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Gristmill Studios Forum • View topic - AOS - Large Structure Scripts

AOS - Large Structure Scripts

Spoilers: Share your scripts with the rest of the Xenominers.

AOS - Large Structure Scripts

Postby ArchitectOfSound » Thu Feb 06, 2014 4:46 am

This is where I will post my structure-based programs. If you can make use of them, Go ahead.

Just in case anybody feels up to the challenge of inputting this bot script for a Tie Fighter, I hope somebody succeeds. I figure somebody on the internet is crazy enough to try! :D

This tie fighter is 39 blocks high, so build at a maximum elevation of 85 or lower.


Here is a text file version ---> http://www.mediafire.com/view/s35c6dqbb ... ighter.txt




With this program, and all my programs, the key is as follows:



m a b l r

f u d z

2 3 4 5 6 7 8


Macros:

A B
C D
E F
G H





********************************************************************************************"Tie Fighter"*****************************************************************************************
Block Types:

2 = Wing structure
3 = Wing Filler
4 = Arm/Hull
5 = Ship Hud/Window

Main Script:

mfABCDEA


Macro A: (Wing)

bd2bu2mfbz2bd2bu2mfbz2bd2bu2mfbz3bd2bu3mfbz3bd2bu3mfbz3bd2bu3mfbz3bd2bu3mfbz3bd2bu3mfbz3bd2bu3mfbz3bd2bu3mfbz3bd2bu3mfbz3bd2bu3mfbz3bd2bu3
mfbz3bd2bu3mfbz3bd2bu3mfbz3bd2bu3mfbz3bd2bu3mfbz3bd2bu3mfbz3bu2bd2mfbz3bu2bd2mfbz2bd2bu2mfbz2mulmulmubd2bu2mfbz2bd3bu3mfbz3bd2bu3mfbz3bd2b
u2mfbz2bd3bu2mfbz2bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz
3bd3bu3mfbz3bd3bu3mfbz3bd3bu2mfbz2bd2bu2mfbz2bd2bu3mfbz3bd3bu3mfbz3bd2bu2mfbz2murmurmubd2bu2mfbz2bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3m
fbz3bd2bu3mfbz2bd2bu2mfbz2bd3bu2mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3
bu2mfbz3bd2bu2mfbz2bd2bu3mfbz2bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd2bu2mfbz2mulmulmubd2bu2mfbz2bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3b
d3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd2bu3mfbz3bd2bu3mfbz2bd3bu2mfbz2bd3bu2mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu2m
fbz3bd3bu2mfbz2bd2bu3mfbz2bd2bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd2bu2mfbz2murmurmubd2bu2mfbz2bd3bu
3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd2bu3mfbz3bd2bu2mfbz2bd3bu2mfbz2bd3bu3mfbz3
bd3bu3mfbz3bd3bu3mfbz3bd3bu2mfbz2bd2bu2mfbz2bd2bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3
mfbz3bd3bu3mfbz3bd2bu2mfbz2mulmulmubd2bu2mfbz2bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3b
u3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd2mubd2rbz2bf2lmfrbz2bf2mdbd2bz2bf2lmfrbz2bd3bf2mubz2bf2lmfmdrbz2bf2bd2mubz2bf2lmfrbz2bf2lmdbd2mfbz2b
d3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd2bu2m
fbz2murmurmubd2bu2mfbz2bd2bu3mfbz2bd2bu3mfbz2bd2bu3mfbz2bd2bu3mfbz2bd2bu3mfbz2bd2bu3mfbz2bd3bu2mfbz2bd3bu2mfbz2bd3bu2mfbz2bd3bu2mfbz2bd3bu
2mfbz2bd3bu2mfbz2lmubz2bf2mdbz2bf2mdbz2bf2rmflbz2bf2mubz2bf2mubz2bf2rmflbz2bf2mdbz2bf2mdbz2bf2rmflbz2bf2mubz2bf2mubz2bf2rmflbz2bf2mdbz2bf2mdbz
2bf2rmflbz2bf2mubz2bf2mubz2bf2rmflbz2bf2mdbz2bf2mdbz2bf2rmumfbd2bu3mfbz2bd2bu3mfbz2bd2bu3mfbz2bd2bu3mfbz2bd2bu3mfbz2bd2bu3mfbz2bd3bu2mfbz2bd
3bu2mfbz2bd3bu2mfbz2bd3bu2mfbz2bd3bu2mfbz2bd3bu2mfbz2bd2bu2mfbz2mulmulmumfmfbd2bu2mfbz2bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3
flbz2bf2mubz2bf2bu2rmfmdlbz2bf2rmubu2mfbz2bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz
3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd2bu2mfbz2murmurmumfmfbd2bu2mfbz2bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3
bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu2mfbz3bd2bu2mfbz2bd2bu3mfbz2bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd2bu3mfbz2bd2bu2mfbz2bd3bu2mfbz3bd3bu3mfb
z3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd2bu2mfbz2mulmulmumfmfbd2bu2mfbz2bd3bu3mfbz3bd
3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu2mfbz3bd3bu2mfbz2bd2bu3mfbz2bd2bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mf
bz3bd3bu3mfbz3bd2bu3mfbz3bd2bu3mfbz2bd3bu2mfbz2bd3bu2mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd2bu2mfbz2mur
murmumfmfbd2bu2mfbz2bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu2mfbz2bd2bu2mfbz2bd2bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3
mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd2bu3mfbz3bd2bu2mfbz2bd3bu2mfbz2bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3b
d2bu2mfbz2mulmulmumfmfbd2bu2mfbz2bd3bu3mfbz3bd3bu2mfbz3bd2bu2mfbz2bd2bu3mfbz2bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu
3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd3bu3mfbz3bd2bu3mfbz2bd2bu2mfbz2bd3bu2mfbz3bd3bu3mfbz3bd2bu2mfbz2
murmurmumfmfbd2bu2mfbz2bd2bu2mfbz2bd2bu2mfbz3bd3bu2mfbz3bd3bu2mfbz3bd3bu2mfbz3bd3bu2mfbz3bd3bu2mfbz3bd3bu2mfbz3bd3bu2mfbz3bd3bu2mfbz3bd3b
u2mfbz3bd3bu2mfbz3bd3bu2mfbz3bd3bu2mfbz3bd3bu2mfbz3bd3bu2mfbz3bd3bu2mfbz3bd2bu2mfbz3bd2bu2mfbz2bd2bu2mfbz2


Macro B: (Move to start body position)

rmfmfrmdmdmdmdmdmdmdmdmdmfmfmfmfmfmdmdmdmdmdmdmdmdmdmfmfmfmfmfmf


Macro C: (Build Arm/Hull)

bd4bu4bz4bf4lmfrbd4bu4bz4bf4lmfrbd4bu4bz4bf4lmfrbd4bu4bz4bf4lmfrbd4bu4bz4bf4lmfrbd4bu4bz4bf4lmfrbd4bu4bz4bf4lmfrbd4bu4bz4bf4lmflmumfmfbd4bu4mzbu4bf
4mzbu4bf4mzbu4mzbu4bf4mdbu4mdbu4bd4mfbz4bd4mfbz4bd4mfbd4mfbd4bz4rmfbz4lmzmzmzmzmdbd4mfbd4mfbd4mfbd4mfbd4bf4mubf4mubf4mubf4mubf4bu4mzb
u4mzbu4mzbu4mzbu4bz4mdbz4mdbz4mdbz4mdbz4rmflmdbd4mfbd4mfbd4mfbd4mfbd4mumfbd4bf4mubf4mubf4mubf4mubu4bf4mzmubu4mzbu4mzbu4mzbu4mzbu4bz4
mdmzbz4mdbz4mdbz4mdbz4mdbz4bd4rmfmdlmfmdbd4mfbd4mfbd4mfbd4mfbd4bf4mumfmfbd4bf5mubd4bf5mubf5mubf5mubf5mumzbf4mubf4bu4mzbu4mzbu4mzbu4
mzbu4mzbu4mzbu4bz4mdmzbz4mdbz4mdbz4mdbz4mdbz4bd4mfmdbd4mfmdrmflbd4mfbd4mfbd4mfbd4mfbd4bf4mumfmfbd5bf5mubf5mubf5mubf5mubf5bu5mzmumub
f4bu4mzbu4mzbu4mzbu4mzbu4mzbu4mzbu4mdmzbu4bz4mdbz4mdbz4mdbz4mdbz4bd4mfmdbd4rmflmfmdbd4mfbd4mfbd4mfbd4mfbd4bf4mumfmfbd5bf5mubf5mubf5
mubf5mubf5bu5mzmumubf4bu4mzbu4mzbu4mzbu4mzbu4mzbu4mzbu4mdmzbu4bz4mdbz4mdbz4mdbz4mdbz4bd4mfmdbd4rmflmfmdbd4mfbd4mfbd4mfbd4mfbd4bf4m
umfmfbd5bf5mubf5mubf5mubf5mubf5bu5mzmumubf4bu4mzbu4mzbu4mzbu4mzbu4mzbu4mzbu4mdmzbu4bz4mdbz4mdbz4mdbz4mdbz4bd4mfmdbd4rmflmfmdbd4mfbd
4mfbd4mfbd4mfbd4bf4mumfmfbd4bf5mubd4bf5mubf5mubf5mubf5mumzbf4mubf4bu4mzbu4mzbu4mzbu4mzbu4mzbu4mzbu4bz4mdmzbz4mdbz4mdbz4mdbz4mdbz4bd
4mfmdbd4rmflmfbd4bz4mfbd4mfbd4mfbd4mfbd4mfmubd4bf4mubf4mubf4mubf4mubf4mumzbf4bu4mzbu4mzbu4mzbu4mzbu4bz4mdmzbz4mdbz4mdbz4mdbz4mdbz4r
mflmfbd4mfbd4mfbd4mfbd4mfbd4mfmubd4mubd4mubd4mubd4mzbf4bu4mzbu4mzbu4mzbu4mzbu4mzmdbu4mdbu4mdbu4mdbu4mfbz4rmflbf4mubf4bd4mubd4mubd4b
u4mfbz4bu4mfbu4bz4mfbu4mfbz4bu4mdbu4mdbu4bd4mzbf4bd4mzbd4bf4murmf

Macro D:

lbd4bu4bf4bz4rmflbd4bu4bf4bz4rmflbd4bu4bf4bz4rmflbd4bu4bf4bz4rmflbd4bu4bf4bz4rmflbd4bu4bf4bz4rmflbd4bu4bf4bz4rmflbd4bu4bf4bz4rmf


Macro E: (Move to start wing position)

rmfmfmdmdmdmdmdmdmdmdmdmdmdmdmdmdmdmdmdmdmfmfmfmfmfmfmfmflmfl


I took this design from a minecraft video I found on youtube. This is the first structure script I wrote, so please enjoy! It's not exact, but it's the best I could do.

It's about a 45 minute build time. Make sure you have all the materials you need for it. As far as I know, building programs will freeze when you save and quit while the bot is running. It's a hassle to tear it all down, especially if you build it out of xenotech material, so make sure you have the materials, a clear path for the bot, and enough time to complete it.

Happy Scripting! :D


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Last edited by ArchitectOfSound on Wed Jul 30, 2014 12:03 am, edited 9 times in total.
ArchitectOfSound
 
Posts: 37
Joined: Tue Feb 04, 2014 2:36 am

Re: Architect's Structure Scripts. *Spoiler Upon Entry*

Postby janx » Thu Feb 06, 2014 3:25 pm

I definitely encourage you to use my scripting tool. It will make it a lot easier to read (no key needed).

Check out BushKillFalls' scripts and you'll see how nicely formated and easy to read off the page and enter into your xbox they are.
The Leviathan Corporation
Director of Zoning, Infrastructure and Resource Control

ZM Script Designer:
janx
 
Posts: 666
Joined: Mon Jan 14, 2013 5:42 pm

Re: Architect's Structure Scripts. *Spoiler Upon Entry*

Postby ArchitectOfSound » Thu Feb 06, 2014 8:34 pm

Although, I would prefer an output format identical to this because It requires the minimum amount of effort to manifest itself in one of my games. Also, the ones who know to use this format will definitely find it useful. I should have put it in a text file. When I use my tablet, half the text is beyond the edge of the screen, but I'm pretty sure copy/paste will still work
ArchitectOfSound
 
Posts: 37
Joined: Tue Feb 04, 2014 2:36 am

Re: Architect's Structure Scripts. *Spoiler Upon Entry*

Postby ArchitectOfSound » Sat Feb 08, 2014 4:20 am

This structure is a 50 Diam Torus that is 22 H. I now realize that I should have picked a better start position...(Like at the center :idea: :idea: ) but the program works well.
It was a bit more tedious than the previous one, but after many hours of testing, I finally established a base of operations, something to keep items better organized. I like to use these off the grid as my7 main storage so items don't get automatically assigned to the wrong container. The pictures are from my underground base. I dug a lot
of Charon's crust to build it, and then found out when playing multiplayer it took other players 5 minutes to join and most just gave up. they were stuck on "Synching Data". Anyways.... back to the main point....The Program.

As you can see, this one is alot more work, but the payoff is worth it. It requires 7 block types and takes around 3-4 hours, so I recommend building these in single player.I also didn't include the middle part, so it will be up to you to provide a small cover or adaptation to it

The Text File is Available Here ---------> http://www.mediafire.com/view/6ik0do3t4 ... us_Dig.txt <---------- for download.

Note: This updated Version not only builds, but digs as well, so feel free to place it wherever you wish, but be aware that this program does not clear the space within the structure, so unless you really enjoy digging, or have some marvelous excavation programs, it would be advisable not to build it in the middle of a mountain.


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Last edited by ArchitectOfSound on Mon May 12, 2014 2:50 pm, edited 6 times in total.
ArchitectOfSound
 
Posts: 37
Joined: Tue Feb 04, 2014 2:36 am

Re: Architect's Structure Scripts. *Spoiler Upon Entry*

Postby ArchitectOfSound » Sun Feb 09, 2014 1:28 am

ArchitectOfSound
 
Posts: 37
Joined: Tue Feb 04, 2014 2:36 am

Re: Architect's Structure Scripts. *Spoiler Upon Entry*

Postby janx » Sun Feb 09, 2014 1:15 pm

I haven't added an import feature to it, but it is ridiculously easy for my tool to support your output syntax (using single letters) as all I do is substitution for my internal character codes (which is close to your letters actually) for whatever output set people need (be it plain english words, macro script or image tags to show the actual script.

I recommend giving it a try. it's free. no ads, as it is just a utility I whipped up to help people write scripts they can post on the forum, and to help prevent typo bugs. The reason we promote it (and it's even stickied on the scripting forum) is that it really does help everybody read the scripts and communicate them in a consistent fashion. Basically, it's more helpful if everybody's scripts look the "same"

BTW, that is a nice tie fighter.
The Leviathan Corporation
Director of Zoning, Infrastructure and Resource Control

ZM Script Designer:
janx
 
Posts: 666
Joined: Mon Jan 14, 2013 5:42 pm

Re: Architect's Structure Scripts. *Spoiler Upon Entry*

Postby ArchitectOfSound » Tue Feb 11, 2014 1:01 pm

I will try it, but the choice of input/output/composer would be key!
ArchitectOfSound
 
Posts: 37
Joined: Tue Feb 04, 2014 2:36 am

Re: Architect's Structure Scripts. *Spoiler Upon Entry*

Postby ArchitectOfSound » Mon May 12, 2014 3:02 pm

I have customized my own scripting program and will make it available here -------> http://www.mediafire.com/download/rrmvs ... yout30.zip <--------



This has made my botscripting life so much easier. You can script massive floor or wall patterns in a fraction of the time it takes to build it!!! You can even use it for spheres, or almost anything else.


Some functions are treating the 8 macros as user-defined macros that output to the main script. for example, put the commands "bd2mf" in macro 2, and then simply hit Alt-2 to add to the Main Script.

You can then hit a button beside rows 1-50 to copy the main script into the text field.

When you're done, hit "RowForm" to create a text file containing all the rows of a structure.

You can program up to 30 Rows at a time with this program and fits most screens.



Or, of you have the macros and the main script containing your desired program, click the "BotForm" button to create a botscript text file.
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