Script for boarding marines via transporter device?

The place to discuss scripting and game modifications for X³: Terran Conflict and X³: Albion Prelude.

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

dmichailcz
Posts: 170
Joined: Thu, 18. Jun 09, 13:18

Script for boarding marines via transporter device?

Post by dmichailcz »

Are there any scripts for boarding ships by marines, beamed by transporter device?

I really don't want to babysit my marines only to lost them in one HEPT shot...
I am not very good in english, so please, forgive me...
User avatar
X1000
Posts: 896
Joined: Mon, 22. Jun 09, 16:59

Post by X1000 »

You could try the sticky... But i dont think so.

Nice idear
Lancefighter
Posts: 3144
Joined: Sun, 19. Dec 04, 02:41
x4

Post by Lancefighter »

*frown* with cycrows improved boarding hotkey, and a little skill, you can drop the marines off at that *perfect* spot, and they usually begin boarding right away.. takes a bit of practice, but after a few tries you get it right
User avatar
arcana75
Posts: 2165
Joined: Tue, 2. Dec 03, 09:28
x3tc

Post by arcana75 »

Even then I would like to see this happen.

But it's been discussed b4 and apparently transporting marines across can't trigger the marine capture action and there seems to be no other way to trigger it.

What *can* be done is to completely emulate the marine boarding experience via scripts.

1) Script marines to disappear ie teleport if shields low enough - doable.
2) Script to play the whole marine reaching deck and hacking core speech - doable in fact done as shown by the Station Boarding script.
3) Script some timer and random thing to check for success - doable.
4) If success, transfer ownership to player, destroying random equipment and hull - doable.
5) Add CLS and "surviving marines" - doable.

Alot of this is already there via the Station Boarding script. Some edits to make it work for ships should be easy enough, in fact a subset of the entire script ie less code!

Try asking the author of the Station Boarding script, see what happens.
7ate9tin11s
Posts: 813
Joined: Fri, 11. Nov 05, 23:18
x4

Post by 7ate9tin11s »

i have not tried but couldn't you just force position the flying marines into the middle of the ship for instant boarding? I do not think they can be rammed to death soo... :roll:
fud
Posts: 9837
Joined: Wed, 25. Jan 06, 14:26
x3

Post by fud »

You could also ask LV. He made the HAT script for X3:R that basically did what TC's boarding does now.


It was pretty slick, and it proposed it's own challenges as well.
User avatar
arcana75
Posts: 2165
Joined: Tue, 2. Dec 03, 09:28
x3tc

Post by arcana75 »

7ate9tin11s wrote:i have not tried but couldn't you just force position the flying marines into the middle of the ship for instant boarding? I do not think they can be rammed to death soo... :roll:
Marines *can* take impact damage and go pop. I've seen it happen many times while trying to cap Ryus. They jockey around trying to get to the sweet spot (which is in a space behind the Ryu's exterior armour plating slightly aft) and end up bumping a 100+ms Ryu several times then go pop. It's especially obvious when the Ryu suddenly accelerates when the marine is just about to reach the sweet spot.

Also, marines don't board based on proximity at least not entirely. It's really weird if u ask me. For starters marines in space must go thru additional phases of "approaching target" and "almost there" b4 marines will actually board.

If marines don't enter this stage, they can be 50m away and not even board. But they can enter that stage at 500-750m then suddenly disappear and begin the boarding procedure. And if only *one* marine does that the other N-1 marines will also disappear even if they are somewhat further away or even nowhere near the ship.
dmichailcz
Posts: 170
Joined: Thu, 18. Jun 09, 13:18

Post by dmichailcz »

Hmmm, it looks like similar script is here.
I am not very good in english, so please, forgive me...
User avatar
ScRaT_GER
Posts: 1962
Joined: Tue, 8. Jan 08, 18:19
x3tc

Post by ScRaT_GER »

But it's been discussed b4 and apparently transporting marines across can't trigger the marine capture action and there seems to be no other way to trigger it.
There is a "hidden" command, which is described in the manual for exscriptor.
Exscriptor Manual wrote:One particular curiosity: command 1442, "add marine to attack group on ship",
does not appear in the in-game script editor, but it does work. It's very handy for "beaming"
marines directly aboard enemy ships…
I didn't try it, but it seems as if this is what you are looking for.
To use it in you script, you have to use the Exscriptor by Whimsy.
Hope this helps.

Greets,
ScRaT
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22434
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

that command is not actualyl supposed to be hidden, there was a mistake with it being missed out, which i've only just relised.

it will be fixed thou;)
xiriod
Posts: 1131
Joined: Wed, 6. Nov 02, 20:31
x3tc

Post by xiriod »

Hmmmmmmmmm :) Will this command put marines on anything? :D
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22434
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

no, it will only put them on things that can be boarded.
User avatar
Sartorie
Posts: 389
Joined: Sat, 10. Apr 04, 13:05
x3tc

Post by Sartorie »

interesting :)
hsung
Posts: 208
Joined: Sat, 3. Jul 04, 08:09
x3tc

Post by hsung »

dmichailcz wrote:Hmmm, it looks like similar script is here.
Mr Laurie's script does not appear to work properly with ver. 2.1 - i.e., the marines no longer attach to the hull immediately ... needs to be updated.
User avatar
arcana75
Posts: 2165
Joined: Tue, 2. Dec 03, 09:28
x3tc

Post by arcana75 »

That command is interesting... does that mean using that command we can script a marine teleport attack with just 1 line?
dmichailcz
Posts: 170
Joined: Thu, 18. Jun 09, 13:18

Post by dmichailcz »

That command could be core of new script, that allows transporting marines directly on board. But it needs balancing, because this look like cheat to me...
I am not very good in english, so please, forgive me...
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22434
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

im alreayd working on one, but it'll have to wait till its released
dmichailcz
Posts: 170
Joined: Thu, 18. Jun 09, 13:18

Post by dmichailcz »

Are you planning to do balance it? It looks like getting marines to vicinity of ship and cutting through hull is that, what make boarding a challenge.

Thx a lot for yours effort
I am not very good in english, so please, forgive me...
Cycrow
Moderator (Script&Mod)
Moderator (Script&Mod)
Posts: 22434
Joined: Sun, 14. Nov 04, 23:26
x4

Post by Cycrow »

it wont be a simple hotkey no.

u will have to do some work yourself
Cronos988
Posts: 691
Joined: Mon, 27. Aug 07, 12:34
x3tc

Post by Cronos988 »

I am currently writing a script for marine boarding too.

I did not yet use the add marines to attack group command. Rather a force Position command that puts the marine in front of the ship.

While testing, i made the discovery that when i force pos one Marine directly to the target (or into the target for that matter), nothing happens, the marine just turns and flies back to his comrades. If I force pos all marines to the target at once (or almost so), boarding (cutting of hull) starts immediately.

Everything is pretty much done (including most balancing), however the force position does not seem to work properly. When I force the marines over, some seem to explode immediately. At least some survive. The cutting through the hull sequence plays just fine. After that, it just stops. Scanning the target reveals that there are no marines onboard.
Kinda looks like the marines get transported over, the script starts, but then they immediately die. The script runs on but when it comes to phase 2 finds no more marines and stops.


I think I will now resort to the add marine to attack group command. I'll have to change some of the balancing but this will cut out a lot of other Problems. Whats the Syntax for this command btw?

Code: Select all

 <RefObj> <Var/Marine> add marine to attack group 
?

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