[SCR] CODEA Weapon System [09-06-03 X3TC 3.beta.19]

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

Moderators: Moderators for English X Forum, Scripting / Modding Moderators

Locked
russbo
Posts: 862
Joined: Sat, 12. Nov 05, 21:53
x4

Post by russbo » Mon, 13. Apr 09, 05:59

Thanks Darkfear, that's what I thought. And if you want to rest your pilots and get experience built up for other ones that you might be carrying, transfer them from the lounge into ships and vice versa. To minimize the amount of pilots on patrol overall, reduce the number of ships in the pilot hangar.

All very well thought out. Impressive. A little bit of micromanagement, but, a very powerful script for carrier use. Without a doubt, a must have for TC. Carriers are nonsense without this.

User avatar
Freeman_79
Posts: 298
Joined: Tue, 28. Aug 07, 03:31
xr

Post by Freeman_79 » Mon, 13. Apr 09, 06:05

oooh nice.
I almost completely gave up hope on the carriers, but this seems to offer me another try with the carriers.

Btw, does this script work with the 2.0 patch ?


//Freeman

russbo
Posts: 862
Joined: Sat, 12. Nov 05, 21:53
x4

Post by russbo » Mon, 13. Apr 09, 07:33

Yes, it works great so far with latest patch as far as I can tell. Very in depth piece of work.

THE_BIG_FISH:Leo
Posts: 490
Joined: Wed, 27. Jul 05, 17:10
x4

Post by THE_BIG_FISH:Leo » Mon, 13. Apr 09, 13:33

since i installed this Cycows afterburner turbo thing no longer works :cry: I have uninstalled this mod and reinstalled the afterburner but unfortunately it has not fixed it. I think it might have something to do with the Libraries that this mod needed installing, as i don't read German i have no idea what they are or how to remove them properly? i tried removing all the files it adds but my gamed CTD's when ever i try to start the game so i had to put the files back :(

(sorry about the readability of this post i have had no sleep so its probably a little confusing :S)

darkfear
Posts: 69
Joined: Thu, 11. Dec 03, 22:16
x4

Post by darkfear » Mon, 13. Apr 09, 19:05

THE_BIG_FISH:Leo wrote: I have uninstalled this mod
Have you used the proper uninstall routine as described in the manual? Or have you just deleted the script files?

Concerning the Library script: It is a collection of scripts that are used by all off Lucike scripts. If you have uninstalled CODEA with the uninstall option, it is safe to just delete the library files. (If you use no other scripts that are dependent on the library) You can use the provided "Delete all library Scripts.bat" in the scripts.delete folder.

If you just deleted CODEA, reinstall it and use the proper uninstall routine.

But I can't imagine that the library has sth. to do with your CTDs. Does X3 TC also CTD when you start a new one?

P.S. Lucike has released a new beta version of CODEA. I will update the post and the download links within the hour.

darkfear

darkfear
Posts: 69
Joined: Thu, 11. Dec 03, 22:16
x4

New Version 3.beta.01

Post by darkfear » Mon, 13. Apr 09, 19:23

CODEA Waffensystem
(Carrier Orbit Defense of Enemy Attack)
(Version 3.beta.01 - 12. April 2009)

[ external image ]

[ external image ] [ external image ]


-> CODEA Weapon System (Version 3.beta.01)
-> Necessary "Libraries" (Please reinstall during the Update!) (New 10.04.09 !)


Prerequisites: X³ Terran Conflict version 1.3 or higher (not compatible with X³ Reunion) !!

12.04.2009 (Version 3.beta.01)
  • Tender ships on their way back to the carrier will now jump to a gate and not only to the middle of the sector.
  • Improved selection and approach of a refuge sector by a tender ship.
  • Performance requirements of the Reconnaissance squadrons reduced.
  • Expanded Weapon Selection of the fighters.
  • The Alpha-Phase is completed.
  • Several small improvements.
Last edited by darkfear on Mon, 13. Apr 09, 20:39, edited 1 time in total.

User avatar
Lord Dakier
Posts: 3243
Joined: Fri, 8. Dec 06, 13:45
x4

Post by Lord Dakier » Mon, 13. Apr 09, 19:54

I'm not a big fan of carrier command scripts however, this obviously is unique :D

Good Job!

Treelor
Posts: 314
Joined: Mon, 5. May 08, 01:25
x4

Post by Treelor » Tue, 14. Apr 09, 05:01

Complains about missing a CODEA language file when I load my game.

Just re-downloaded, gonna give it another try. The only thing I can think of is that it didn't unzip properly.

Migl00
Posts: 11
Joined: Thu, 19. Mar 09, 12:10
x3tc

Post by Migl00 » Tue, 14. Apr 09, 15:50

Hi all! :)

It's a very very interesting script for someone like me who wants to use carriers!!

Just a little question before installing and trying CODEA, is there any compatibility problems or restrictions with an other great script: M.A.R.S?


Thanks!

LarryBurstyn
Posts: 295
Joined: Sat, 19. Nov 05, 19:26
x4

Mefos

Post by LarryBurstyn » Tue, 14. Apr 09, 17:07

I downloaded MEFOS to get the mechanics but I cannot seem to figure out how to use it. Help. I cannot find the command to hire mechanics (or anything else). My ship is equiped with both CODEA and MEFOS. CODEA seems to be working okay.

BTW: What do the ranks actual DO? Other than cost money for higher ranked pilots.

russbo
Posts: 862
Joined: Sat, 12. Nov 05, 21:53
x4

Post by russbo » Tue, 14. Apr 09, 17:37

If I remember correctly you'll find mechanics in the Argon equipment docks. You'll get pilots if you dock you carrier at a Military Outpost, and then look in the Codea menu on that ship (you hire pilots through that).

Assign your pilots to ships.
Assign your ships to hangars.

let loose the patrols.

User avatar
enenra
Posts: 7150
Joined: Fri, 8. Apr 05, 19:09
x4

Re: Mefos

Post by enenra » Tue, 14. Apr 09, 19:51

LarryBurstyn wrote:I downloaded MEFOS to get the mechanics but I cannot seem to figure out how to use it. Help. I cannot find the command to hire mechanics (or anything else). My ship is equiped with both CODEA and MEFOS. CODEA seems to be working okay.

BTW: What do the ranks actual DO? Other than cost money for higher ranked pilots.
There are overtuned Argon Express flying between argon military bases, EQ docks and HQs. They are marked with colors - blue means it has some personnel on board, red means it's empty. Dock at the stations they fly to before they dock and they'll contact you, making it possible to hire personnel.

Assign a hotkey to the MEFOS-menu, there will be a list of all these TPs (providing your rank with the argons is high enough)

Stealth17
Posts: 325
Joined: Thu, 1. Nov 07, 19:11
x3tc

Post by Stealth17 » Tue, 14. Apr 09, 20:49

I have a question:

Is it possible to extend the "domination" range of the carrier? Because of SpaceweedAddicts sector mod my sectors (and sensors) can reach a lot farther. It would be nice if Codea could too. Any word on this?

Thanks!
Like a thousand other commanders on a thousand other battlefields, I wait for the dawn...

User avatar
Saetan
Posts: 3223
Joined: Wed, 1. Feb 06, 19:26
x4

Re: Mefos

Post by Saetan » Tue, 14. Apr 09, 20:54

Migl00 wrote:Just a little question before installing and trying CODEA, is there any compatibility problems or restrictions with an other great script: M.A.R.S?
As far as I read (I don't use MARS by myself) there are some users in the german forum which are using both scripts at the same time ... I never ever heard of any problems of using CODEA+MEFOS and MARS. Lucike is also interessted to keep them compatible ... so, I think you can give it a try.
LarryBurstyn wrote:BTW: What do the ranks actual DO? Other than cost money for higher ranked pilots.
How you get the mechanics, see the post by enenra. In addition to that, it gets decided by random what kind of personell the transporter has. Mechanics are quite rare, so you may try some times.
As far as I know, you also need an argon- and fighting rank of at least "federation guardian" and "fighter chief" to be allowed to hire the personell.

The rank of the pilots allows them to get used for other tasks too.
Lieutnants are able to steer, for example, a tender or a bomber (see CODEA-manual again). Also a lieutnant is able to hire MEFOS-personell of his own race by himself, if he is steering a TP.
Higher ranks are also used for other scripts, like the "Sicherheits- und Rettungsdienst" which is yet in an to early state too get released in English (... said Lucike). With that script, fighters and capital ships are able to patrol sectors and also to rescue freighters which are running one uf Lucikes trading scripts by themself.

--edit--
Stealth17 wrote:Is it possible to extend the "domination" range of the carrier? Because of SpaceweedAddicts sector mod my sectors (and sensors) can reach a lot farther. It would be nice if Codea could too. Any word on this?
You can't change that by yourself. Interceptors will attack within an range of 8km. Attack fighters everything within the scanner range of your carrier. Reconnaissance ships can extend the scanner range of your carrier.

darkfear
Posts: 69
Joined: Thu, 11. Dec 03, 22:16
x4

New PDF Manual

Post by darkfear » Tue, 14. Apr 09, 23:29

CODEA Waffensystem
(Carrier Orbit Defense of Enemy Attack)
(Version 3.beta.01 - 12. April 2009)

[ external image ]

[ external image ] [ external image ]


-> CODEA Manual .PDF NEW!

The manual in pdf format will be updated periodically, e.g. if a new version of CODEA introduces more functions or if there have been several new FAQ entries.

darkfear
Posts: 69
Joined: Thu, 11. Dec 03, 22:16
x4

Re: Mefos

Post by darkfear » Tue, 14. Apr 09, 23:41

Migl00 wrote:Just a little question before installing and trying CODEA, is there any compatibility problems or restrictions with an other great script: M.A.R.S?
Actually I'm using MARS with CODEA and MEFOS. MARS takes care of automatic weapon switching etc, while I use MEFOS to change between different main laser configurations for my hyperion. Works quite well so far.
How do I get mechanics
The chance to be able to recruit a mechanic is quite low. After several unsuccessful attempts, I saved the game at the destination station of the MEFOS personnel freighter just moments before it landed. Then simply reload until you get a good selection of personnel. Eventually I got a freighter with 3 mechanics available for hire.


Here is the first draft of the english translation of the CODEA Manual by me. All the pictures are from the german version, but the text should give you a few hints on how to use MEFOS.
darkfear wrote: MEFOS Weapon System
(Medium Extended Fight Orbit System)
(Version 3.beta.01 - December 25th 2008)

[ external image ]

MEFOS – The History
Capital ships of the M1 and M2 class, as well as corvettes and frigates of the M6 and M7 class are the most efficient and powerful weapon platforms in the universe. In the default operational mode, their fully automated turrets attack any enemy ship in range.

The argon military developed a new weapon system, codename MEFOS, and has been recruiting computer scientists, technicians and gunners for some time now to manually control the turrets of their capital ships. Gunners, who are responsible for the switching of weapons, act independently and disburden the officer of the deck. On the other hand technicians are responsible for insuring an uninterrupted shot sequence and assisting the computer scientist in supervising the automatic turret targeting control.

MEFOS is not only a training course for gunnery personnel, but also a software supported method of communication between the bridge and several laser turrets. MEFOS enables the storage of a fixed combination of turret armaments and attack commands, which can be selected with a single hotkey. This allows for a semi-automatic weapon or command switching of the turret without the need for dedicated personnel.

Only distinguished members of the argon federation are able to recruit trained turret personnel, although at a steep price. In recent times more and more TP class ships were seen transporting personnel to large argon battle cruisers. Argon equipment docks as well as trading stations have become the ports of transshipment for military personnel. Even civilians have an opportunity to acquire trained turret personnel there. It requires open eyes and ears because military transport routes are kept top secret. Known military transports have to be intercepted at their destination. In addition, a mayor part of the personnel is intended for argon capital ships, so speed is of the essence.

The ports of transshipment are in even more turmoil then the largest stock exchanges of the universe. The motto is to snap at the chance of trained personnel, while also looking out for all their different specializations.

Overview MEFOS Weapon System
  • The MEFOS Weapon System assumes control of weapon management on capital class ships.
  • The MEFOS Weapon System adds four new turret attack commands. These commands require gunnery personnel to assume control of automatic weapon switching.
  • The MEFOS Weapon System can store up to 8 fixed combinations of turret armament and attack commands, which can be accessed with several hotkeys.
MEFOS Weapon System Preparations

Download

-> MEFOS Waffensystem (Version 3.beta.01)
-> Notwendige Befehlsbibliothek "Libraries" (You must install these! Reinstall during Updates)

-> MEFOS Weapon System Description (PDF format) (not yet available!)

Prerequisites: X³ Terran Conflict Version 1.3 or higher (not compatible with X³ Reunion) !!

Activation of the Script Editor

MEFOS doesn’t require the script editor to be activated. MEFOS includes a script, that automatically sets the game to “modified”.

With the script editor activated, additional technical information can be displayed. This can be enabled in the script editor menu (Script Debugging: Additional Information) but is recommended to be left "off" as it might be confusing to some players .It is possible to run unsigned scripts without activating the script editor. This requires a change in the scripts boot file. In any case the save game will become “modified”.

Installation

Simply extract the *.zip file to your X³ TC folder. The .zip file includes the folders “\scripts\...” and “\t\...” which also exist in your X³ TC folder. Any additional folders in the *.zip file are for maintenance and uninstalling and should also be extracted to your X³ TC folder.

De-Installation

The folder “\scripts.uninstall\...“ includes the files “setup.plugin.mefos.weapon.system.pck” and “al.plugin.military.transport.pck”. Copy those two files to the script folder (\scripts\...). Start X³ TC and load your save game. The Uninstall process will start automatically and send a message to your log upon completion. The process can take up to 20 seconds from loading the savegame. Save the game.

Run the batch-file „Delete all MEFOS Weapon System Scripts.bat“ in the “\scripts.delete\...” folder. This will delete all the script’s files. The De-Installation process is now complete.

Important: Never simply delete scripts, because they are connected to your savegame.

Updating older versions

Simply extract the *.zip file to your X³ TC folder. The .zip file includes the folders “\scripts\...” and “\t\...” which also exist in your X³ TC folder. Any additional folders in the *.zip file are for maintenance and uninstalling and should also be extracted to your X³ TC folder.

The batch-files “Delete old MEFOS Weapon System Script.bat” in the “\scripts.delete\” folder takes care of deleting old and unneeded script files. This step is not required, but will keep your script folder organized.

In game nothing has to be manually restarted. All ships or station automatically restart their scripts.

MEFOS Weapon System Manual

Ship and Equipment Requirements:
  • A ship of M1, M2, M3, M6, M7, M8, TL, TM, TP or TS class
  • Fight Command Software MK1
  • Fight Command Software MK2
  • Cargo Bay Life Support System (optional: required for turret personnel)
  • MEFOS Weapon System Software(optional: additional commands and extensions)
MEFOS Weapon System

The MEFOS Weapon System has eight weapon group storage spaces for a fixed combination of turret armaments and commands. Without the MEFOS software, only four storage spaces are available. A hotkey has to be assigned to every weapon group. Additionally a hotkey for the configuration menu has to be set.

After configuring the hotkeys, weapon groups can be created and stored. If no weapon groups have been stored, the first hotkey press saves the current weapon configuration and turret commands to the storage space. A weapon group can be deleted via the configuration menu.

Now you can switch between weapon groups. Confirmation is carried out by a spoken message (Weapon Systems Alpha to Theta).

Overview

[ external image ]

The overview displays all available weapon groups for editing. Already occupied weapon groups are displayed as well. It also provides a list of all the required personnel for automatic weapon switching on the current ship.

The Weapon Group

[ external image ]

Selecting a weapon group in the overview displays the weapon group menu, which allows for several options to edit the weapon group.

Select Weapon Group

You can select a weapon group in the Weapon Group Menu. Since this method of weapon switching is impractical during combat, hotkeys can be configured for each weapon group. This command was initially intended for testing purposes.

Set up or change weapon group

[ external image ]

The simplest method of storing a weapon group, is to configure all weapons via the HUD and then storing them with the corresponding hotkey to an empty weapon group slot. This menu item is first and foremost to complement or check an existing weapon group.

Delete Weapon Group

This menu item deletes a weapon group. After deletion a new weapon group can be saved in this storage pace with the corresponding hotkey.

Save Weapon config

This command is used to quickly store the current combination of weapons.

Turret Personnel

Turret commands:
Weapon System : Attack all Enemies (requires ship personnel)
Weapon System : Attack my Target (requires ship personnel and MEFOS)
Weapon System : Protect Ship (requires ship personnel and MEFOS)
Weapon System: Missile Defense (requires ship personnel and MEFOS)


Turret commands are available in the command console of a ship. All commands include automatic weapon switching, although shockwave cannons and Ion disrupters are only used with the MEFOS software installed. Only available weapons are used.

Turret personnel is required for these commands. If there is not enough personnel available, individual turret commands will be suspended.

Required Size of the Crew

One computer scientist is sufficient for the whole ship. Every turret requires a technician, as well as one gunner for every three weapons in the turret.

[ external image ]

Example M2: Standard ships of the M2 class have 4 turrets with 8 ordnances each, as well as 2 turrets with 4 ordnances each for a total of 6 turrets with 40 ordnances. This requires 1 computer scientist, 6 technicians and 16 gunners.

Example M6: A ship of the M6 class in the default argon version has 3 turrets with 1 ordnance each. That is a total of 3 turrets and 3 ordnances, which requires 1 computer scientist, 3 technicians and 3 gunners.

Example M3: A ship of M3 class in the default argon version has 1 turret with 1 ordnance. All instruments in an M3 fighter are accessible by one person, thus only the need for 1 gunner. Ships of the M3+ class generally have 2 turrets and thus needs 2 gunners.

Crew Payment

The turret personnel is paid by the hour. The pay is automatically transferred to the argon military, which in turn distribute the money to the crew.

Computer scientists get paid 300 credits per hour, technicians 250 credits and gunners 200 credits. The crew is paid regardless of whether they are in action or on standby.

Example M2: 1 computer scientist is paid 300 credits /h, 6 technicians 1500 credits/h and 16 gunners 3200 credits/h. For the entire personnel of an M2 class ship you have to take 5000 credits/h or 120.000 credits per day into account.

Recruitment of turret personnel

As a distinguished member of the argon federation, turret personnel transports are marked in terms of color on the sector map. A blue marking indicates a transport currently transporting turret personnel, a red marking indicates an empty transport. (Federation Guardian / Fighter Chief)

Argon Military Express Freighter
Argon Military Express Freighter

[ external image ]

If you dock at the destination before the transport ship, you will be hailed when the transport arrives. The pilot of the transport will provide you with a list of all turret personnel available for recruitment. After selecting the desired personnel and confirming the recruitment, the personnel will be transferred to your ship’s cargo bay, if a cargo bay life support system is installed and enough space is available.

If you cannot be bothered to go head-hunting for personnel, simply dock one of your own ships, with a cargo bay life support system and a lieutenant as pilot to a military outpost or an equipment dock. He will then periodically recruit available personnel. You have no influence on this process.

In order to have access to a lieutenant, you’ll have to use the CODEA weapon system or the Security and Rescue service.

[ external image ]

The overview provides distinguished members of the argon federation with a complete flight plan. A blue marking indicates a transport currently transporting turret personnel, a red marking indicates an empty transport. (Federation Guardian / Fighter Chief)

Selecting a transport route will give the player ship the command to fly to the destination of the transport. If AutoJump is configured in the command console of the ship, it will use its jumpdrive.

Additional Information

None


Technical Data MEFOS Weapon System

Language FIle
8010-L044.xml (ID 8010)
8010-L049.xml (ID 8010)

Command-Slots (Kommando-Slots ändern)
COMMAND_TYPE_TURRET_16 (916)
COMMAND_TYPE_TURRET_17 (917)
COMMAND_TYPE_TURRET_18 (918)
COMMAND_TYPE_TURRET_19 (919)

Object-Task
Global (Hotkeys und restart)
ship task Turrets (Task 1 to maximum turret)
Ship task 43 and 44

Official abbreviations
"das MEFOS"
"the MEFOS"


Changelog

Download

-> MEFOS Waffensystem (Version 3.beta.01)
-> MEFOS Waffensystem (Version 3.alpha.06)
-> MEFOS Waffensystem (Version 3.alpha.05)
-> MEFOS Waffensystem (Version 3.alpha.04)
-> MEFOS Waffensystem (Version 3.alpha.03)


Changelog

10/26/2008 (Version 3.alpha.01)
  • First version.
11/09/2008 (Version 3.alpha.02)
  • Missies Frigates were unable to use their turrets.
  • In addition to the MEFOS turret commands, the main command was suspended in the case of an insufficient amount of military personnel. Fixed.
11/15/2008 (Version 3.alpha.03)
  • Logic bug in the AL plugin corrected.
  • English language file corrected.
11/30/2008 (Version 3.alpha.04)
  • Military personnel was replaced by gunnery personnel. Several different specializations are possible now. Existing military personnel is automatically converted.
  • The costs for the ”MEFOS Weapon System“ software were reduced to 1.002.677 credits. Additional expenditures are credited to the player.
  • MARS turret commands are stored.
  • The total amount of needed personnel is visible in the overview.
  • Argon Military Transports doubled.
  • Recruitment of turret personnel vastly improved.
12/02/2008 (Version 3.alpha.05)
  • Recruitment of turret personnel balanced.
  • Several small improvements.
12/07/2008 (Version 3.alpha.06)
  • Added missile-defense turret command.
  • Small bug in the payment of personnel fixed.
12/25/2008 (Version 3.beta.01)
  • alpha-phase finished.
  • The recruitment conditions of turret personnel were relaxed. The probability to get more personnel is twice as high..

< Keywords: ScripterLucike, Script, AEGIS, Geschützturm, Geschützturmbefehl, automatischer Waffenwechsel >

Treelor
Posts: 314
Joined: Mon, 5. May 08, 01:25
x4

Post by Treelor » Wed, 15. Apr 09, 02:17

Is there any reason I should use MEFOS over MARS as a turret script? I see the main gun switching capabilities, which would be useful if I had an M7 or whatnot, but seeing as I'm bumbling around in my very first Colossus, I don't have any main guns, only turrets. What advantages does MEFOS have over MARS?

aka1nas
Posts: 1414
Joined: Thu, 7. Jul 05, 05:17
x4

Post by aka1nas » Wed, 15. Apr 09, 02:49

I'm a little confused about MEFOS still, is it only needed for gunnery crews and weapon switching (i.e. basically AEGIS for X3)? The main post for CODEA suggests that you need MEFOS installed to add M8s to your carrier as well as perform on-carrier repairs(via Mechanic personnel), but this is not mentioned in the MEFOS description posted above.
Saetan wrote: Higher ranks are also used for other scripts, like the "Sicherheits- und Rettungsdienst" which is yet in an to early state too get released in English (... said Lucike). With that script, fighters and capital ships are able to patrol sectors and also to rescue freighters which are running one uf Lucikes trading scripts by themself.
Does the above script integrate into CODEA? I.E. Can we somehow attach other capitals to our carrier as escorts or something similar?

I unfortunately don't read German, but am finding this all very intriguing. :)

User avatar
Gazz
Posts: 13244
Joined: Fri, 13. Jan 06, 16:39
x4

Post by Gazz » Wed, 15. Apr 09, 08:22

Treelor wrote:Is there any reason I should use MEFOS over MARS as a turret script?
MEFOS uses less CPU power - by an order of magnitude . =)
However, it's an enhancement of the vanilla turret scripts and so bound to the restrictions that come with that concept.

MARS does not know restrictions, only targets. =)

Just try both and see which one you like best. There really is no "best one" of these two. I've heard arguments for either so... *shrug*
Your choice.
In fact, the MEFOS main gun (and turret script!) switching can be pretty useful even if you use MARS.

Since MARS can be enabled for the AI you can even try some battles of CODEA M1 vs MARS (AI) M2 and see who wins and at what cost. =)


I dunno where else CODEA and MEFOS are intertwined. Most likely it's sufficient to just have the MEFOS ware on board to unlock certain functions.
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.

User avatar
Saetan
Posts: 3223
Joined: Wed, 1. Feb 06, 19:26
x4

Post by Saetan » Wed, 15. Apr 09, 09:38

aka1nas wrote:
Saetan wrote: Higher ranks are also used for other scripts, like the "Sicherheits- und Rettungsdienst" which is yet in an to early state too get released in English (... said Lucike). With that script, fighters and capital ships are able to patrol sectors and also to rescue freighters which are running one uf Lucikes trading scripts by themself.
Does the above script integrate into CODEA? I.E. Can we somehow attach other capitals to our carrier as escorts or something similar?

I unfortunately don't read German, but am finding this all very intriguing. :)
No ... the above mentioned script (in English "security and rescue service") is for his own ... but you can also use CODEA-carriers for the rescue-part of the script, with (yet) some restrictions, e.g. no ship (e.g. tender) is allowed to follow.

You are not able, to attach other capital ships to your carrier with one of Lucikes scripts (except maybe the security part of that script I guess, but I never tested it). But as far as I now, such a fleet managment is already planned.
Last edited by Saetan on Wed, 15. Apr 09, 10:47, edited 1 time in total.

Locked

Return to “X³: Terran Conflict / Albion Prelude - Scripts and Modding”