[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
StarCrack
Posts: 235
Joined: Thu, 3. Apr 08, 05:27
x3tc

new weapons

Post by StarCrack » Sun, 26. Apr 09, 22:57

hi i was just wundering how i'd add guns to the fighter equ. list

semiliterate
Posts: 357
Joined: Sat, 13. Dec 08, 22:02

Post by semiliterate » Sun, 26. Apr 09, 23:59

[/quote]If the option „Stop carrier during fighter deployment“ is deactivated and the carrier jumps to a remote system, while fighters are on their way back to the carrier, these fighters will patrol the area until the carrier returns. Up until now they would follow the carrier. [/quote]

quick question.

if this option is deactivated, i can have a carrier leave a patrol force in the area it just left while it responds to an attack elsewhere, correct?

so what happens if the option is activated and i give the carrier a jump command? will it recall fighters first? how about if it moves on to, say, the next system in its Security and Rescue Service patrol?
Last edited by semiliterate on Mon, 27. Apr 09, 00:05, edited 1 time in total.

asdrubale
Posts: 43
Joined: Wed, 22. Apr 09, 17:35
x3ap

Post by asdrubale » Mon, 27. Apr 09, 00:01

I have a question about the bombers. Right now what is their function? do they just sit in the carrier until manually instructred to obliterate a target?

What I'd like to have is a few m8s taking out everything bigger than a m3 well before they get in range, and the fighters would dispose of everything that's too fast for the missiles. I would like this to happen automatically.

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

Post by aka1nas » Mon, 27. Apr 09, 03:08

I'm having a little trouble adding bombers to my carrier. I've gotten the MEFOS personnel and have a technic and mechanic on the bomber with a Lt. pilot and all the required equipment. CODEA let me assign the pilot to the bomber following my carrier w/o issue, but I can't get it to show up to be added in the bomber hangar.

Malkuth74
Posts: 295
Joined: Fri, 31. Dec 04, 19:31
x3tc

Post by Malkuth74 » Mon, 27. Apr 09, 03:21

Think the Tech and Mechanic are suppose to be on the Carrier not the bomber.

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

Post by aka1nas » Mon, 27. Apr 09, 03:33

I put some of each on both the bomber and the carrier just to make sure, but still no luck. :(

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

Post by aka1nas » Mon, 27. Apr 09, 05:41

I've messed with it some more and was able to add a tender and a corvette to CODEA by using the "follow carrier" method, but the bomber still will not show up in the main hangar.

User avatar
Lucike
Posts: 12969
Joined: Sun, 9. May 04, 21:26
x4

Post by Lucike » Mon, 27. Apr 09, 11:40

Docking Computer is installed?
Image

User avatar
spacefueladdict
Posts: 508
Joined: Thu, 12. Jun 08, 15:42
x3tc

Post by spacefueladdict » Mon, 27. Apr 09, 15:39

Hi, is anybody having problems unzipping this file and the libraries file?

I have d/loaded these file numerous times and used various programs to unzip them and i either get messages that the file is 'Corrupt' or the 'file header is damaged'. :gruebel:

Any help regarding this issue would be apprieciated.

Thanks in advance

SFA.

kelmen
Posts: 308
Joined: Tue, 9. Dec 08, 15:11

Post by kelmen » Mon, 27. Apr 09, 15:45

Are these will do havoc with the script logic?

Boost extension
SETA
Video enhancement goggles

becos practically all my ships has this boost
is it possible just to ignore this items?

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

Post by Saetan » Mon, 27. Apr 09, 17:23

kelmen:
With this equipment (as far as I know, all of them ... only one or two of them don't matter) on your fighters, CODEA will not recognize them to add them. Thats because these equipment marks a fighter as a player-ship. If the fighters are already added, CODEA doesn't care anymore about these equipment.

spacefulladdict:
I just downloaded CODEA and the library and I've been able to open them with 7-Zip.

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

Post by aka1nas » Mon, 27. Apr 09, 17:59

Lucike wrote:Docking Computer is installed?
Yep, I've rechecked the equipment 20 times now and made sure I don't have any of the three forbidden extensions on that ship. When I transfer a Lt. pilot to the cockpit, I've also noticed that there rank never shows up, I just get "Niklas Gisler (Your Marlin Hauler)" in the personnel overview. I've tried it with several pilots, including commanders, but nothing seems to work. :cry:

User avatar
Lucike
Posts: 12969
Joined: Sun, 9. May 04, 21:26
x4

Post by Lucike » Mon, 27. Apr 09, 19:07

Step by step.

- A ship of class M8 (Marlin Hauler is an Argon M8 ship, right?)
- set homebase to carrier
- Pilot of the rank Lieutenant
- Fight Command Software MK1
- Fight Command Software MK2
- Docking Computer
- Cargo Life support System
- Navigation Command Software MK1
- Technician
- Mechanic

The ship is in follow mode and in the same sector?
Image

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

Post by aka1nas » Mon, 27. Apr 09, 21:40

Lucike wrote:Step by step.

- A ship of class M8 (Marlin Hauler is an Argon M8 ship, right?)
- set homebase to carrier
- Pilot of the rank Lieutenant
- Fight Command Software MK1
- Fight Command Software MK2
- Docking Computer
- Cargo Life support System
- Navigation Command Software MK1
- Technician
- Mechanic

The ship is in follow mode and in the same sector?
I think it's the boron M8 (Actually, it's probably a pirate variant that I capped). I have all the above requirements met. Could it matter if the carrier is not an M1? I'm using an M7 panther.

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

Post by darkfear » Mon, 27. Apr 09, 22:27

aka1nas wrote: I think it's the boron M8 (Actually, it's probably a pirate variant that I capped). I have all the above requirements met. Could it matter if the carrier is not an M1? I'm using an M7 panther.
It's definitely not the panther. I'm using a panther with 4 M8 split bombers.

Just remembered, make sure you have free docking ports on your panther.

jlehtone
Posts: 21811
Joined: Sat, 23. Apr 05, 21:42
x4

Post by jlehtone » Mon, 27. Apr 09, 22:37

How about submitting and entry into the [url=http://forum.egosoft.com/viewtopic.php?t=216690]TC Download Library[/url]? :)

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

Post by aka1nas » Mon, 27. Apr 09, 23:22

darkfear wrote:
aka1nas wrote: I think it's the boron M8 (Actually, it's probably a pirate variant that I capped). I have all the above requirements met. Could it matter if the carrier is not an M1? I'm using an M7 panther.
It's definitely not the panther. I'm using a panther with 4 M8 split bombers.

Just remembered, make sure you have free docking ports on your panther.
Do corvettes and tenders take up a docking "spot" even if they can't actually dock in the ship? I should have had a spot or two free for the M8, but I will try removing a few ships to make sure. Anything else I can try?

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

Post by aka1nas » Tue, 28. Apr 09, 10:56

Ok, I figured out what's wrong from the screenshots in the first post. My mechanics and technics are not showing up as part of the carrier's personnel. I ,um ,"liberated" this batch by taking over one the Military transports with the Cheat Scripts and transferring the personnel to my Panther. Out the airlock with the lot of them! :D

I guess I'll have to do this the right way. If I want to use the method where you get the carrier to the outpost right before the transport, do I need to be piloting the carrier?

Also, I've tried using the method where I leave one of the CODEA carrier's ships at a Military Outpost (with a Lt. pilot installed , a CLS, and plenty of cargo space), but they never seem to recruit any personnel. How long should this normally take?

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

Post by Stealth17 » Tue, 28. Apr 09, 16:54

I have a question regarding the missile use of the attackfighters:

I have a flight of Eclipses armed with Thunderbolts. Each time they land they reset the missile fire probability to 0% but they do fire the missiles! What is the rule for this? They automatically check whether the target is worthy of the missile?
And if the ship is armed with different sorts of missiles, will the fighter pick the best missile for the job?
If I would attack a capital ship with my Eclipses armed with Thunderbolts and Wasps, would they first fire Wasps to distract the turrets and then the Thunderbolts?

Great script Lucike, really loving it :D
Like a thousand other commanders on a thousand other battlefields, I wait for the dawn...

DJSfinx
Posts: 69
Joined: Sun, 25. Jan 09, 23:18
x3tc

Post by DJSfinx » Tue, 28. Apr 09, 17:58

I've been watching this and can no longer resist the urge to try it out, now that I'm starting to assemble somewhat of a decent carrier fleet and feeling the need for more control.

Just to be sure I don't mess up my entire installation or anything, by "install the required libraries" you mean I have to copy/paste the scripts & t folders in the Befehlsbibliothek "Libraries" (Version 3.2.08 ) to my installation and just start up X3:TC?

Can I copy/paste the CODEA scripts in there immediately as well, or should I first run TC with the libraries?

Locked

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