to flee at < 10, it would flee because the corp or alliance value is 0.
Anyone have suggestions on how I should handle that?
What if you set a pilot as +10, but your corp sets their corp as -10?
I'm looking into a way to handle this.
Updated by bjcasey almost 7 years ago
- Status changed from In Progress to Resolved
This will be resolved in Version 1.024e.
- Corrected a bug with fleeing due to pilot standings. Standings have been split into 3 groupings: My (Personal) Standings, Corporation Standings and Alliance Standings. If enabled and the standing is below your threshold, it will trigger a flee. When checking a pilot's standing, it will check the pilot standing, the pilot's corporation standing and the pilot's alliance standing against whatever standing you have decided to enable. NOTE: Standings are based on the 5 point system (-10, -5, 0, +5, +10) that EVE uses for contacts.