[Script].[X3.2.5] Rocket Cruiser v.3.20 (22.04.2008)

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SuperVegeta
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[Script].[X3.2.5] Rocket Cruiser v.3.20 (22.04.2008)

Post by SuperVegeta »

Rocket Cruiser




=========================================================

>>>>>>>>>>>>>>>>>>>Here to the German Topic<<<<<<<<<<<<<<<<<<<<
=========================================================





Router


Alle News about Rocket Cruiser
-->What is new in Version 2.00 AND Version 3.00 - 3.20<--



Details about the Script and the Using:
-->Description<--



What for Equipments needs your Ships so that can use the Rocket Cruiser:
-->Needed Equipments<--



How ich start the Rocket Cruiser Command:
-->Start of the Command<--



What is the Performance Level:
-->Performance Level<--



What for Weapons supported by the Rocket Cruiser:
-->Weapon Support<--



Evolution History of the Rocket Cruiser:
-->Script History<--



Description for the Installation and Uninstallation and Updates
-->Installation & Uninstallation & Updates<--



Technichel Information
-->Technichels<--



Direct to the Download:
-->To the Download<--

=========================================================


Many much fun at the Script, I wish you :lol:


< Keywords: Scripter SuperVegeta, Script, Support, Rocket, Army, Fleet, Missile, >




Toturial to Manual Upgrade Rocket Cruiser for MODs


I have build a Upgrade for the DDRS.JL.Multi.MOD, DL at the DL space.
Here are the Links to the DDRS.JL.Multi.MOD Topics.
German Thread of the DDRS.JL.Multi.MOD
English Thread of the DDRS.JL.Multi.MOD



The Main Version of this is desined for X3 Reunion V.2.XX,
running with MODs can bring problems.

Who wants to change this programm for to a MOD how XTM:
Ask your Mod.Manufacturer Whether he have change the Rocketdatas in the TMissile.txt.



Now the Description, how you are can change the Rocket Cruiser
  • 1. Command Slot
    The Commandslot is Check for kompatibilety in every Game
  • 2. Equipment and Crew
    For the Command and Work Check about of installed Equipments and Crews are those Scripts:
    plugin.SV.roketcreuzer.cmd.check.xmlCheck the Equipment
    and is in Compound with this Script:
    plugin.SV.roketcreuzer.crew.xml what checks the Crew.
    ->i dont think it, but you must check it about its possible in your MOD.
  • 3. Cleaning Robots
    to 2. in the Script: plugin.SV.roketcreuzer.inst.crew.xml
    are Install the Script the Ware Cleaning Robots on a random Tradedock with max amount,
    at every Loading Game.
    ->i dont think it, but you must check it about its possible in your MOD.
  • 4. What must be can do the Rocket:
    The Rockets must be can self following his Target, how like the Mosquito !!!
  • 5. Rockets add / edite at the Rocket Cruiser
    You must change 2 Scripts to be add or Edite a Rocket for Rocket Cruiser,
    ones in Script: plugin.SV.roketcreuzer.Missil.sp.xml
    and in Script: plugin.SV.roketcreuzer.Missiles.xml
  • 6. Script: plugin.SV.roketcreuzer.Missiles.xml add / edite
    In this Script are all of den Rocket Cruiser used Rockets saved,
    in 5 Arrays, they then all in one Main Array together saved.

    Array 1 contains the Rockets fr the Level 1.
    Those Rockets have a high Speed, a small to middle
    Range and a small Damage.
    With the Script Code:
    append ???Rocket.Type??? to array $array.1
    you can add a Rocket with comparable values to this Array.

    Array 2 contains the Rockets fr the Level 2.
    Those Rockets have a high or middle Speed, a small to middle
    Range and a middle Damage.
    With the Script Code:
    append ???Rocket.Type??? to array $array.2
    you can add a Rocket with comparable values to this Array.

    Array 3 contains the Rockets fr the Level 3.
    Those Rockets have a middle or small Speed, a middle to high
    Range and a middle to high Damage.
    With the Script Code:
    append ???Rocket.Type??? to array $array.3
    you can add a Rocket with comparable values to this Array.

    Array 4 contains the Rockets fr the Level 4.
    Those Rockets have a small Speed, a high
    Range and a very high Damage.
    With the Script Code:
    append ???Rocket.Type??? to array $array.4
    you can add a Rocket with comparable values to this Array.



    Array 5 contains the SquashDrones for the Level 5.
    This Array ist only for the Squash-Drones
    (Fightdrone with Squashmine), it is Useless to add a Rocket to this Array.


    Main.Array contains all 5 Arrays,
    here is not allowed to be add or edite.


    If you add a Rocket: then please in the for this Array used Space of this Array
    Ones again: over the "append Rocket...." with the Commentar Text, write the name
    of the new Rocket.
    So how i hav dided "Unbekanntes Objekt" vs Hammerhaed
  • 7. Script: plugin.SV.roketcreuzer.Missil.sp.xml add / edite
    In this Script are all Rockets listet too
    and you must your new Rockets here listed same as me,
    and please down under the last standart Rocket.
    In this Script are saved the max Speed of the Rockets,
    then its at me knowledge inpossible to readout the speed of a Rockt befor it fly away.

    This here is the last STD Rocket:
    080 else if $Rocket == Hurrikan
    081 $Speed = 471

    also under there you can with this Principle add your new Rocket:
    082 else if $Rocket == ???Rocket.Type???
    083 $Speed = ???Speed as Number???
    and here again write the name of the Rocket over the Code (how at "Unbekanntes Objekt" vs Hammerhaed)
  • 8. That the Community to be can use your MOD Upgrades:
    If you want that the communtity can use your Upgrades,
    you must post here your Upgrade Links and the Links of the Threads of the MOD.
    Then i post it in the DL space here of the Main pages.
Last edited by SuperVegeta on Tue, 22. Apr 08, 17:53, edited 6 times in total.
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Post by SuperVegeta »

What is the Rocket Cruiser ???
  • This is NOT a MOD It will not Ship the game added !!!
    This is a Script that only added a Command in the "Additional Ship Commands Console", you find it under the "Turret Command Console"

    With this can a normal Transport Ship or a Small Carrier(TL) or
    a real M1 Carrier, too,
    They if his Fighters started, because his poor Weaponconfig, only can stand in the corner and
    must wait to came back his fighters.
    With this Command (if the Supports installed) can you this Ship make to a Rocket Cruiser.

    The Ship did self fire Rockets of all that is RED on the Sector Map, if want
    to the Target of the PLAYERSHIP, too.
    The missile cruiser ensured as first, for his own safety,
    that means: all what is inside of his Scann range, own Attacktarget,
    Attacker, Rockats aiming to his...asw...
    Listen if no direct danger for him exist,
    then search he for PLAYER Target (if allowed)
    and then / or else for enemys in Scann range of all Ships of the own Fleet,
    if he find a enemy Ship or Station, he checks if he can fire about Missile range and Missile speed,
    vs distance to Target and speed of the Target, if not con fire this Missile he check whether its a other Missile in Cargospace


    If the Rocket Cruiser came in heavy Enemy or Frindly Fire,
    and the Hull damaged or the Shildstrange smaller as 51%,
    thenn he: if he have enogh Energie for Jump, he Jump in a friendly Sector
    and the Player became a Message: That he must jump and Where he jump,
    else if not can jump the Player became a Message that he needs help,
    why he's in Big danger.
  • Using:
    It makes no sense only 20 rockets on the ship to pack, how at the Mosquito Rocket Defence
    or on the PLAYERSHIP, where only one missile is fired.
    The Rocket Cruiser always fired a salvo of missiles at an aim,
    from min 1 to max 10 Rockets, But even with the Wasp and Typhoons, which is fired as a swarm,
    must have multiplied this with the Swarmfacktor be.
    Of course, not bundles of Dickerchen like hammerhead and firestorm,
    With these things max 2x at once.

    So do not be stingy with fire,
    500 missiles are fast verschossen, but what otherwise can we do, with Rockets.

    I have cared that not always senseless to the same target will be fired, so that the old target is blocked for the next 3 attacks.
    But if no other target exist: the old Targets is detected 3 times agein, then he can fire agein to this old Target.

    I have cared that not he fired with Firestorms and Hammerheads to M5 Fighters,
    i means, he checks the speed and range of the Missile (EGO STD Values) eith the Speed and distance of the Target Ship/Station,
    if this not OK he check a other Missile or search to a other Target or don't fire.
  • Squash-Drons
    The Squash-Drone is a kombination of the Squash mine and the Fight drone.
    The Fightdrone moved the Squashmine to the Target and set it out,
    then the mine Exploded.
    To Squashdrone to firing needs to be first, Level 5, and one unit Fight-Drone and Squash-mine in the cargo hold, and a Target.
  • Messages from the Rocket Cruiser

    The Player becames Messages from the Rocket Cruiser in his Logbook,
    IF:
    1.he have no more Ammunition
    2.he is under heave Fire and not can jump away (Energie Shortage)
    3.he is under heave Fire and jump away, he said the Sector where he is jump
Last edited by SuperVegeta on Sun, 30. Mar 08, 21:22, edited 2 times in total.
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Post by SuperVegeta »

Prerequisite
  • This Equipments must be installed on the Ship:
    Jump Drive
    Fight Command Software MK1
    Fight Command Software MK2
    Fleet Sopport Software (BonusPack)
    Cargo Lifesupport System
    Navigation Software MK1
    Special Software MK1
  • The Ship needs a Crew
    The Rocket Cruiser needs a Crew too, to can fire the Rockets,
    i know its difficult to find good colleagues,
    so that the Rocket Cruiser support alle kinds of people,
    That be:
    Slaves
    Demonstrators
    Invalids
    Military Personnel
    Passengers
    Very Important Passengers
    Cleaning Robots
  • How you became a Crew
    At every Gameload are install on one random Notplayerowned
    Tradestation a Crew Ware with max amount of this,
    so that you can easyer to became a crew.


    You can mixed the Crew, all of this people are added,
    but all together must be min 10 people on bord.
Last edited by SuperVegeta on Sun, 30. Mar 08, 21:22, edited 3 times in total.
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Post by SuperVegeta »

Start of the Rocket Cruiser:
  • Script Editor must be aktive !!!
    1. Enabling the script editor:
    >you have to be in a ship outside a station
    >you have to change ur player name (not the ships name) to "Thereshallbewings"
    >save your game
    >quite the game
    >load saved game
  • 2. Start of the Command:
    >In the Ship Console "Additional Ship Commands" is now a new Command: "Rocket Cruiser [SV-RK]"
  • 2.1.Commando: "Rocket Cruiser [SV-RC]"
    -->Argumente: The Command have 3 Arguments, in this came only Numbers
    -->You can kombinate the Settings how ever you want
  • 2.1.1.Rocket Setting "Rocket: 0=STD;1=ADV;2=MAX"
    -->You con give 0 for Standard Rocket fire; 1 for Advarnced Firerate; 2 for highest Firerate.
    -->With this Argument you set the Firerate.
    -->0=STD is Standard wher its check if was a Enemy a Target in the last time, if it than dont fire them.
    -->1=ADV is the kombination of STD and MAX Modus, the most used is the STD.target finding and fire Modus,
    but in any times it us the higher Modus that all for the Cruiser possible Targets on the Battlefield attack
    it ignores in this high Modus if the Target was attack in the last time.
    -->2=MAX is the Permanently Fire, it is firing all the time every possible Targets on the Battlefield,
    solong it have munition.
    It ignores in this high Modus if the Target was attack in the last time.
  • 2.1.1.Player can give Target "0=NONE;1=PlayerTarget;2=Overkill"
    -->Here you give 0 for NO, 1 for YES und 2 for YES without the Check of Enemys in the nearest Fightspace.
    -->1=PlayerTarget: With this Argument you set: if the Taget of the Playership a target with high priority or not. (Level 4)
    -->1=PlayerTarget: This is not ever funktion, the Cruiser attack befor ALL Enemys in his nearest fightspace
    -->2=Overkill: With this Argument you set: if the Taget of the Playership a target with high priority or not. (Level 4)
    -->2=Overkill: The Cruiser if the PlayerTarget in firingrange, fire to them and ignor all Enemys in the Fightspace of the Rocket Cruiser :!:
  • 2.1.2.SquashDrone "SQdrone: 0=NO;1=STD;2=ALL;3=Huge"
    -->Here you give 0 for NO and 1 for STD and 2 for Every and 3 for of Stations and Huge Ships too.
    -->With this Argument you set: if its allow to fire with Squashdrons (Level 5)
    -->0=NONE it dont fire SQ-Drone
    -->1=STD it fires samtimes SQ-Drones
    -->2=Every it fires every SQ-Drones but dont on Huge Ships or Stations
    -->3=Every it fires every SQ-Drones and on Huge Ships or Stations too
Last edited by SuperVegeta on Sun, 30. Mar 08, 21:20, edited 4 times in total.
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Post by SuperVegeta »

What is the Performance Level ???
  • The Performance Level is, what the Crew of the Rocket Cruiser can do, On the basis of their number.
    At first the Level, it exist 5, so more higher, so more better.

    Crew >= 10 AND Crew < 25 == Level = 1
    Crew >= 25 AND Crew < 50 == Level = 2
    Crew >= 50 AND Crew < 70 == Level = 3
    Crew >= 70 AND Crew < 100 == Level = 4
    Crew >= 100 == Level = 5
  • What do the Level

    With the respective levels can the Ship different things,
    the Level in the Rocket list (show Rocket List) is about this.
    With Level 1 only to can use, those missiles, this stand under Level 1 Rocket,
    with every higher level, the ship can more and all of this what have a smaller Level.
    With Level 5 the Ship can ALL of that what Rocket Cruiser Script can.
  • The Level Control the Targetdetection too:
    What for Targetdetection exist


    it exist 3:

    Targetdetection 1 == Level 1
    Targetdetection 2 == Level 3
    Targetdetection 3 == Level 4

    Targetdetection 1: search of enemys inside of the Scanner range of the Ship
    Targetdetection 2: search of enemys inside of the Scanner range of all Ships of the own Fleet
    Targetdetection 3: The Target of the Playership (if its aktivated)
Last edited by SuperVegeta on Sun, 30. Mar 08, 21:19, edited 2 times in total.
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Post by SuperVegeta »

Supportet Weapons:

The Rocket Cruiser supports a variety of Missiles and Fight-dron in connection with Squash-mines.

Missiles:
  • Level 1 Rocket
    Mosquito
    Wasp
    Sting
    Rapier
    Hurricane Missile (New)
  • Level 2 Rocket
    Disruptor Missile
    Silkworm Missile
    Thorn
    Needle
    Blizzard Missile 1 (New)
    Blizzard Missile 2 (New)
    Wildfire Missile (New)
  • Level 3 Rocket
    Typhoon
    Hornet Missile
    Tempest Missile
    Thunderbolt Missile
    Banshee
    Baluga
    Remote Guided Warhead (New)
  • Level 4 Rocket
    Firestorm Torpedo
    Hammerhead Missile
  • @ Rocket
    Of course, the ship must also can install and must also can fire these types missiles them, else is no go
Additional Weapons
  • Level 5 Squash-Drons
    Fight-dron with Squash-Mine
    1/1 only in combination of both,
    one fightdrone with one Squash-Mine,
    ones alone is no go.
Last edited by SuperVegeta on Sun, 30. Mar 08, 21:19, edited 2 times in total.
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Post by SuperVegeta »

Script History
  • Version 1.00 at 01.01.2008
    -->First Release
  • Version 2.00 at 21.03.2008
    -->Fix: "set player tracking aim" in Script Rocket.00
    -->Fix: Old.Target.BLOCK if Player Target marked OR Number of Targets smaler as 4
    -->Fix: SquashDron Using
    -->Fix: Targetfinding
    -->Fix: Player give the Target
    -->Fix: Flee Jump
    -->Fix: Munitions Check
    -->Fix: Crew AND Equipment Check
    -->Fix: Idle (Pause/Wait) if no Enemy

    -->Add: different Firerates for Rockets
    -->Add: different Firerates for SquashDrones
  • Version 3.00 at 30.03.2008
    -->Change: Command from Script: "plugin.SV.roketcreuzer.Main.xml"
    to Script: "plugin.SV.roketcreuzer.CMD.Dummy.xml"
    -->Fix: is PlayerTarget in Firingrange
    -->Fix: Any Missile Speed
    -->Fix: Fightdrone Speed
    -->Add: Hurricane Missile to Level 1 Rockets
    -->Add: Blizzard Missile 1 to Level 2 Rockets
    -->Add: Blizzard Missile 2 to Level 2 Rockets
    -->Add: Wildfire Missile to Level 2 Rockets
    -->Add: Remote Guided Warhead to Level 3 Rockets

    -->Add: Neue PlayerTarget Variante "Overkill"

    -->Add: At every Gameload are install on one random Notplayerowned
    Tradestation a Crew Ware with max amount of this,
    so that you can easyer to became a crew.

    -->Add: Upgrade for the DDRS.JL.Multi.MOD

    -->Add: Tutorial: how you are can change the Rocket Cruiser for MODs to be thats running 100%
  • Version 3.20 at 22.04.2008
    -->Fix: Player Target [Final]
    -->Del: all usless Codes
    -->New: Script: plugin.SV.roketcreuzer.PID
    if you want to change the Page ID, you must only change in this File
Last edited by SuperVegeta on Tue, 22. Apr 08, 17:54, edited 3 times in total.
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Post by SuperVegeta »

Install & Uninstall & Update
  • First.Installation:

    >Copy the content of the "scripts" folder into the "scripts" folder of X3
    >Copy the content of the "t" folder into the "t" folder of X3

    Target directorys will be found in the X3 main directory:
    HDD:/.../X3Reunion/....
    1. "scripts"
    2. "t"
  • Update.Installation:

    >Rocket Cruiser v.1.00 must be delete (T-File + Scripts)
    >Scripts of Version 1.00
    >Scripts to delete: 48
    >init.rocket.cruiser.sv.xml
    >plugin.SV.roketcreuzer.CheckFlee.xml
    >plugin.SV.roketcreuzer.cmd.check.xml
    >plugin.SV.roketcreuzer.CMD.Dummy.xml
    >plugin.SV.roketcreuzer.crew.xml
    >plugin.SV.roketcreuzer.curMiss.xml
    >plugin.SV.roketcreuzer.curMissAr.xml
    >plugin.SV.roketcreuzer.get.Missi.xml
    >plugin.SV.roketcreuzer.get.Mrang.xml
    >plugin.SV.roketcreuzer.IDLE.xml
    >plugin.SV.roketcreuzer.inst.crew.xml
    >plugin.SV.roketcreuzer.LV.oTA.01.xml
    >plugin.SV.roketcreuzer.LV.oTA.02.xml
    >plugin.SV.roketcreuzer.LV.ATA.03.xml
    >plugin.SV.roketcreuzer.LV.ATA.04.xml
    >plugin.SV.roketcreuzer.LV.ATA.05.xml
    >plugin.SV.roketcreuzer.LV.ATA.06.xml
    >plugin.SV.roketcreuzer.Main.xml
    >plugin.SV.roketcreuzer.Missil.sp.xml
    >plugin.SV.roketcreuzer.Missiles.xml
    >plugin.SV.roketcreuzer.Multifire.xml
    >plugin.SV.roketcreuzer.oTarget00.xml
    >plugin.SV.roketcreuzer.oTarget01.xml
    >plugin.SV.roketcreuzer.oTarget02.xml
    >plugin.SV.roketcreuzer.oTarget03.xml
    >plugin.SV.roketcreuzer.oTarget04.xml
    >plugin.SV.roketcreuzer.oTarget05.xml
    >plugin.SV.roketcreuzer.PID.xml
    >plugin.SV.roketcreuzer.Rocket.00.xml
    >plugin.SV.roketcreuzer.Rocket.01.xml
    >plugin.SV.roketcreuzer.Salve.00.xml
    >plugin.SV.roketcreuzer.Salve.01.xml
    >plugin.SV.roketcreuzer.SQDron.00.xml
    >plugin.SV.roketcreuzer.SQDron.01.xml
    >plugin.SV.roketcreuzer.SQDron.02.xml
    >plugin.SV.roketcreuzer.SQDron.03.xml
    >plugin.SV.roketcreuzer.t.num.00.xml
    >plugin.SV.roketcreuzer.t.num.01.xml
    >plugin.SV.roketcreuzer.t.num.02.xml
    >plugin.SV.roketcreuzer.t.num.03.xml
    >plugin.SV.roketcreuzer.target.00.xml
    >plugin.SV.roketcreuzer.target.01.xml
    >plugin.SV.roketcreuzer.target.02.xml
    >plugin.SV.roketcreuzer.target.03.xml
    >plugin.SV.roketcreuzer.target.04.xml
    >plugin.SV.roketcreuzer.target.05.xml
    >plugin.SV.roketcreuzer.Target.ch.xml
    >plugin.SV.roketcreuzer.useMissil.xml


    >T.Files of Version 1.00
    >T-Files to delete:
    >##8917


    >Scripts of Version 3.00 install.
    >T.Files of Version 3.00 install.

    >LOAD SavedGame.
  • Uninstallation:

    1.Deaktivated the Command of all Ships
    >Wait to be all Fightdrons destroyed, they are fired from Rocket Cruiser

    2.Save Game

    3.All Scripts and T-Files delete
    Target directorys will be found in the X3 main directory:
    HDD:/.../X3Reunion/....
    1. "scripts"
    2. "t"

    >Scripte to deleted: 48
    >init.rocket.cruiser.sv.xml
    >plugin.SV.roketcreuzer.CheckFlee.xml
    >plugin.SV.roketcreuzer.cmd.check.xml
    >plugin.SV.roketcreuzer.CMD.Dummy.xml
    >plugin.SV.roketcreuzer.crew.xml
    >plugin.SV.roketcreuzer.curMiss.xml
    >plugin.SV.roketcreuzer.curMissAr.xml
    >plugin.SV.roketcreuzer.get.Missi.xml
    >plugin.SV.roketcreuzer.get.Mrang.xml
    >plugin.SV.roketcreuzer.IDLE.xml
    >plugin.SV.roketcreuzer.inst.crew.xml
    >plugin.SV.roketcreuzer.LV.oTA.01.xml
    >plugin.SV.roketcreuzer.LV.oTA.02.xml
    >plugin.SV.roketcreuzer.LV.ATA.03.xml
    >plugin.SV.roketcreuzer.LV.ATA.04.xml
    >plugin.SV.roketcreuzer.LV.ATA.05.xml
    >plugin.SV.roketcreuzer.LV.ATA.06.xml
    >plugin.SV.roketcreuzer.Main.xml
    >plugin.SV.roketcreuzer.Missil.sp.xml
    >plugin.SV.roketcreuzer.Missiles.xml
    >plugin.SV.roketcreuzer.Multifire.xml
    >plugin.SV.roketcreuzer.oTarget00.xml
    >plugin.SV.roketcreuzer.oTarget01.xml
    >plugin.SV.roketcreuzer.oTarget02.xml
    >plugin.SV.roketcreuzer.oTarget03.xml
    >plugin.SV.roketcreuzer.oTarget04.xml
    >plugin.SV.roketcreuzer.oTarget05.xml
    >plugin.SV.roketcreuzer.PID.xml
    >plugin.SV.roketcreuzer.Rocket.00.xml
    >plugin.SV.roketcreuzer.Rocket.01.xml
    >plugin.SV.roketcreuzer.Salve.00.xml
    >plugin.SV.roketcreuzer.Salve.01.xml
    >plugin.SV.roketcreuzer.SQDron.00.xml
    >plugin.SV.roketcreuzer.SQDron.01.xml
    >plugin.SV.roketcreuzer.SQDron.02.xml
    >plugin.SV.roketcreuzer.SQDron.03.xml
    >plugin.SV.roketcreuzer.t.num.00.xml
    >plugin.SV.roketcreuzer.t.num.01.xml
    >plugin.SV.roketcreuzer.t.num.02.xml
    >plugin.SV.roketcreuzer.t.num.03.xml
    >plugin.SV.roketcreuzer.target.00.xml
    >plugin.SV.roketcreuzer.target.01.xml
    >plugin.SV.roketcreuzer.target.02.xml
    >plugin.SV.roketcreuzer.target.03.xml
    >plugin.SV.roketcreuzer.target.04.xml
    >plugin.SV.roketcreuzer.target.05.xml
    >plugin.SV.roketcreuzer.Target.ch.xml
    >plugin.SV.roketcreuzer.useMissil.xml


    >T-Files to deleted:
    >##8917
    :!: !!!>>>IMPORTANT<<<!!! :!:
    Remember that the ##8917 is use from "SuperVegeta Turret Commands" and
    "SuperVegeta HC Manual Ship Trade Commands", too :!:
    Don't delete this File if you use thos Scripts :!:
  • 4.Now you can play without Rocket Cruiser.
Last edited by SuperVegeta on Tue, 22. Apr 08, 17:54, edited 3 times in total.
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Post by SuperVegeta »

Techniches:
  • Command_Type_SHIP_(12)51 // Command_Rocket_Cruiser_SV_1251 // Rocket Cruiser [SV-RK]


    (the Camoflage Device ST1 have the same Cammand Slot)
    (if you want to change the command slot of Rocket Cruiser,
    you must change it in the T-File, in Script: "init.rocket.cruiser.sv.xml" and
    in the Script: "plugin.SV.roketcreuzer.CMD.Dummy.xml")
    (I have the CMD in a single Variable like this "$CMD = Command_Rocket_Cruiser_SV_1251",
    so you can change it with the Windos Text Editor)
  • Text.File.xml:
    German + English
    >ID: ##8917
    >Page ID: 8917
    >same as SuperVegeta Turret Commands, SuperVegeta Manual Ship Trade Commands
  • Globale Variablen:
    >NONE<
  • Locale Variablen:
    -->on all Rocket Cruisers: "SV_Rocket_Cruiser_old.Target.Array_LV"
    -->on all Rocket Cruisers: "SV_Rocket_Cruiser_ALL.Target.Array_LV"
    -->on all Rocket Cruisers: "SV_Rocket_Cruiser_Num.Of.Targets_LV"
  • Script.Task:
    >10 for Ship zusatz Commands // on Rocket Cruieser Ship // EGO STD Task
    >0 for Main Command of Fightdrones // on Fightdrone // EGO STD Task
    >1 for Fightdrone Controll // on Fightdrone // SPC Task
  • Scripts: 48
    >init.rocket.cruiser.sv.xml
    >plugin.SV.roketcreuzer.CheckFlee.xml
    >plugin.SV.roketcreuzer.cmd.check.xml
    >plugin.SV.roketcreuzer.CMD.Dummy.xml
    >plugin.SV.roketcreuzer.crew.xml
    >plugin.SV.roketcreuzer.curMiss.xml
    >plugin.SV.roketcreuzer.curMissAr.xml
    >plugin.SV.roketcreuzer.get.Missi.xml
    >plugin.SV.roketcreuzer.get.Mrang.xml
    >plugin.SV.roketcreuzer.IDLE.xml
    >plugin.SV.roketcreuzer.inst.crew.xml
    >plugin.SV.roketcreuzer.LV.oTA.01.xml
    >plugin.SV.roketcreuzer.LV.oTA.02.xml
    >plugin.SV.roketcreuzer.LV.ATA.03.xml
    >plugin.SV.roketcreuzer.LV.ATA.04.xml
    >plugin.SV.roketcreuzer.LV.ATA.05.xml
    >plugin.SV.roketcreuzer.LV.ATA.06.xml
    >plugin.SV.roketcreuzer.Main.xml
    >plugin.SV.roketcreuzer.Missil.sp.xml
    >plugin.SV.roketcreuzer.Missiles.xml
    >plugin.SV.roketcreuzer.Multifire.xml
    >plugin.SV.roketcreuzer.oTarget00.xml
    >plugin.SV.roketcreuzer.oTarget01.xml
    >plugin.SV.roketcreuzer.oTarget02.xml
    >plugin.SV.roketcreuzer.oTarget03.xml
    >plugin.SV.roketcreuzer.oTarget04.xml
    >plugin.SV.roketcreuzer.oTarget05.xml
    >plugin.SV.roketcreuzer.PID.xml
    >plugin.SV.roketcreuzer.Rocket.00.xml
    >plugin.SV.roketcreuzer.Rocket.01.xml
    >plugin.SV.roketcreuzer.Salve.00.xml
    >plugin.SV.roketcreuzer.Salve.01.xml
    >plugin.SV.roketcreuzer.SQDron.00.xml
    >plugin.SV.roketcreuzer.SQDron.01.xml
    >plugin.SV.roketcreuzer.SQDron.02.xml
    >plugin.SV.roketcreuzer.SQDron.03.xml
    >plugin.SV.roketcreuzer.t.num.00.xml
    >plugin.SV.roketcreuzer.t.num.01.xml
    >plugin.SV.roketcreuzer.t.num.02.xml
    >plugin.SV.roketcreuzer.t.num.03.xml
    >plugin.SV.roketcreuzer.target.00.xml
    >plugin.SV.roketcreuzer.target.01.xml
    >plugin.SV.roketcreuzer.target.02.xml
    >plugin.SV.roketcreuzer.target.03.xml
    >plugin.SV.roketcreuzer.target.04.xml
    >plugin.SV.roketcreuzer.target.05.xml
    >plugin.SV.roketcreuzer.Target.ch.xml
    >plugin.SV.roketcreuzer.useMissil.xml
Last edited by SuperVegeta on Tue, 22. Apr 08, 17:55, edited 3 times in total.
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SuperVegeta
Posts: 1611
Joined: Tue, 20. Dec 05, 11:13
x3tc

Post by SuperVegeta »

DOWNLOAD
  • Download Version 3.20

    You must download Rocket Cruiser Scripts and the Textfile, than you must install this 2 Packs :!:

    The Textfile is at this time outside of the Main Pack to download and install of a seperad Pack :!:
    This Textfile 8917 are used from 3 Officiell SuperVegeta Producten
    and 3 inofficiell Products too.

    Download Pack is a RAR.Archiv, have inside a SPK Version and a unpacked Version for manual Install :!:
  • Rocket Cruiser Scripts (Main.programm)
  • Upgrade für DDRS.JL.Multi.MOD

    I have build a Upgrade for the DDRS.JL.Multi.MOD, DL at the DL space.
    Here are the Links to the DDRS.JL.Multi.MOD Topics.
    German Thread of the DDRS.JL.Multi.MOD
    English Thread of the DDRS.JL.Multi.MOD
  • Textfile.8917 Version.1.20 for: (Supported the highest Versions of this Products)
    Rocket Cruiser + Battleship Turret CMDs + Manual Ship Trade CMDs
  • Download on the:
    :arrow: X3-Reunion SuperVegeta Index Topic
Last edited by SuperVegeta on Sat, 7. Feb 09, 14:56, edited 10 times in total.
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SuperVegeta
Posts: 1611
Joined: Tue, 20. Dec 05, 11:13
x3tc

Post by SuperVegeta »

What is new in Version 2.00 AND Version 3.00 - 3.20


It exist now 3 Argumentes and any possible Settings
  • 2.1.Commando: "Rocket Cruiser [SV-RC]"
    -->Argumente: The Command have 3 Arguments, in this came only Numbers
    -->You can kombinate the Settings how ever you want
  • 2.1.1.Rocket Setting "Rocket: 0=STD;1=ADV;2=MAX"
    -->You con give 0 for Standard Rocket fire; 1 for Advarnced Firerate; 2 for highest Firerate.
    -->With this Argument you set the Firerate.
    -->0=STD is Standard wher its check if was a Enemy a Target in the last time, if it than dont fire them.
    -->1=ADV is the kombination of STD and MAX Modus, the most used is the STD.target finding and fire Modus,
    but in any times it us the higher Modus that all for the Cruiser possible Targets on the Battlefield attack
    it ignores in this high Modus if the Target was attack in the last time.
    -->2=MAX is the Permanently Fire, it is firing all the time every possible Targets on the Battlefield,
    solong it have munition.
    It ignores in this high Modus if the Target was attack in the last time.
  • 2.1.1.Player can give Target "0=NONE;1=PlayerTarget;2=Overkill"
    -->Here you give 0 for NO, 1 for YES und 2 for YES without the Check of Enemys in the nearest Fightspace.
    -->1=PlayerTarget: With this Argument you set: if the Taget of the Playership a target with high priority or not. (Level 4)
    -->1=PlayerTarget: This is not ever funktion, the Cruiser attack befor ALL Enemys in his nearest fightspace
    -->2=Overkill: With this Argument you set: if the Taget of the Playership a target with high priority or not. (Level 4)
    -->2=Overkill: The Cruiser if the PlayerTarget in firingrange, fire to them and ignor all Enemys in the Fightspace of the Rocket Cruiser :!:
  • 2.1.2.SquashDrone "SQdrone: 0=NO;1=STD;2=ALL;3=Huge"
    -->Here you give 0 for NO and 1 for STD and 2 for Every and 3 for of Stations and Huge Ships too.
    -->With this Argument you set: if its allow to fire with Squashdrons (Level 5)
    -->0=NONE it dont fire SQ-Drone
    -->1=STD it fires samtimes SQ-Drones
    -->2=Every it fires every SQ-Drones but dont on Huge Ships or Stations
    -->3=Every it fires every SQ-Drones and on Huge Ships or Stations too


ALL Bugs are fixed
  • -->Fix: "set player tracking aim" in Script Rocket.00
    -->Fix: Old.Target.BLOCK if Player Target marked OR Number of Targets smaler as 4
    -->Fix: SquashDron Using
    -->Fix: Targetfinding
    -->Fix: Player give the Target
    -->Fix: Flee Jump
    -->Fix: Munitions Check
    -->Fix: Crew AND Equipment Check
    -->Fix: Idle (Pause/Wait) if no Enemy


Firerates
  • Different Firerates for Rockets:
    The Standard Firerate:
    It use the Standard Targetfinding algorytmus, he ignor the Targets of the last time.
    This Modus need not so much Munition.


    The Advarnced Firerate:
    It use mostly the Standardmodus but add samtimes the MAX Modus too.
    In this Modus it fires at all possible Targets on the Battlefield and ignor if it was a Target in the last time
    This Modus needs much more Munition as the STD Modus.


    The Maximale Firerate:
    In this Modus it fires at all possible Targets on the Battlefield and ignor if it was a Target in the last time,
    it fires solong a Target AND Munition, all the time.
    This Modus needs very much more Munition as the STD or ADV Modus.
  • Different Firerrates for SquashDrones

    The Standard Firerate:
    It fires sametimes a SQ-Drone as alternative for the Rocket at the Target,
    then sametimes it fires a Rocket too.

    The ALL Firerate:
    It fires on every Target a SQ-Drone, without Huge Ships and Stations

    The HUGE Firerate:
    It fires on every Target a SQ-Drone and Huge Ships and Stations too

The Player give the Target
  • This must be aktivatet with the 2. Argument, else it is OFF
  • It dosen't ever funktion, than the Cruiser are saved itselfe befor:
    The Cruiser attack ever the Targets in his nearest Fightspace,
    befor he attackes a other Target how the Playertarget or Targets of Friend fleet.
    If than no Enemy in his Fightspace than he Attacks the Playertarget
    and ignore that he have it attack in the last time,
    also solong The Tatrget exist and he have Munition or it cme a Enemy in the Fightspace.
  • "PlayerTarget Overkill"
    -->2=Overkill: With this Argument you set: if the Taget of the Playership a target with high priority or not. (Level 4)
    -->2=Overkill: The Cruiser if the PlayerTarget in firingrange, fire to them and ignor all Enemys in the Fightspace of the Rocket Cruiser :!:


Versions
  • Version 2.00 at 21.03.2008
    -->Fix: "set player tracking aim" in Script Rocket.00
    -->Fix: Old.Target.BLOCK if Player Target marked OR Number of Targets smaler as 4
    -->Fix: SquashDron Using
    -->Fix: Targetfinding
    -->Fix: Player give the Target
    -->Fix: Flee Jump
    -->Fix: Munitions Check
    -->Fix: Crew AND Equipment Check
    -->Fix: Idle (Pause/Wait) if no Enemy

    -->Add: different Firerates for Rockets
    -->Add: different Firerates for SquashDrones
  • Version 3.00 at 30.03.2008
    -->Change: Command from Script: "plugin.SV.roketcreuzer.Main.xml"
    to Script: "plugin.SV.roketcreuzer.CMD.Dummy.xml"
    -->Fix: is PlayerTarget in Firingrange
    -->Fix: Any Missile Speed
    -->Fix: Fightdrone Speed
    -->Add: Hurricane Missile to Level 1 Rockets
    -->Add: Blizzard Missile 1 to Level 2 Rockets
    -->Add: Blizzard Missile 2 to Level 2 Rockets
    -->Add: Wildfire Missile to Level 2 Rockets
    -->Add: Remote Guided Warhead to Level 3 Rockets

    -->Add: Neue PlayerTarget Variante "Overkill"

    -->Add: At every Gameload are install on one random Notplayerowned
    Tradestation a Crew Ware with max amount of this,
    so that you can easyer to became a crew.

    -->Add: Upgrade for the DDRS.JL.Multi.MOD

    -->Add: Tutorial: how you are can change the Rocket Cruiser for MODs to be thats running 100%
  • Version 3.20 at 22.04.2008
    -->Fix: Player Target [Final]
    -->Del: all usless Codes
    -->New: Script: plugin.SV.roketcreuzer.PID
    if you want to change the Page ID, you must only change in this File
Last edited by SuperVegeta on Tue, 22. Apr 08, 17:56, edited 4 times in total.
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SuperVegeta
Posts: 1611
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x3tc

Post by SuperVegeta »

Release SuperVegeta Rocket Cruiser Version 1.00 @ 01.01.2008
Genoce
Posts: 28
Joined: Sun, 9. Jul 06, 02:25
x3

Post by Genoce »

Sounds like the rapid missile fire script LV released, cept a little more refined

I'm loving the idea of Squash-drones, sounds like an awesome substitie for the lack of cruise missiles in the X-universe

...

Can they go through gates?

If so, i'm in love with this script
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SuperVegeta
Posts: 1611
Joined: Tue, 20. Dec 05, 11:13
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Post by SuperVegeta »

mm noe i understand :idea:

if the SquashDron can fly through gates ?

NO :!:

if the cur Target away/kill befor expolsion, it search for a other Target
if can not find it destrucktet self
Genoce
Posts: 28
Joined: Sun, 9. Jul 06, 02:25
x3

Post by Genoce »

ah well, cant have everything

i had a good idea though, get the terran gate ship, link it to your main production sector and an enemy core sector and well...yeah, scud storm :)

*sigh*
drudude1983
Posts: 143
Joined: Mon, 15. Jan 07, 13:05

hey dude

Post by drudude1983 »

hey man is the a pic of ur ship?
User avatar
Sandalpocalypse
Posts: 4447
Joined: Tue, 2. Dec 03, 22:28
x4

Post by Sandalpocalypse »

I like this in theory, i kind of wish it supported Wildfires though :)
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SuperVegeta
Posts: 1611
Joined: Tue, 20. Dec 05, 11:13
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Post by SuperVegeta »

@ drudude1983

why, this is a Command, that fire Missiles, not a additional Ship like "xsp",
only a command :!:



@ Sandalpocalypse

Wildfire Missile == Mantis
This Missile dont follow his Target :(
The Command moved not the Ship so that its can hit his target,
also only Missiles they can follow his target are supported from Rocket Cruiser
User avatar
SuperVegeta
Posts: 1611
Joined: Tue, 20. Dec 05, 11:13
x3tc

Post by SuperVegeta »

Version 2.00 at 21.03.2008
What is new in Version 2.00


It exist now 3 Argumentes and any possible Settings
  • 2.1.Commando: "Rocket Cruiser [SV-RC]"
    -->Argumente: The Command have 3 Arguments, in this came only Numbers
    -->You can kombinate the Settings how ever you want
  • 2.1.1.Rocket Setting "Rocket: 0=STD;1=ADV;2=MAX"
    -->You con give 0 for Standard Rocket fire; 1 for Advarnced Firerate; 2 for highest Firerate.
    -->With this Argument you set the Firerate.
    -->0=STD is Standard wher its check if was a Enemy a Target in the last time, if it than dont fire them.
    -->1=ADV is the kombination of STD and MAX Modus, the most used is the STD.target finding and fire Modus,
    but in any times it us the higher Modus that all for the Cruiser possible Targets on the Battlefield attack
    it ignores in this high Modus if the Target was attack in the last time.
    -->2=MAX is the Permanently Fire, it is firing all the time every possible Targets on the Battlefield,
    solong it have munition.
    It ignores in this high Modus if the Target was attack in the last time.
  • 2.1.1.Player can give Target "0=NONE;1=Player can give Target"
    -->Here you give 0 for NO and 1 for YES.
    -->With this Argument you set: if the Taget of the Playership a target with high priority or not. (Level 4)
    -->This is not ever funktion, the Cruiser attack befor ALL Enemys in his nearest fightspace
  • 2.1.2.SquashDrone "SQdrone: 0=NO;1=STD;2=ALL;3=Huge"
    -->Here you give 0 for NO and 1 for STD and 2 for Every and 3 for of Stations and Huge Ships too.
    -->With this Argument you set: if its allow to fire with Squashdrons (Level 5)
    -->0=NONE it dont fire SQ-Drone
    -->1=STD it fires samtimes SQ-Drones
    -->2=Every it fires every SQ-Drones but dont on Huge Ships or Stations
    -->3=Every it fires every SQ-Drones and on Huge Ships or Stations too


ALL Bugs are fixed
  • -->Fix: "set player tracking aim" in Script Rocket.00
    -->Fix: Old.Target.BLOCK if Player Target marked OR Number of Targets smaler as 4
    -->Fix: SquashDron Using
    -->Fix: Targetfinding
    -->Fix: Player give the Target
    -->Fix: Flee Jump
    -->Fix: Munitions Check
    -->Fix: Crew AND Equipment Check
    -->Fix: Idle (Pause/Wait) if no Enemy


Firerates
  • Different Firerates for Rockets:
    The Standard Firerate:
    It use the Standard Targetfinding algorytmus, he ignor the Targets of the last time.
    This Modus need not so much Munition.


    The Advarnced Firerate:
    It use mostly the Standardmodus but add samtimes the MAX Modus too.
    In this Modus it fires at all possible Targets on the Battlefield and ignor if it was a Target in the last time
    This Modus needs much more Munition as the STD Modus.


    The Maximale Firerate:
    In this Modus it fires at all possible Targets on the Battlefield and ignor if it was a Target in the last time,
    it fires solong a Target AND Munition, all the time.
    This Modus needs very much more Munition as the STD or ADV Modus.
  • Different Firerrates for SquashDrones

    The Standard Firerate:
    It fires sametimes a SQ-Drone as alternative for the Rocket at the Target,
    then sametimes it fires a Rocket too.

    The ALL Firerate:
    It fires on every Target a SQ-Drone, without Huge Ships and Stations

    The HUGE Firerate:
    It fires on every Target a SQ-Drone and Huge Ships and Stations too

The Player give the Target
  • This must be aktivatet with the 2. Argument, else it is OFF
  • It dosen't ever funktion, than the Cruiser are saved itselfe befor:
    The Cruiser attack ever the Targets in his nearest Fightspace,
    befor he attackes a other Target how the Playertarget or Targets of Friend fleet.
    If than no Enemy in his Fightspace than he Attacks the Playertarget
    and ignore that he have it attack in the last time,
    also solong The Tatrget exist and he have Munition or it cme a Enemy in the Fightspace.
User avatar
SuperVegeta
Posts: 1611
Joined: Tue, 20. Dec 05, 11:13
x3tc

Post by SuperVegeta »

New Version
  • Version 3.00 at 30.03.2008
    -->Change: Command from Script: "plugin.SV.roketcreuzer.Main.xml"
    to Script: "plugin.SV.roketcreuzer.CMD.Dummy.xml"
    -->Fix: is PlayerTarget in Firingrange
    -->Fix: Any Missile Speed
    -->Fix: Fightdrone Speed
    -->Add: Hurricane Missile to Level 1 Rockets
    -->Add: Blizzard Missile 1 to Level 2 Rockets
    -->Add: Blizzard Missile 2 to Level 2 Rockets
    -->Add: Wildfire Missile to Level 2 Rockets
    -->Add: Remote Guided Warhead to Level 3 Rockets

    -->Add: Neue PlayerTarget Variante "Overkill"

    -->Add: At every Gameload are install on one random Notplayerowned
    Tradestation a Crew Ware with max amount of this,
    so that you can easyer to became a crew.

    -->Add: Upgrade for the DDRS.JL.Multi.MOD

    -->Add: Tutorial: how you are can change the Rocket Cruiser for MODs to be thats running 100%

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