[SCRIPT] Group Management System

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This script is...

pointless
1
1%
interesting, but I wont use it
5
7%
usefull
66
92%
 
Total votes: 72

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moggy2
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Post by moggy2 » Mon, 6. Nov 06, 17:21

if the M3's and M4's are following the Centaur. run the setup command on the centaur, and use ship as the class selector

Puruco
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Post by Puruco » Tue, 7. Nov 06, 05:14

moggy2 wrote:if the M3's and M4's are following the Centaur. run the setup command on the centaur, and use ship as the class selector
Thanks moggy2...

Nosferato
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Post by Nosferato » Thu, 14. Dec 06, 08:11

i installed the script and under the group managment system entry (8.)
the ones following are all buttons labelled 'text****-****'
i installed using cycrows script installer .. am i missing something?

Nosferato
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Post by Nosferato » Thu, 14. Dec 06, 19:09


fud
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Post by fud » Thu, 14. Dec 06, 19:20

Looks like the text file is missing/corrupted to me.

Nosferato
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Post by Nosferato » Thu, 14. Dec 06, 21:31

after doing some checks .. seems my scripts folder is all messed up
anyone know how to get back to vanilla without re-installing it?

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Sesk
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Post by Sesk » Thu, 14. Dec 06, 23:03

How can i remove the name formatting for the groups ? I know you replied to this somewhere else but i lost it, and i tried it by memory but it didn't work so maybe you could refresh my mem ?

bunk
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Group Mgmt

Post by bunk » Mon, 18. Dec 06, 04:20

Looks good. Does it work together with Terracorp Task Force?
Player of computer space games since 1975!

bunk
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Xai Corp Ship commands

Post by bunk » Mon, 18. Dec 06, 07:21

Thank you for super ship and utility script commands. Well done.
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moggy2
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Post by moggy2 » Mon, 18. Dec 06, 15:02

Sesk wrote:How can i remove the name formatting for the groups ? I know you replied to this somewhere else but i lost it, and i tried it by memory but it didn't work so maybe you could refresh my mem ?
line 165 in plugin.Xai.grp.gms.setupGrp.cmd actually sets the name on the ships. Deleting or comenting out that line will prevent the ships being renamed.

Code: Select all

163   * Set displayed name
164    $ship.name = sprintf: pageid=$textpage textid=1001, $f.name, $f.num, $ship.shortname, $ship.number, null
165    $ship -> set name to $ship.name
166   end
167   endsub
168   return null

Jase555
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Post by Jase555 » Sun, 14. Jan 07, 13:45

Thank you. Truly useful

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Re: [SCRIPT] Group Management System

Post by jlehtone » Thu, 25. Jan 07, 10:38

moggy2 wrote:3. Group Management System
- it handles the automatic resupply of energy for jumpdrives, missile and ammo, when docked at stations that sell the supplies.
You do have "Define Missile Loadout" command as separate package. But does that, or some other code, determine the desired loadout of fuel and ammo too? Ie, what are the defaults? 0?
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moggy2
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Re: [SCRIPT] Group Management System

Post by moggy2 » Thu, 25. Jan 07, 15:33

jlehtone wrote: You do have "Define Missile Loadout" command as separate package. But does that, or some other code, determine the desired loadout of fuel and ammo too? Ie, what are the defaults? 0?
no, there's nothing that can define those at the moment. Ammo is set to 5 units and energy is a case of "fill her up" once everything else has been loaded (but only if she has the require equipment, ie Mass driver or Jumpdrive).

If you've got suggestions on how this should change, fire away.

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Post by jlehtone » Mon, 29. Jan 07, 09:00

It did look to me like there is a 1000 ECell fuel limit.


5 for MD ammo is fine as long as the ship has only one (turret) MD. But unless the ship can use only MD (Mamba R and Chimera turrets), it seems likely that one either has none or full deck. It may not make much sense to load a Centaur with 11 MD. Nova or Mamba with 8 frontal MD might be feasible. And if one does that, then 5 cases of ammo is not what one wants.

Maybe the script should count the installed MD's and have some ammo for each?

"Define Missile Loadout" stores data about a sample ship. It could store the ammo bit as well. Then the refuel code would use the stored value, if existent, or the default, if not. I know, it would not be intuitive to set MD ammo limit with missile-oriented script.

I guess one cannot have a "group" with only the leader? (Or maybe I can.) Because that would allow "default command" (ie Attack all) on single ships.
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jlehtone
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Post by jlehtone » Thu, 8. Feb 07, 11:31

(Sorry for double, slow thinker)

The homebase setting (even if NULL) is copied from Lead to escorts. That is good. Could other properties be copied as well? I know there is GMM for setting Missile firing probability, but doing that as part of setup could be semi-intuitive. Wingman flag. Report when ready. Hue and saturation. Turret command(s). Yes, it could easily bloat into huge routine.

GMS runs in background. It does not check for script updates. So one has to stop/restart it everywhere if there is an update. Easy, if you have only one group. Less so with massive armadas. Another "overhead" routine.

The ship names are mostly static, set at Setup Group. Say, one could show homebase on the name, and then one manually changes homebase on individual ship. The name would become misleading. Yes, I'm in "useless overhead" mode. It may make sense on CAG/CLS like script to say things via shipname, but the thought of couple hundred fighters in the epic furball pondering what they are called this second is somewhat lagging.
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dauntless
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Post by dauntless » Tue, 27. Feb 07, 16:26

Hello,

I tried your script yesterday, and it´s exactely what I need.
Well I have some problems with this script and wanted to ask
if anything could be done about it.

1. It seems to collide with the "Ships/Stations Name Manager" Script
that can be found here
http://forum.egosoft.com/viewtopic.php?t=155344
(it´s a german script)
After the installation of your script the SSNM doesn´t work anymore.
I´m also not sure if your script is running correctly.
I can find 2 Buttons in the Ship Menue.
"Build Group" and "Group Attack target".
Shouldn´t there be more (with just the base package installed) ?
The readme doesn´t really say what commands should be included with this base package.

2. I downloaded the addons for this package (Hotkeys/Combat Commands/Missle Management)
All of these packages contain files that are allready present in the
base package or one of your other addons. Those files differ in file size.
And I have no clue what needs to be installed first, and wich files should be overwritten or not.

Thank You

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Cith
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Post by Cith » Fri, 9. Mar 07, 21:03

I tried the script, but somehow I can't get it working.
I assigned a fleet "JumpSquad" then I added 3 novas to that group. I chose the "Group Attack Target.." command, selected a random ship and nothing happens. The leadership action is set to "None" in the console and I dunno what I did wrong as I tried to reset the group several times. Any idea?
Give a man a fish and he'll eat for a day, teach a man how to fish and he'll eat yours.

John Buford
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Post by John Buford » Sat, 10. Mar 07, 10:39

I have a similar problem. I tried to reasign novas that were already in another squad to a new big squad but I cannot get this to work. It is as if an old flag on the ships still asigns them to their former groups and it is not deleted when i make the new group. The result is that when I try to make the new group in an equipment dock only one ship is renamed and shown as leader, when I make it in free space ( 3 novas assigned to follow the leader) all ships are renamed properly, but their group behaviour does not change (aka they do not follow the leader or accept any group commands).

I did not have the problem with newbought newly assigned Novas, so thats why I assume it has something to do with a not removed "flag".

Edit: Just tried it again, if you assign 5 new ships it works as intended, group commands work, missile propability is set. But as soon as you assign this group again (different name, everything else the same (including fleet number) the group commands do not work any more.

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Cith
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Post by Cith » Sat, 10. Mar 07, 11:35

Yes it's pretty annoying. I have 3 novas and I want them to act like a group. The only thing that seems to work for me is the return to protect leader thingy. Any other commands just returns them to [None]. I think I'll wait for an update to this one as the commands just get in the way when they can't be used. The idea is great though :) .
Give a man a fish and he'll eat for a day, teach a man how to fish and he'll eat yours.

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moggy2
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Post by moggy2 » Sat, 10. Mar 07, 16:25

Thanks for the reports. I think I have enough info now to know where to look for the problem.

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