[SCR] Missile Defense Mk2 (v2.28 - 17.12.11)
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Can not reproduce.
Works as described. When set to "fighters switch weapons", the correct script is started for fighters.
If mods are to blame? Personally I think it's unlikely.
Works as described. When set to "fighters switch weapons", the correct script is started for fighters.
If mods are to blame? Personally I think it's unlikely.
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.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
gazz is there any way your scripts could get the turrets to target missiles that are targeting other player ships, ie if I have 3 cap ships in delta could the front point ship shoot down missile aimed at either of the other two as alot of the time the point ship is closer...
PhenomII X4 940 black edition
8GB DDR2
ATI HD4890
Windows 7 64bit
8GB DDR2
ATI HD4890
Windows 7 64bit
Multiplying each turret's target acquisition work by the formation size (which can be 60 for a carrier) would mean that instead of a workload of 60 units, a workload of 3600 units would need to be done.
It didn't sound like a good idea when I wrote the script and it doesn't now, either. =P
That would require a very different concept but feel free to try something like that. It certainly doesn't fit into this script.
It didn't sound like a good idea when I wrote the script and it doesn't now, either. =P
That would require a very different concept but feel free to try something like that. It certainly doesn't fit into this script.
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.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
http://www.hentschke-keramik.de/rmh/msl_def_mk2_adv.zip
I'm getting a problem downloading this, is the link broken?
I'm getting a problem downloading this, is the link broken?
The only reason I can think of is that MD Mk2 is not compatible with Roger's EES / Changeling.creidiki wrote:Hmm, the AL plugin never appears in my game ... all the files are there, everything else works, how can I check what's wrong?
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.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
You can delete the first 5 lines in setup.plugin.gz.missile.def.mk2.
According to Roger, that will break his script. Don't ask me why because I don't even know what his script does. Not my problem.
According to Roger, that will break his script. Don't ask me why because I don't even know what his script does. Not my problem.
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.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
Ok, I read the relavant, and bewildering, posts.
I don't think this is related, That should not prevent the MdMK2 AL Plugin from appearing in the AL Plugin list. Short of lengthy script-by-script testing to see what's interfering, is there any way I can find out what's causing that?
I don't think this is related, That should not prevent the MdMK2 AL Plugin from appearing in the AL Plugin list. Short of lengthy script-by-script testing to see what's interfering, is there any way I can find out what's causing that?
I am not as think as you drunk I am.
You could... delete the first 5 lines in setup.plugin.gz.missile.def.mk2.
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.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
You're welcome! =P
It would be a tiny bit unfair to use MARS and not even allow the AI ships to defend themselves. Mostly that just fixes several bugs and updates the Reunion-style MD script to the TC environment.
It would be a tiny bit unfair to use MARS and not even allow the AI ships to defend themselves. Mostly that just fixes several bugs and updates the Reunion-style MD script to the TC environment.
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.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
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One probably silly question:
There is no actual difference in menus weather you use this script or not is it? All commands are the same? Only by that mentioned AI life menu you can detect that MD MK2 is actually in game, right?
Is there possible compatibility issue with Smart Turrets ( v2.0 ) mod?
One probably silly question:
There is no actual difference in menus weather you use this script or not is it? All commands are the same? Only by that mentioned AI life menu you can detect that MD MK2 is actually in game, right?
Is there possible compatibility issue with Smart Turrets ( v2.0 ) mod?
Yes.deca.death wrote:All commands are the same?
I saw no reason to offer the bugged scripts as an alternative option.
Possible? Of course.Is there possible compatibility issue with Smart Turrets ( v2.0 ) mod?
I never used that script.
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.
There is no sense crying over every mistake. You just keep on trying till you run out of cake.
-
- Posts: 2939
- Joined: Mon, 28. Feb 11, 19:50