AL Plugin : Medusa Rapid Fire Missile Interface Redux 1.1 (6.8.07)

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cloppy007
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Post by cloppy007 » Sun, 26. Aug 07, 11:08

I have a problem with XTM and this script, the ware is listed as "ReadText17-10583" (I'm running X3 Spanish). I don't have any problem running other scripts that use EMP.jj

cloppy007
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Post by cloppy007 » Sun, 26. Aug 07, 11:17

Thank you, my typhoon fab now produces useless tornados!

cloppy007
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Post by cloppy007 » Wed, 12. Sep 07, 23:08

bump...

Any news?

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LV
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Post by LV » Wed, 12. Sep 07, 23:41

if i have not posted a fix by this time tommoz pls PM me, you may need a stick to poke me with, nearly fixed, scripting in the conditions to sort the tornado's is a pita..... 1/2 way there
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LuckyKnight
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Post by LuckyKnight » Wed, 12. Sep 07, 23:52

cloppy007 wrote:I have a problem with XTM and this script, the ware is listed as "ReadText17-10583" (I'm running X3 Spanish). I don't have any problem running other scripts that use EMP.jj
look here:
(language files)

448815.xml

COMMAND_Fight_346
COMMAND_Fight_347

EMP Mod Pack Ware
134;10583 600,000 cr
There's only a language file for the english version 44xxxx.xml, so it#s quite clear that you get a readtext ;)
Just make a copy of the 448815.xml rename it to the spanish praefix xx(don't no the right number atm) open the new xx8815.xml and alter the language id from 44 to spanish xx, save file and put into your /t folder. (If you want, you can translate the english text inside the file to spanish, if you want :)
proud to be ***modified*** ;)

cloppy007
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Post by cloppy007 » Sat, 15. Sep 07, 13:52

I did it, but still have readtext :(

Valen68
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Post by Valen68 » Sat, 15. Sep 07, 19:23

Can this missile system be use on any of my ships or is meant for just the player ship?

Firzen_Zero
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Post by Firzen_Zero » Thu, 27. Sep 07, 22:08

Does this still mess up typhoon fabs?

RagX
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Post by RagX » Tue, 20. Nov 07, 08:35

Firzen_Zero wrote:Does this still mess up typhoon fabs?
Good question. any answer would be appreciated :)

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LV
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Post by LV » Tue, 20. Nov 07, 10:04

it shouldn't do

edit

i just checked and there appears to be no code to do this in the Redux version so It won't **** up typoon fabs anymore that was an older build
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses

Alex Vanderbilt
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Post by Alex Vanderbilt » Tue, 27. Nov 07, 22:04

Quite interessting script at frist, make me using missiles again in the game. Good work so far, but in despite you said that the Typhoons should not disappear while using this srcipt they are all erased from all Swarm Missile Complexes.

[ external image ]
(Wespe means Wasp in English, the other ressources are not that relavant in my opinion)

And I run 1.1, too. No idea what cause this. Anyway, I asked UniTrader to write a small script for me which makes the Typhoons available again at the Complexes.

AV

cloppy007
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Post by cloppy007 » Tue, 27. Nov 07, 22:50

Turns out there is something, but I don't know what it does.

File setup.medusa.xml

Code: Select all

<line linenr="001" indent=""><text>load text: id=</text><var>8815</var></line>
<line linenr="002" indent=""><var>$anull = </var><var>null</var></line>
<line linenr="003" indent=""><var>$medi = </var><var>Medusa RFM Interface</var></line>
<line linenr="004" indent=""><var>$psec = </var><var>[PLAYERSHIP] -></var><text> get sector</text></line>
<line linenr="005" indent=""><var>$medus.uninstall = </var><text>get global variable: name=</text><var>'medusa.uninstall'</var></line>
<line linenr="006" indent=""><var>if </var><var>$medus.uninstall</var><text> </text><var>==</var><text> </text><var>null</var></line>
<line linenr="007" indent=" "><var>$missile = </var><var>Typhoon Missile</var></line>
<line linenr="008" indent=" "><var>$missile2 = </var><var>Tornado Missile</var></line>

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LV
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Post by LV » Tue, 27. Nov 07, 23:12

crap i can't believe I looked right at that code and missed it :roll: talk about not seeing the wood for the trees :o

I'll fix tomorrow.

Which fabs have which missile (tornado/typhoon) i can't remember.

LV punches himself in the helmet
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses

LokRar
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Post by LokRar » Tue, 27. Nov 07, 23:22

Nobody's perfect LV, at least your problem is user-based.

I'm having problems with X3 just trying to save scripts/savegames!

Alex Vanderbilt
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Post by Alex Vanderbilt » Wed, 28. Nov 07, 17:50

Paranid Swarm Missile Production Complex ar the stations which contains both missiles.

Btw, could you make it possible that both missiles, tornado and typhoon, are available to buy. Indeed, Tornados are not target following like Tempest or Thunderbolt but they are faster and more powerfull because 5 of them with a demage of 50k attack the target and therefore I like them quite much :)

Would be nice if you can realise this.

AV

cloppy007
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Post by cloppy007 » Wed, 28. Nov 07, 19:38

In my game, the converted Typhoon fab was owned by me... I think I bought it in a Teladi shipyard.

LordAlrik
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Post by LordAlrik » Sun, 1. Jun 08, 08:14

I did this before, but I've totally forgotten how now.

How do you set the Medusa RFM to enable it so your ships that you own, but arn't actually in, can fire their missiles through the Medusa?

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LV
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Post by LV » Sun, 1. Jun 08, 09:19

as long as the other ship has medusa installed it will be in the ships combat menu
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses

LordAlrik
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Post by LordAlrik » Sun, 1. Jun 08, 09:28

It does display the command in the combat menu, unfortunately when I send the ship the command it stops and does nothing.

I've checked to make sure the ship has 1) Missiles in its Cargo Bay and that 2) The Missiles are set as the missiles it should be firing. Unfortunately, despite whatever missiles I have equipped on the ship, because I'm not actually physically in the ship, it doesn't seem to want to fire the missiles through RFM. I don't think I'm doing it wrong, but I could easily have made a mistake. I do remember encountering the issue before, and I had to change a few variables in the script itself to enable other ships that I wasn't in to use the Medusa to fire.

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Charlie Whiskey
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Post by Charlie Whiskey » Mon, 30. Jun 08, 16:06

Given the following:

1) Medusa AL plugin is set to ENABLE
2) there is a Medusa RFM Interface ware on the ship
3) the ship (hyperion) is equipped with typhoon missiles and there are 20 units on board.

Question:
When I select Fire medusa single target in the combat menu, pick a target, type in 20 and press enter, I always get "command rejected... autopilot activated"?
"WhiskeyCorp - The universe's local monopoly" (TM)

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