AL Plugin : Medusa Rapid Fire Missile Interface Redux 1.1 (6.8.07)

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LV
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AL Plugin : Medusa Rapid Fire Missile Interface Redux 1.1 (6.8.07)

Post by LV » Sat, 4. Feb 06, 18:12

Name : AL Plugin : Medusa Rapidfire Missile Interface Redux

{EMP} - Extended Mod Pack Needed

Description : Plugin which offers multiple enemy targeting and attack commands
Version : 1.1 Redux
Date : 6/8/07
Author : LV

Medusa Cycrow Installer Download

[ external image ]

Please note - This plugin no longer is a mod, ignore any posts in relation to the mods or missile defense as I removed both

Detailed description:


The Medusa Interface is available from Paranid Equipment Docks for 600k. Once a ship is equipped you will gain "Fire Medusa" | "Fire Medusa Single target" Commands in your Combat Menu.

The "Fire Medusa" command is also avialable via Hotkey from your main Interface once programmed



Fire Medusa

Choosing this command will fire whatever missile you currently have installed at all incoming enemy ships within a 10k radius. Choosing this option via the Combat menu will require you to set a Yield, If the yield is 1 then only one missile is fired at each ship, if the Yield is 5 then 5 missiles will be fired at each ship.

Using the hotkey will fire 1 missile by default.

Fire Medusa Single target

Using this command you can specify a station or ship and your medusa interface will fire the specified amount of installed missiles at that target

If you have ever seen a Race response Bomber in action you will see what Medusa is capable of ;)

REDUX Update

The missile defense command has been changed to the single target as there's a stock Egosoft moskito defense now. This script also no longer uses a mod to add Tornado Missile Fabs (wait for treasurehunt redux). The hotkey for moskito defense by existing medusa users will be removed.



Enjoy :)

---------------------------------------------------------------------
Install:

Cycrow Installer Only // See Cycrows thread for operational instructions



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Uninstall: Set the plugin to off in your AL menu and leave it for a good while. once the commands have gone you should be fine to delete.






---------------------------------------------------------------------



(language files)

448815.xml

COMMAND_Fight_346
COMMAND_Fight_347

EMP Mod Pack Ware
134;10583 600,000 cr
Last edited by LV on Sat, 11. Aug 07, 08:50, edited 14 times in total.
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Blinki1984
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Post by Blinki1984 » Sat, 4. Feb 06, 18:17

Great thing.

Is it possible to have this installed on turrets of a ship, so that they could fireing rockets on their own.

This would make it possible to launch missiles from different parts of a ship at the same time

Loriac
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Post by Loriac » Mon, 6. Feb 06, 21:41

Nice script, makes mosquitos useful for what they're meant for.

I installed the script via cycrow's installer (and i therefore assume i can ignore the stuff about copying the 07 files across etc).

The countermeasures option from hotkey has a couple of glitches on my machine. Specifically:

- if mosquitos are selected, no countermeasure seems to fire
- whether or not mosquitos are selected, the script adds a missile rather than takes one away from my cargo hold [edit - specifically, a mosquito missile is added, not one of a random type]

if mosquitos are not selected, then countermeasures do fire and destroy incoming missiles properly (apart from the counter increment issue above)

Wondered if this was just my machine?

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Post by LV » Tue, 7. Feb 06, 02:11

Loriac wrote:Nice script, makes mosquitos useful for what they're meant for.

I installed the script via cycrow's installer (and i therefore assume i can ignore the stuff about copying the 07 files across etc).

The countermeasures option from hotkey has a couple of glitches on my machine. Specifically:

- if mosquitos are selected, no countermeasure seems to fire
- whether or not mosquitos are selected, the script adds a missile rather than takes one away from my cargo hold [edit - specifically, a mosquito missile is added, not one of a random type]

if mosquitos are not selected, then countermeasures do fire and destroy incoming missiles properly (apart from the counter increment issue above)

Wondered if this was just my machine?
you still need the o7 cat and dat, i dont know if cycrows installer will pack them, get em from the zip ;)

your getting free moskitos because i forgot to take that testline out but i will soon

Dunno about moskitos not firing when selected as the hotkey rids the need to do so
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si tacuisses, philosophus mansisses

Cycrow
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Post by Cycrow » Tue, 7. Feb 06, 02:21

nope, the installer doesn't currently support mods ;)

are they the emp mod, or is it a specific one for this script ?

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Post by LV » Tue, 7. Feb 06, 09:41

it uses the emp and also a separate mod (now i know how easy types modding is :) )

It changes the value of typhoon missiles so they are cheat and worth firing and adds that missile type to a few ships.

Now i have my head round altering these files though I've also sorted the terran missiles out to work on imperial value's and tweaked some m6's but that will be in the next build.

Loriac
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Post by Loriac » Tue, 7. Feb 06, 21:36

Great, thanks for the response LV - I figured it must have been something you were aware of.

I will see if the countermeasures hotkey continues not to work on my machine when mosquitos are installed (not sure what your script does, but perhaps if it cycles the missiles to mosquito when you hit the hotkey, then maybe its not doing the initial check properly if they are installed?)

Re: the mod files, I take it the medusa script works without them, they basically make only the changes to the typhoon missile etc?

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Post by LV » Sat, 11. Feb 06, 20:41

Updated to 1.1 to fix a few hotkeys quirks :)
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Valen68
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Post by Valen68 » Sat, 11. Feb 06, 21:23

I don't need to run this as a mod or do I (meaning having to put this in the mod folder and then select from the menu before I start the game)? I am currently running another mod that I don't want to lose.

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Post by LV » Sat, 11. Feb 06, 21:29

no you do not need to run it

the mod lowers missile prices and also adds better missile types to the ships.

There's nothing like having swarm missiles that are better for firing than selling ;)

Valen68
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Post by Valen68 » Tue, 14. Feb 06, 03:30

Can any of my ships not controlled by me use the Medusa and Counter Messures as long as I have the equipment installed for it?

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Paratrooper.
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Post by Paratrooper. » Fri, 3. Mar 06, 18:04

I installed the script, but when firing medusa, it seems to be able to fire an infinite number of missiles.

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Post by LV » Fri, 3. Mar 06, 18:23

2 issues fixed, 1.1 versions updated please re-download from links above.

fixed

uninstall code cockup

free missiles
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses

Baenrae
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Post by Baenrae » Thu, 13. Jul 06, 19:45

Hello LV!

I would love to use your medusa missile interface. But i cannot install another Mod (EMP). Will your script work without ? May with reduced effectivity?

Greetz Gromph
Nutze: WVH, opt Zielerfassung, HVT, Waffenkontrolle, Scoutspezialsoftware, Ausrüstungspacks, FCC, SGS, GMUS, Lazerzaun, Kampfsotware MK3 & GAIUS, Sektormutter, MARS, SOS MK2, Goner Secrets, WLS, BIER, Escort, Apricot PHQ, X534-Mission, Raketenkreuzer und Spielereingreiftruppe. Danke allen Scriptern und Übersetzern!

Baenrae
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Post by Baenrae » Sat, 15. Jul 06, 18:10

Hello LV!

I finally got two mods working ar the same time :D .

I rated your script with 3/5 bevause I think some thing could be improved, but i'm oly gonna tell you one at a time:

-the Script should fire missiles at ships depending on their class. For example fire Wasps at M5. Sorry but I dont know the name of any other missile in English :oops: .

If you can't do that I'm asking for your permission to do some changes on your script, translat it into german and then posting it in the german script and modding forum.

Greetings Gromph
Nutze: WVH, opt Zielerfassung, HVT, Waffenkontrolle, Scoutspezialsoftware, Ausrüstungspacks, FCC, SGS, GMUS, Lazerzaun, Kampfsotware MK3 & GAIUS, Sektormutter, MARS, SOS MK2, Goner Secrets, WLS, BIER, Escort, Apricot PHQ, X534-Mission, Raketenkreuzer und Spielereingreiftruppe. Danke allen Scriptern und Übersetzern!

greatmagnus
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Post by greatmagnus » Sat, 15. Jul 06, 18:21

Nice, very nice. *goes into Xenon sector and unloads a TL of missiles*


<_<
>_>

what?

wanderer
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Typhoon missle changed to Tornados, also fabs/factories

Post by wanderer » Tue, 15. Aug 06, 22:01

Hey folks,

well had some major problems with the script in case of the Typhoon replacement by Tornado's.

When you own an factory it will stop working, while it 's switched to Tornado. And, a more greater problems arises when you have the Typhoon fab inside a complex. Then the complex is a little screwed up.

So, i had to remove/coment out the lines:
020 $dock -> remove product from factory or dock: $missile
021 $dock -> add product to factory or dock: $missile2
022 end

in the script 'setup.medusa'. Maybe I will create a workaround about it, so player fabs will not be changed. Still, comment it out - works good for now.

regards
wanderer


A, forgot something:
DO NOT SAVE, when you encounter this problem, while then the 'new(changed) fab is saved and you cannot change it afterwards. So, be advised to make a save-copy of your save files - just in case.

Baenrae
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Post by Baenrae » Wed, 16. Aug 06, 07:48

Hello Folks!

I hab the same Problem as wanderer has. Another solution is to just add a new Typhon missile Fab to the complex.

EDIT: Sorry I was wrong! Typhoon only appear for a short period of time! I will try wanderer's solution.

MfG Gromph
Nutze: WVH, opt Zielerfassung, HVT, Waffenkontrolle, Scoutspezialsoftware, Ausrüstungspacks, FCC, SGS, GMUS, Lazerzaun, Kampfsotware MK3 & GAIUS, Sektormutter, MARS, SOS MK2, Goner Secrets, WLS, BIER, Escort, Apricot PHQ, X534-Mission, Raketenkreuzer und Spielereingreiftruppe. Danke allen Scriptern und Übersetzern!

Woundweaver
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Post by Woundweaver » Fri, 18. Aug 06, 00:42

So, does this mean that i would not be able to produce Typhoon Missiles ??
There is no such thing as Black & White.
Everything is in various shades of Grey.

tomol
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Post by tomol » Fri, 18. Aug 06, 01:19

Woundweaver wrote:So, does this mean that i would not be able to produce Typhoon Missiles ??
You could try my scripts. It does not modify Typhoon missiles.

http://forum2.egosoft.com/viewtopic.php?p=1748346
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