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[SCRIPT] ECM System V1.00 : Updated 10/05/2006

Posted: Wed, 10. May 06, 01:18
by Cycrow
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Name: X3 ECM System
Version: V1.00
Author: Cycrow
Updated: 10/05/2006
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This script adds a new upgrade available to buy from teladi equipment docks, The ECM System
Its loosly based on milling_hordsmans X2 ECM script.

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:arrow: Requires EMP - SPK Download
:arrow: Download : Mirror 1 : Mirror 2
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This device allows you to destroy incomming missiles.
You require the ECM system to be installed on your ship as well as the ECM powercells.

Each time you use the ECM, it uses up one powercell.
there are 3 types of powercell available.
depending how effective the powercell is, it will cause the missile to either self destruct or loose control.

1. Basic ECM Powercell - Costs around 1500 credits each, about 20% effective in a range of 500m
2. Enhanced ECM Powercell - Costs around 2500 credits each, about 40% effective in a range of 500m
3. Advanced ECM Powercell - Costs around 6000 credits each, about 80% effective in a range of 1km

It uses a hotkey to active, once the hotkey is set, just press it to launch the ecm.
if you have multiple types of powercell, it will use the best ones first

Setting Hotkey: You need to set the hotkey, this is done in the controls menu under the interface tab. set the key for "Launch ECM"

Uninstalling:

When uninstalling from the Script Manager, you need to run the game after uninstalling so the unisntall scripts can run and remove everything
from the game. After running the game, use the option in the Script Manager to remove these unisntall scripts.

Futre:

* Adding new upgrade, automatic ecm deployment
* Adding ECM to AI ships

Posted: Wed, 10. May 06, 02:43
by DrunkenPirate
May = 05 :p

Posted: Wed, 10. May 06, 02:46
by Cycrow
haha, typo :P

fixed now

Posted: Wed, 10. May 06, 11:05
by 999-JAY-999
Cycrow scripts rolling in, once again...this is more like it...

'Just like the good old days' :)

Posted: Wed, 10. May 06, 17:10
by Krim
Problems with download.... server cant be found.....

Posted: Wed, 10. May 06, 17:31
by Cycrow
did you try the other mirrors ?
they should all work now

Posted: Wed, 10. May 06, 20:56
by Krim
i get a "Page was not found" from mirror 1 + 2
the ircwhore works fine now


another great one from the master

Posted: Sun, 14. Jan 07, 04:49
by MJALowe
was having problems with the improved and advanced cells not showing up, i found that it was a mod conflict with ashleys xl+ factories/extended complexes

2 items from the extended complexes part of the mod were using the same IDs as the cells

simple solution, i changed the text id in the text.xml to 10053 and 10063 (53 being the advanced and 63 the improved....also changing the description to the appropriate id)...i then just told it to use those items

if you could tell me the values that go in the TWareT.pck Ill be able to finish fixing this

edit: err...whatever values i might need to know anyways that arent part of the ecm scripts

edit2: NM, its dealt with...god im dumb sometimes...

size?

Posted: Wed, 25. Apr 07, 14:22
by Tritous
not tried it yet (not played in a long long time) but does it account for size of ship?

Range of 1km has a little less meaning when in a capitol ship

Posted: Wed, 25. Apr 07, 14:36
by Cycrow
it was designed more for fighters so it doesn't really take into account of the capital ship.

when it makes the missiles spiral out of control, they still have a chance of hitting large ships anyways

Posted: Wed, 25. Apr 07, 21:42
by Tritous
well I may potentially be getting a better computer soon, gfx card 380 times better than my current. I look forward to playing on full settings even in battle scenes, but i've not got the time atm.

Spiraling out of control may still save a cap ship. particularly from a mass missile barrage (missiles colliding). At least it would be interesting in battle. I've always been a little concerned about how large ships were treated as a center point but there is no easy solution to that.