[SCRIPT] Group Management System

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This script is...

pointless
1
1%
interesting, but I wont use it
5
7%
usefull
66
92%
 
Total votes: 72

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moggy2
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Post by moggy2 » Mon, 18. Jun 07, 21:37

Some interesting ideas

commands 1-4 are all currently handled by the setup group command. With the limited number of command slots available doing it all in one command made more sense.

5. choose new group leader is an interesting idea. I'd probably do it as a command available to group ships that set's the ship it's run on to the leader of the group. I suppose it could chose the best ship from the group if run on the current leader.

the idea of selections of groups is another interesting concept. I had thought about doing an advanced group hotkeys that would allow you to define a selection of groups instead of the hardcoded groups 1 - 6

jlehtone
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Post by jlehtone » Wed, 20. Jun 07, 07:07

How about a combination of Central's ideas and what you already have in 'Group Carrier Operations':

GCO takes a list of numbers as argument, so ...

add one command:
GMS (De)Select Group(s) arg1

Code: Select all

arg1 :=
0           - Incoming message: list current selection
grouplist   - Select listed groups
+grouplist  - Add listed groups to selected list
-grouplist  - Remove listed groups from selected list

grouplist := group[ grouplist]
The GHK 'Select Group n' hotkeys essentially call 'GMS (De)Select Group(s) n'.
GHK commands would use current group selection.
GCO commands with arg="" would use current group selection, or could override it. Or the arg could be removed.
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Central
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Post by Central » Wed, 20. Jun 07, 19:32

In any case you cant have more than a specific number of hotkeys due to limited keys on your keyboard. :D

But more than 6 groups would be very useful if you have fighter-groups, trader-groups, capital-ship-groups, and so on.

So it would be a good solution to seperate the group-setup command and the definition of hotkeys.

MajinItachi
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Post by MajinItachi » Thu, 12. Jul 07, 18:44

sorry wrong thread ^^
please remove my comment

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Cith
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Post by Cith » Wed, 25. Jul 07, 21:07

I have five Falcon Haulers docked at a Mammoth. I assigned them to be in a group. I can have them return to the Mammoth by using the "Return Home" command from the Mammoth.

However, I want them to refuel the Mammoth with ecells. I use the resupply ship command, but all they do is to undock. One of the ships is set to protect the Mammoth and the others just protect the leader ship. Why aren't they moving out to buy the energy cells?

Londo Molari
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Post by Londo Molari » Sat, 15. Dec 07, 15:44

Well - wy my Hyperion do not bay EZ with this script ?

jlehtone
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Post by jlehtone » Sat, 15. Dec 07, 19:59

Londo Molari wrote:Well - wy my Hyperion do not bay EZ with this script ?
"My Hype" as in "the ship I fly", or as in "one of my remote ships"?
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Londo Molari
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Post by Londo Molari » Sat, 15. Dec 07, 20:51

jlehtone wrote:
Londo Molari wrote:Well - wy my Hyperion do not bay EZ with this script ?
"My Hype" as in "the ship I fly", or as in "one of my remote ships"?
oh - sorry!

i wont to give all my Universtraders a Hype for save the ship.

so i try it wis one, but the Hype dosnt bay any EZ for his Jumpdrive.


PS - sorry about my english but it is so manny Years ago i learnd it :oops:

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moggy2
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Post by moggy2 » Sat, 15. Dec 07, 21:20

unfortunately this wont work. The gms can't detect when a ship docks so it simply checks periodically to see if the ship is docked. When following a UT it will usually undock again before gms has noticed it was docked.

Londo Molari
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Post by Londo Molari » Sat, 15. Dec 07, 21:23

moggy2 wrote:unfortunately this wont work. The gms can't detect when a ship docks so it simply checks periodically to see if the ship is docked. When following a UT it will usually undock again before gms has noticed it was docked.
a - yes - ok

but is ther a way to change this Problem?

can i do anything about it?

jlehtone
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Post by jlehtone » Sat, 15. Dec 07, 22:19

Escorting traders is not very efficient solution even if there would be no refueling issues.

My solution is to have sector patrols everywhere (each patrols at most two sectors), and to have no UT at all. :wink:
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Londo Molari
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Post by Londo Molari » Sat, 15. Dec 07, 22:26

well - this is my old way - but it is to hard if you have only 10 hypes and 30 UT.

But OK if ther is no other way to save the UT, i must take the old way.

Thanks for the Help.

:cry:

Madeiner
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Post by Madeiner » Fri, 25. Jan 08, 23:44

Sorry for the necro,

i have a problem with this script.

Groups obey my commands, however, when they are docked on my Hyperion M7, and i ask them to protect me, they wont do anything.

I was expecting the group to launch and fight.

The "Return home" commands works correctly, my 2 fighters dock again at my M6.

Tritous
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Post by Tritous » Sun, 27. Jul 08, 05:20

IMO there are two fundament missing features with this script:

Disband group: immediately breaks the group and cancels their commands (possibly have them return to homebase?).

Merge group: have two groups merge to form one (you choose the leader)

Right now I had a joyous moment, as a group of 30 trade ships sat patiently while 10 discoverers used the fleet support resupply group command to provide all members with: softwares, jumpdrives, and a couple bigger ships supplies weapons and ecells. The kitting was beautifully efficient....it's just splitting them up and sending them on their way that is hard after

It is also weak for requiring ships to be docked, why not let it work on ships in space, making it's selection from all ships within 10km?

I would like to form a group of TLs and use group supplys to have them resupplied. Same can apply to carriers
Give a man a fire, he'll stay warm for a day
Set a man on fire, he'll stay warm for the rest of his life ;)

jlehtone
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Post by jlehtone » Sun, 27. Jul 08, 08:07

Tritous wrote:Disband group: immediately breaks the group and cancels their commands (possibly have them return to homebase?).

Merge group: have two groups merge to form one (you choose the leader)
Group Setup, and Group Setup are already there.
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Tritous
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Post by Tritous » Sun, 27. Jul 08, 13:50

I don't see any clear control that just disbands the group and removes the setting from each ship. Looks like it has to be done manually for each ship.

Same for merging
Give a man a fire, he'll stay warm for a day
Set a man on fire, he'll stay warm for the rest of his life ;)

jlehtone
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Post by jlehtone » Sun, 27. Jul 08, 19:51

The group name input can also take several options that make specifying the name easier:
- -unset or -u. This option disbands the group. The group parameters are removed from the ships in the group and the names are reset to their names before they became part of a group.
Goner Pancake Protector X
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Tritous
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Post by Tritous » Sun, 27. Jul 08, 20:00

For ship or for the whole group?

Doesnt help that cycrows script editor seems to have misplaced all the readmes when installing lol
Give a man a fire, he'll stay warm for a day
Set a man on fire, he'll stay warm for the rest of his life ;)

Erilaz
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Post by Erilaz » Sun, 27. Jul 08, 23:45

@Tritous

If you run -u on the leader it'll be for the whole group, if it's run on one of the followers it'll remove that ship from the group.

Tharrick
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Post by Tharrick » Fri, 1. Aug 08, 19:11

Is there a limit to the number of ships that can be in a group? I'm having a problem trying to assign more than 5 M6's into one group - the 6th just sits back and does nowt

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