[SCRIPT] Fleet Orders 1.3 [Updated: 1/3/06]

The place to discuss scripting and game modifications for X³: Reunion.

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

How do you rate this script?

5- Excellent
21
60%
4- Good
5
14%
3- Average
5
14%
2- Poor
0
No votes
1- Abysmal
4
11%
 
Total votes: 35

acrh2
Posts: 734
Joined: Sun, 30. Nov 03, 07:51
x3

[SCRIPT] Fleet Orders 1.3 [Updated: 1/3/06]

Post by acrh2 » Fri, 2. Dec 05, 07:17

http://www.public.iastate.edu/~pvp/file ... rs_v13.zip
Enjoy.

README:

"Fleet Orders v1.3" X3: Reunion script. By acrh2.

***********
DESCRIPTION
***********

This script is designed to simplify carrier and combat operations
with large player-owned fleets. Its function is to provide an easy
to use way to order groups of ships with basic commands such as
"protect" or "return home". This is accomplished by issuing
text-based commands from Command Console / Additional Ship Commands.
Such orders are executed as if the player had entered them for each
individual ship from the command console of each ship.

For example,

-to order a group of ships designated "sq1" to attack the player's target,
one might issue a command "sq1 attack mine", or,
-to order the same group to return to their carrier, one might issue a
command "sq1 return".

Look for installation intructions at the end of this document.

*******************************
SUMMARY OF AVAILABLE COMMANDS.

1) From Command Console / Additional Ship Commands / Give orders menu:
(nothing entered - evasion command), "none", "assign", "move",
"return", "protect", "attack", "loadp", "savep", "safe"

2) From Command Console / Additional Ship Commands:
Safety recall
Save protection configuration
Load protection configuration
Order to move
Order to attack
Order to protect
Order to assign base
Give orders
Scan for pirates
********************************

!!!!!!!!!!!!!!!!!!!!
Version 1.3
1) Small compatibility update.

Version 1.2
1) Added an evasion command: entering nothing under "Give orders" menu
instructs ships with shield strength under 35% to initiate evasive
manuvers for 30 sec, then resume previous command.
2) Rewritten load and save protection configuration commands to include
"follow" orders.

Version 1.1
Three new orders added, available both from text interface "Give orders" and from
the Additional ship commands menu (these do not require NameMask input):
1) "safe" order - sends an order to ships with less than 10% shield to return home
2) "savep" order - saves configuration of which ships protect which ships/stations
3) "loadp" order - load protection configuration and instructs ships to protect

Version 1.0
Besides the main "Orders" command, there is now 4 more commands which allow
GUI input: move ships to position, assign a homebase, attack and protect target.
These can be found under Command Console / Additional Ship Commands.
!!!!!!!!!!!!!!!!!!!!


The main principle behind the script is the ship recognition based on
NameMasks. A NameMask is a short first portion of a ship's name that is common between a number of ships belonging to the same group. An easy way to assign a number of ships to a particular group would then be to name these ships so that the first portion of their names is the same for all ships in the group. Ships belonging to the same group might also be divided into subgroups (for example, there may be several wings belonging to the same squadron), which is accomplished as in the example below:

if these were the names of your ships

sq1w1Nova1--\-----\
sq1w1Nova2---\----/ squadron 1 wing 1 (NameMask = "sq1w1")
sq1w2Nova3---/
sq1w2Nova4--/squadron 1 (NameMask = "sq1")
sq2w1Nova5------> squadron 2 wing 1 ship Nova5 (NameMask = "sq2w1Nova5")
sq2w1Nova6
sq2w2Nova7-----\
sq2w2Nova8-----/ squadron 2 wing 2 (NameMask = "sq2w2")

-NameMask "sq1" would identify with ships Nova1 through Nova4
-NameMask "sq2w2" would identify with ships Nova7 and Nova8
-NameMask "sq1w2Nova4" would identify with Nova4 only
-NameMask "sq" would identify with all these ships.

NOTE: There's no restrictions on naming ships except for not using spaces in NameMask portion of the name. For example: "fl1s2w2f3" might represent Fleet1-Squadron2-Wing2-Flight3 ships.

NOTE2: Included is a free bonus, "Find pirates" script. Also available from
Additional Ship Commands, it allows your ships and stations to report enemy
activity within their scanner ranges. When enemies are found, "incoming message"
is sounded, and the sectors with enemy activity are displayed in the player logbook. Otherwise, no alert is sounded.

**************
COMMAND SYNTAX
**************

Orders are issued in the form of a text command, which is entered from
"Command Console / Additional Ship Commands / Give orders" menu. Different parts of the command are separated by spaces (can be several spaces in a row). The commands must have at least two parts: first - NameMask, which identifies a ship or a group of ships, second - order itself, with or without arguments.
The syntax of the command is case sensitive. The success or failure to enter a command or execute a particular command is indicated verbosely by the shipcomputer ("Command accepted" or "Command rejected").

Syntax: '<NameMask> <order> [<Argument1> [<Argument2> [<Argument3>...]]]'

Possible <order> types:

1) none
removes any current orders from <NameMask> ship(s).

2) assign none/<NameMask2>
--<NameMask2> -assigns a first found <NameMask2> as the homebase for all <NameMask> ships (only if <NameMask2> is a TL or M1 class ship), or
--none -removes the homebase from all <NameMask> ships.

3) return
orders <NameMask> to return to homebase

4) move up/down/north/south/east/west [1..100]
move <NameMask> ships in the direction specified by 5 km, or if the last numerical argument is specified, by that number of kilometers.

5) attack all/mine/<ID>
attack all enemies, or attack player-targeted enemy, or a specific target
identified by <ID> id code (for example, YM2XL-21; only works if the target is in the same sector as the attackers).

6) protect me/home/<NameMask2>
orders <NameMask> ships to protect the player, the homebase, or the first target specified by <NameMask2> (only works if the target is in the same sector as the defenders).


**************
INSTALLATION
**************

Simply unzip into your X3: Reunion directory, for example, "c:\Program File\Egosoft\X3 Reunion".

*************************************
Last edited by acrh2 on Wed, 4. Jan 06, 05:36, edited 7 times in total.

DemaeRamen
Posts: 414
Joined: Sat, 6. Mar 04, 09:32
x3

Post by DemaeRamen » Fri, 2. Dec 05, 13:37

Does this mean, in the example:

sq1(wing1)Nova1 \ ----\
sq1(wing1)Nova2 \ ----/ squadron 1 wing 1 (NameMask = "sq1(wing1)")
sq1(wing2)Nova3 / squadron 1 (NameMask = "sq1")
sq1(wing2)Nova4 /
sq2(wing1)Nova5 ------ squadron 2 wing 1 ship Nova5 (NameMask = "sq2(wing1)Nova5")
sq2(wing1)Nova6
sq2(wing2)Nova7 -----\
sq2(wing2)Nova8 -----/ squadron 2 wing 2 (NameMask = "sq2(wing2)")


Ordering to sq would make all of them obey?
Always welcome! Cheap and filling!

acrh2
Posts: 734
Joined: Sun, 30. Nov 03, 07:51
x3

Post by acrh2 » Fri, 2. Dec 05, 14:09

yes

RGanB
Posts: 82
Joined: Sat, 22. Oct 05, 23:10
xr

Post by RGanB » Fri, 2. Dec 05, 15:28

nice
been wating for this :thumb_up:

Galaxy613
Posts: 3285
Joined: Tue, 28. Dec 04, 02:19
x4

Post by Galaxy613 » Fri, 2. Dec 05, 15:30

Sounds awesome! To bad I don't have a fleet to test this with...
10,000 Lightyears of awesomeness

acrh2
Posts: 734
Joined: Sun, 30. Nov 03, 07:51
x3

Post by acrh2 » Sat, 3. Dec 05, 07:28

Updated to 1.1. Look at the first post to see the changes.

acrh2
Posts: 734
Joined: Sun, 30. Nov 03, 07:51
x3

Post by acrh2 » Sat, 3. Dec 05, 12:01

Here's a battle report using this script. Mind you, this was my first try, so I didn't know what I was doing, and I wasn't using any missles.

Code: Select all

My fleet: 
1 x Boron Shark 
4 x Boron Ray
6 x Argon Centaur
20 x Argon Nova Raider
10 x Split Mamba Vanguard

Target: 
Xenon Sector 534 ( ?? 2 x J, 8 x K, 4 x P, Ls, Ms, Ns ?? )

Mission time:
2 hours

Status:
All enemies destroyed

Casualties:
1 Centaur (to a K)
2 Novas (to Ks)
3 Mambas (2 to Ks, 1 to an L)
I assigned 2 Centaurs and 10 Mambas to protect the carrier detail (2 Mambas protecting each Centaur, 6 Mambas for the carrier, Centaurs protecting the carrier).
The other 4 centaurs were assigned to each destroyer. Again, 2 Novas protecting each Centaur, 3 Novas protecting each destroyer.

I then got myself right in the middle of the sector and let them bumrush me from all sides. I just sat in the carrier giving orders through the script, mostly for the destroyers to attack Ks and Js.

I'm gonna think about this stuff and try to come up with ideas on how to improve the script.
As always, any ideas from you guys are very welcome.

unfunfofmpc
Posts: 300
Joined: Sat, 12. Nov 05, 19:37
x3

Post by unfunfofmpc » Sat, 3. Dec 05, 12:33

Script seems very nice. To make it easier to use, and to offer less mistakes, have it use GUI input (readily available in x3 scripting already.) to assign namemasks, the orders, etc.

ie: Menu -> COMBAT -> Fleet Orders -> {orders} -> Select Namemask to assign order to.

Makes it a lot easier.

acrh2
Posts: 734
Joined: Sun, 30. Nov 03, 07:51
x3

Post by acrh2 » Sat, 3. Dec 05, 12:57

unfunfofmpc wrote:Script seems very nice. To make it easier to use, and to offer less mistakes, have it use GUI input (readily available in x3 scripting already.) to assign namemasks, the orders, etc.

ie: Menu -> COMBAT -> Fleet Orders -> {orders} -> Select Namemask to assign order to.

Makes it a lot easier.
I have no idea how to use multiple menus, but I already added all the orders with targets into GUI commands. However, during the actual battle in X534, I found myself typing a lot more than using those GUI commands. It was just faster.

unfunfofmpc
Posts: 300
Joined: Sat, 12. Nov 05, 19:37
x3

Post by unfunfofmpc » Sat, 3. Dec 05, 13:02

ah, you have? k then its good :D

ill go play x3 now.

Elethiomel
Posts: 74
Joined: Sat, 20. Sep 03, 21:01
x3

Post by Elethiomel » Sat, 3. Dec 05, 15:13

Does the return home command get ships to use jump drives if they have them (and fuel available)?

acrh2
Posts: 734
Joined: Sun, 30. Nov 03, 07:51
x3

Post by acrh2 » Sat, 3. Dec 05, 15:27

No. Would you want that? Why?

User avatar
Sandalpocalypse
Posts: 4447
Joined: Tue, 2. Dec 03, 22:28
x4

Post by Sandalpocalypse » Sat, 3. Dec 05, 16:01

Looks great so far, nice work.

I dunno about the safe command. Could it send home ships that have hull damage, instead...?

Also:

Would these orders work for corvettes docked at stations?

acrh2
Posts: 734
Joined: Sun, 30. Nov 03, 07:51
x3

Post by acrh2 » Mon, 5. Dec 05, 04:45

Updated again.

P.S. Made another trip to Xenon Sector 534. From an older savegame where everything was still there.

I've been practicing, so this time I knew what I was doing.
I killed everything in the sector, and lost only one Nova.

acrh2
Posts: 734
Joined: Sun, 30. Nov 03, 07:51
x3

Post by acrh2 » Mon, 5. Dec 05, 05:32


999-JAY-999
Posts: 622
Joined: Mon, 7. Apr 03, 16:29
x3tc

Post by 999-JAY-999 » Mon, 5. Dec 05, 09:52

OOhhh nice, we can all be war monger's and plan our assaults !!!!

Something I will not be using though for along time to come. Still trying to gain enough leeway to darn buy my first ship !!!!
System Spec :-

AMD Athlon(tm) 64 Duel 6000+ (3.01GHz)
Windows XP Home Ed. SP 3
ATI Radeon HD 4850 (512)
Creative X-FI Soundard
2.00 GB of RAM
G9 RAZOR Mouse

sc_hornetAMF
Posts: 223
Joined: Mon, 1. Dec 03, 13:38
x3

Post by sc_hornetAMF » Mon, 5. Dec 05, 14:31

dl link is down :(
Ho Hum

acrh2
Posts: 734
Joined: Sun, 30. Nov 03, 07:51
x3

Post by acrh2 » Wed, 4. Jan 06, 05:13

Updated for compatibility.
C2Q 6700 @ 3.50 GHz, OCZ 2x2GB @ 400, EVGA Nforce 680 sli,
EVGA gtx 280 FTW , Mitsu DP 2070SB 22"
X-FI Fatal1ty, Klipsch 5.1 UIltra, Sennheiser HD555
2 x WD Raptor 74 + 2 x 150 GB Raid0, 850W + 430W PS

G Morgan
Posts: 463
Joined: Fri, 13. Feb 04, 00:06
x3

Post by G Morgan » Wed, 11. Jan 06, 18:59

Does the name mask consider which ship your using. For example it could be setup so that each Carrier (assuming someone would want more than one) had a 3 letter identifier and that each figher in that carrier would then start with that 3 letters. Then any order given to that carrier would automatically work for the wings in that carrier. So a command (something like attack mine sq1w1) to ca1sq1w1 through Carrier 1 would launch a different wing to a similar command given to Carrier 2 (would launch ca2sq1w1 but with the same command as in Carrier 1 only through Carrier 2's control console instead). The only reason I ask is because it then gives you a uniform command structure so that you can name your ships uniquely without having to remember the names of the carrier they are being launched from. A lzay suggestion at best.

If it already does this or if I'm just being extrodinarily lazy and should just learn to type an extra 3 characters I apologise in full.

Something I've thought about as well. Is it possible to script a ship yard that can be owned by the player. Combined with this script and the sector takeover one it would give you uber empire building capabilities since you'd no longer have to rely on any particular race in order to get your ships. Obviously the shipyard would have to be made to require huge amounts of resources in order to work.

sc_hornetAMF
Posts: 223
Joined: Mon, 1. Dec 03, 13:38
x3

Post by sc_hornetAMF » Thu, 12. Jan 06, 06:20

its kiiiiinda doable.

Not very well. Its easy enough to make a station that eats huge quantities of resources and makes a ship.

But which ship?

It could produce one of each. But then youd have a whole bunch of unused ships. suicide bombers? Derka Derka?
Ho Hum

Post Reply

Return to “X³: Reunion - Scripts and Modding”