[SCR] Ring of Fire - Stealth Lasertowers (v2.31 - 29.11.09)

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masskaos
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Post by masskaos » Mon, 12. Mar 12, 03:05

Gazz wrote: It's been ages but I'm pretty sure that the LT don't matter at all. They check if passing ships are hostile when seen from your playership.
Well something is amiss. I'm enemy #1 to the Terrans and I have a ROF in the Jupiter sector. If I set cloak to on, then the LT never uncloak with doezens of ships in range. Uncloak and they tear the place up :)

I'm running several other scripts. One of them might be interferring with ROF. I'll try a vanilla install and just add ROF. That might shed some light on this.

Thank you.

FunkySwerve
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Post by FunkySwerve » Tue, 10. Apr 12, 20:51

Gazz wrote: For OOS use, placing the LT at the gate is a bad idea, anyway.
Newbie here - same one you helped in the MARS thread - thanks again for that. I've been doing a lot of reading up on these forums and various wikis, and I'm left a little confused about where to place my rings of fire for OOS protection.

I've read that the the typical OOS jump in is about 7 km from the gate, and the 'Final Word' thread lists jump-in spots for gates based on accumulated averages, suggesting it isn't always the same.

I've also read that - at least at one time - that the detection range of a LT was only 1k, but I've also seen that RoF increases that, and that it was increased when LT OOS improvements were made in AP.

I also understand that this script is a bit overkill now, but I'm ok with that for now at least - it'll allow me to sandbox more with the rest of the game for a bit.

My questions are:
1) What is the current range of detection for the purposes of hostile fire (as opposed to decloaking) of a LT running RoF in AP, with no other custom scripts installed (other than your MARS script)? I read 6600m somewhere, is that still the case?

2) Based on that, where is the most effective place to put the ring for OOS? I assume it should be on the same axis as the gate it's protecting, but how far out?

3) How effective will such rings be if you happen to be IS when enemies appear? If I place them 7k out based on that one estimate, and the detection range is only 6.6k, that seems like a problem.

Thanks,
Funky

p00fer
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Post by p00fer » Tue, 10. Apr 12, 21:04

put 360 in a spiral??? that shld take the problem out? anyway...you could place and ADsat a few kms in front of the gate and place your ring parallel to the gate around the sat... problem solved., my ROF's have worked great in OOS, gate posititioned and in TC.
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AlbinoNoodle
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Post by AlbinoNoodle » Wed, 11. Apr 12, 00:03

Hi all,

anyone able to confirm this works for ap 2.0?

many thanks.

FunkySwerve
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Post by FunkySwerve » Wed, 11. Apr 12, 04:48

p00fer wrote:put 360 in a spiral??? that shld take the problem out? anyway...you could place and ADsat a few kms in front of the gate and place your ring parallel to the gate around the sat... problem solved., my ROF's have worked great in OOS, gate posititioned and in TC.
I only want to use 20-40 per gate, as I've seen posts indicating issues with the stealthed towers. This does not solve my problem, or answer my question.

Funky

AlbinoNoodle
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Post by AlbinoNoodle » Wed, 11. Apr 12, 20:49

looks pretty sweet,

anyone able to confirm this still works with ap 2.0?

many thanks

Edit<
sorry didn't mean to ask twice, forgot I had asked in the first place.
Last edited by AlbinoNoodle on Fri, 13. Apr 12, 20:51, edited 1 time in total.

FunkySwerve
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Post by FunkySwerve » Thu, 12. Apr 12, 08:49

I can confirm it works in AP 2.0, though I haven't used the stealth towers.

Funky

p00fer
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Post by p00fer » Fri, 20. Apr 12, 02:30

just would like to post that there seems to be a naming error when deploying in a 3 gate sector, i deployed a RoF in the East gate of x598, it named them as West..not a gamebreaking thing by far but worth mentioning imo...
TC btw
-Aye, fly into sun!

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bluenog143
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Post by bluenog143 » Fri, 20. Apr 12, 20:35

Thanks Gazz this will come in great handy!
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Chemical-mix
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Post by Chemical-mix » Sat, 28. Apr 12, 23:53

Hi Gazz,

I've been a big fan of this script in X3TC, but i cannot seem to get it to work in AP. I've double-checked that everything is where it should be in the directory, and that the freighters have transporter devices and LTs, of course, but there is no order to deploy them like in TC.

I've got the AP bonus pack, Cycrow's cheat package and Apricot's c-beam installed.

Any ideas what i'm doing wrong?
"I came, I saw, I crumbled"

kurush
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Post by kurush » Fri, 11. May 12, 08:24

Chemical-mix wrote: but i cannot seem to get it to work in AP. I've double-checked that everything is where it should be in the directory, and that the freighters have transporter devices and LTs, of course, but there is no order to deploy them like in TC.
I got the command working just fine in AP, but I am getting an issue with stealth mode now. LTs refuse to uncloak when some ATF ships are in range and I have ATF set to foe.

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Gazz
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Post by Gazz » Fri, 11. May 12, 08:40

Chemical-mix wrote:i cannot seem to get it to work in AP. I've double-checked that everything is where it should be in the directory
Have you unpacked it into the addon\scripts folder?

kurush wrote:I got the command working just fine in AP, but I am getting an issue with stealth mode now. LTs refuse to uncloak when some ATF ships are in range and I have ATF set to foe.
It might be related to some weird "aggro" issues in AP. I noticed that ships sometimes (?) refused to reset their relations when the scripted order came.
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kurush
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Post by kurush » Fri, 11. May 12, 20:52

I saw some nice debug output in some of the ROF scripts, how do I enable it? Also, is there a way to uncloak everything by any chance? I essentially just lost 100 LTs in the war zone
Last edited by kurush on Thu, 17. May 12, 21:39, edited 2 times in total.

wwdragon
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Post by wwdragon » Fri, 11. May 12, 20:58

p00fer wrote:just would like to post that there seems to be a naming error when deploying in a 3 gate sector, i deployed a RoF in the East gate of x598, it named them as West..not a gamebreaking thing by far but worth mentioning imo...
TC btw
I'm experiencing this in XTC. Putting down a ring of fire around west gates are getting me east lasertowers, along with their position being a fair bit behind the gate (x axis) instead of equal with it or slightly in front of it.

This causes them to not hit anything except the gate, when I'm IS.. at least until the enemy gets out a km or two. :?

Thanks for the script btw. It's awsome! :)


@kurush & anyone who needs questions about it answered: Enter ?'s in all fields when you run it. It gives you the instructions in-game.
Editing posts since long before I remember.

General_Failure
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Post by General_Failure » Mon, 14. May 12, 13:00

Actually in the same boat, can't seem to get it to show up in the menus, I know it's in the right folders, so I'm guessing there is a mod conflict.

Here is the list of mods I'm currently using.

Link for pic

Aegyen
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Post by Aegyen » Mon, 14. May 12, 14:11

I am thinking you guys are seeing the hotkey bug, try a new start and see if the hotkey setup is in interface, then.. :?

Oops, wait a min.. :roll: or, the command slot used for RoF is in conflict with another script/mod... Didn't dawn on me till I went for coffee.. :P
If either of you use xscriptor, it has a nice 'view conflicts' feature, that will show you what is in each command slot, and which mod is using that command slot (there can be multiples, but only one will have 'in use' beside it.)

I just recently went through my mod setup because I knew there were some conflicts. If you are lucky, maybe it is in conflict with one of Lucike's, and on his script threads, he shows you how, and exactly where, to change it...

General_Failure
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Post by General_Failure » Mon, 14. May 12, 16:25

*sigh* always forget you basically need to start over with a lot of mods. That's all it was, works now. Only the problem I have /now/ is the fact when I needed or could have used them, well I have to start over again... ha... cheat mode activate!

kurush
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Post by kurush » Thu, 17. May 12, 21:39

about 6 or 7 of my "stealth" laser tower suddenly unclocked after 2 or 3 RL days and probably about 20 hours in game. Stealth mode seems to be borked in AP. Did anybody try to push the limits with those laser towers? I wonder how many of them can the game engine handle, considering that each of them apparently is running a custom task script.
I am also wondering whether it is possible to remove this script package and keep the LTs.

Aegyen
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Post by Aegyen » Thu, 17. May 12, 23:16

I believe that he meant them to be 'stealth', to you. For FPS reasons, mostly. When this first came out, FPS was a problem in the first versions of TC, for a lot of people.

wwdragon
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Post by wwdragon » Thu, 17. May 12, 23:20

That's true; they are also stealth to enemies until they uncloak. You can setup some pretty interesting ambushes that way. :)

I've never seen them just stop working. I don't use stealth LT's though, ever. They always go around gates to Pirate & Xenon space as blockades... which are systems I don't personally visit. :lol:

As to removing them: Not going to work for stealth ones. Non stealth, it would if they revert to the default control scripts automatically; they are, after all, already placed.
They do use the ring of fire scripts as well, however, for OOS combat bump. I think it would just cause them to disapear or the game to bomb. :-s
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