[SCR] Missile Defense Mk2 (v2.28 - 17.12.11)

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garrry34
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Post by garrry34 » Tue, 31. May 11, 18:58

gazz the weapon switch isn't working on my ships any more, i have the al plugin set to all ships but it isnt playing ball, I have cmod and awrm installed, is this anything tp do with me using none vanilla weapons?
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Gazz
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Post by Gazz » Tue, 31. May 11, 19:29

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.
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garrry34
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Post by garrry34 » Tue, 31. May 11, 19:49

I switched back to the adv version and everything is working hunky dory...
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garrry34
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Post by garrry34 » Tue, 31. May 11, 20:34

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...
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Gazz
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Post by Gazz » Tue, 31. May 11, 21:17

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.
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garrry34
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Post by garrry34 » Tue, 31. May 11, 21:22

gazz tbh lol I run with the policy you don't ask you don't get, dont get me wrong i wasn't dissing this script, I wouldn't play without it, I like to keep things simple so I don't use mars...
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creidiki
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Post by creidiki » Tue, 12. Jul 11, 19:31

Hmm, the AL plugin never appears in my game ... all the files are there, everything else works, how can I check what's wrong?
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Moonrat
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Post by Moonrat » Tue, 12. Jul 11, 20:06

http://www.hentschke-keramik.de/rmh/msl_def_mk2_adv.zip

I'm getting a problem downloading this, is the link broken?

garrry34
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Post by garrry34 » Tue, 12. Jul 11, 21:34

there's only one version now, download the other one...

I've been having that problem to, weird thing is if I install the previous adv version over it shows up then lol...
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Gazz
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Post by Gazz » Tue, 12. Jul 11, 22:50

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?
The only reason I can think of is that MD Mk2 is not compatible with Roger's EES / Changeling.
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creidiki
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Post by creidiki » Wed, 13. Jul 11, 11:46

... that's not good ...

Can I make it compatible?

Does EES mess up the MDMK2 included in MARS as well?
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Gazz
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Post by Gazz » Wed, 13. Jul 11, 12:12

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.
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creidiki
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Post by creidiki » Wed, 13. Jul 11, 13:55

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?
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Gazz
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Post by Gazz » Wed, 13. Jul 11, 16:53

You could... delete the first 5 lines in setup.plugin.gz.missile.def.mk2.
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creidiki
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Post by creidiki » Wed, 13. Jul 11, 17:12

I just looked at the script ...

:oops:

Imma go away in shame now, keep making awesome scripts man :D
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valerria
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Post by valerria » Thu, 13. Oct 11, 01:45

I JUST realized that this, installed as part of MARS, is what made BPs and M7M nearly worthless in my game. Great job! :)

I was like why's that all the capping guides make it seem so easy while my pods were always shot down? Were they playing a different game?! Turns out they were.

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Gazz
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Post by Gazz » Thu, 13. Oct 11, 07:33

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.
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deca.death
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Post by deca.death » Thu, 20. Oct 11, 20:10

.

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?

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Gazz
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Post by Gazz » Thu, 20. Oct 11, 21:30

deca.death wrote:All commands are the same?
Yes.
I saw no reason to offer the bugged scripts as an alternative option.

Is there possible compatibility issue with Smart Turrets ( v2.0 ) mod?
Possible? Of course.
I never used that script.
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deca.death
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Post by deca.death » Thu, 20. Oct 11, 21:34

Gazz wrote: Possible? Of course.
I never used that script.
So basically you don't know. :)

Just to inform you: people that do use them together say that they coexist fine :D

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