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

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chmv
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Post by chmv » Mon, 9. Feb 09, 23:05

Gazz, many thanks for the script!

Small fix to place LT in sector with HUB. This addon allows you to rotate a ring on 30 degrees from axis.

Code: Select all

Arguments
....
5: delta , Number , 'Enter 0, -30 or 30 to rotate' 

----
218   ||$r=999999999 / ( $radius + $r.mod * $r.count )
219   *write to player logbook: printf: pageid=$PageID textid=106, $i, $deploy.count, $r, $r.mod, $r.count
220   ||$ar=$a / $r
221   ||if$delta == 30
222   |||$cr=$ar / 2
223   |||$ar=$ar * 86602 / 100000
224   ||else if$delta == -30
225   |||$cr=$ar / -2
226   |||$ar=$ar * 86602 / 100000
227   ||else
228   |||$cr=0
229   ||end
230   ||
231   ||if$orient == 3
232   |||$px=$x0 + $ar
233   |||$py=$y0 + $b / $r
234   |||$pz=$z0 + $cr
235   ||else if$orient == 1
236   |||$pz=$z0 + $ar
237   |||$py=$y0 + $b / $r
238   |||$px=$x0 + $cr
239   ||else if$orient == 2
240   |||$px=$x0 + $ar
241   |||$pz=$z0 + $b / $r
242   |||$py=$y0 + $cr
243   ||end
Second fix.

Code: Select all

034   $Gate.displacement=-500
Because now offset occurs in an opposite side.

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Gazz
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Post by Gazz » Wed, 27. May 09, 20:49

Version 2.30 released

LT should now decloak with the correct friend/foe settings.
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tank29
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Post by tank29 » Tue, 9. Jun 09, 03:14

I just installed this, because it looks fantastic, but I'm having some issues with it. When I go for the default installation w/Stealth using 60 LTs around a jump gate, the towers don't appear and attack some pirates that appear shortly after setting up the ring.

However, if I do the same install, but decloak them, they will attack the same pirates (the pirates spawn from a mission to protect a factory in the system). I have made sure that the pirates are set to Foe in the global settings before installing the towers.

Any ideas as to what's going on? Thanks!

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Gazz
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Post by Gazz » Tue, 9. Jun 09, 18:17

There is always a problem with mission generated enemies.

My guess is that these were not pirates.
The first letter of the ship ID would be an "I" for pirates.

If they are (my guess) Neutral Race then the LT have no problem with them.

The only way to make them attack such mission targets is to make them use your ship's relations.
If your ship says it's hostile, LT will not like it, either.

However, that removes the ability to have different hostility settings for your own ship...
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

tank29
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Post by tank29 » Tue, 9. Jun 09, 22:56

Hmm. Interesting. Just to be clear, I tried the same setup twice: once with the LT's cloaked, started the mission, and nothing happened as the bad guys came through the gate. I reloaded the save game, had the LT's uncloaked and they attacked they bad guys as they came through the gate. Is that what you would expect?

A note about the time when the LT's attacked: I had 60 LT's around a gate and it took some time to bring down 2 M5s (Only some of the LTs fired). Is that normal? I would expect 60 LT's to handle M5s without a problem.

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Draesk
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Post by Draesk » Fri, 28. Aug 09, 03:41

Gazz mate, you crack me up. :D

Cheers for Yet Another Awesome MOD™.

superbun
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Post by superbun » Fri, 28. Aug 09, 20:07

I always wanted to try out this script in X3:R but never got round to it, I was impressed with MARS, so i'll give this a go.
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TestingTesting
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Post by TestingTesting » Tue, 6. Oct 09, 05:42

i don't want to be a pain and bump, but i have been trying for an hour now and i just don't understand,

I'm running 2.5 RC3,

and yes many scripts and a couple of small mods running as fake patches,

1 - when i deploy 60, Gate, (X, Y or Z)
i find there is no difference, the LT's are deploying exactly the same no matter what Axis i choose, is this normal behavior,

2 - when i deploy, 60, Gate, i then try to use Set Ring, or Set Scan #
but there is no acknowledgment that the SET command function has been Issued,


one other thing to note, when the deploy command is issued, the ship in question is always showing Unknown Command in it's current order section,
the ship seems to be working with the exception to the above, but it always shows the Unknown Cmd through the entire job,

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Carlo the Curious
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Post by Carlo the Curious » Tue, 6. Oct 09, 05:46

TestingTesting wrote:1 - when i deploy 60, Gate, (X, Y or Z)
i find there is no difference, the LT's are deploying exactly the same no matter what Axis i choose, is this normal behavior,
Yes.
Gazz wrote:Any LT Ring within 5 km of a Gate will be aligned with the gate's position and axis.

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cattafett
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Post by cattafett » Tue, 6. Oct 09, 09:16

is there any way to get a list of where i set up a ring as i've forgot to make a note of them
those UFOs you hear about are just what you tried to explaine to me going over my head
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TestingTesting
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Post by TestingTesting » Wed, 7. Oct 09, 02:43

i see, now i understand what you mean when you said that in the readme,
i understood that part in the readme, i just didn't realize that means regardless of what Axis i choose,

?, i wonder why the script asks for Axis, if the Axis has no relevance,
never mind, just pondering, excellent script, works lovely,

one more question, given your the creator of this wonderful script, if money is not an issue, what settings would you recommend for an average factory,


I.E 60, Factory, Y (distance 5000)

just wondered, thanks

kelmen
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Post by kelmen » Mon, 26. Oct 09, 17:16

is there's an option to make the tower using its default plasma beam instead of the new beam?

or does this make NPC tower using the new beam as well?

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Gazz
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Post by Gazz » Mon, 26. Oct 09, 23:36

It uses the LT ship. Whichever laser you mod it to use.

Give it PPC for all I care. =P
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Vicrry06
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Post by Vicrry06 » Tue, 27. Oct 09, 00:02

If someone was crazy paranoid about keeping a sector with a very large complex locked down, what would be the suggested radius to drop 360 LT's around a gate?

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Gazz
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Post by Gazz » Tue, 27. Oct 09, 01:08

Well, if a LT has a length of some 40m and the circumfence of a circle = 2 * r * 3.14...
What do you think? =P
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

Vicrry06
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Post by Vicrry06 » Tue, 27. Oct 09, 01:32

With 360 40m long funsticks, we'd need about 144,000m of circumference to fit them in a circle. So doing the maths (which hurts, btw :P ), the circle would have about a 2300m radius. Because I trust the game SO MUCH to remember where they all were when my capitals try to use the gate, I'd figure on about a 2600m radius..

Time to see about collecting microchips and LT's to try it out

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cattafett
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Post by cattafett » Tue, 27. Oct 09, 08:26

how do i set the friend/foe setting on the LTs, my globals set to everybody
friends bar Karkk and Xenon but my LTs keeps resetting to Terran and
Yaki as foes even when i changed each of a 100 ring by hand
those UFOs you hear about are just what you tried to explaine to me going over my head
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings

kelmen
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Post by kelmen » Tue, 27. Oct 09, 13:15

Gazz wrote:It uses the LT ship. Whichever laser you mod it to use.
...
I'm sorry, i don't get this. does this mean i can change the laser, treating it like a ship?

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vampirecosmonaut
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Post by vampirecosmonaut » Tue, 27. Oct 09, 13:19

Lasertowers are ships after they are deployed. >..>
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was made in the 16th century by a Chinese Ming dynasty official named Wan Hu.
The resultant explosion presumably killed him.

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Chemical-mix
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Post by Chemical-mix » Tue, 27. Oct 09, 15:47

Hi Gazz,

I've had this script for a while, and love it.

Does it need updating after the 2.5 patch, or will it run fine the way it is?
"I came, I saw, I crumbled"

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