[SCR] MARS Fire Control (v5.25 - 16.02.13)

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Lancefighter
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Post by Lancefighter » Sun, 13. Jan 13, 10:40

Wait.. when was that implemented? I wasnt aware gazz had that much time on his hands o.0

So what exactly is needed for a proper tfile?
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DrBullwinkle
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Post by DrBullwinkle » Sun, 13. Jan 13, 10:42

It is documented in the manual, and in the t files themselves.

Lancefighter
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Post by Lancefighter » Sun, 13. Jan 13, 11:20

I read the manual nearly 5 years ago. I think I wouldve noticed if it was in there.

Additionally, its not actually there.
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Drusek
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Post by Drusek » Sun, 13. Jan 13, 17:04

Drusek wrote:How can I change (where in the files) golbin speed when hauling things?
So none knows how to do that?

Tritous
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Post by Tritous » Sun, 13. Jan 13, 20:41

Could probably find it if I trawled through the script, but it's not something I'm looking at changing. What I'd say is it's probably not a speed, it's probably done through moving the object and then waiting. Look for where in the script it moves the target object and consider the distances it moves (could make it look non smooth) or the time it waits (could increase cpu load).
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Lancefighter
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Post by Lancefighter » Sun, 13. Jan 13, 22:15

Drusek wrote:
Drusek wrote:How can I change (where in the files) golbin speed when hauling things?
So none knows how to do that?
Gazz uses a really unique carrot method of leading on drones - I believe he published it as a library sometime, I am not sure... Im also not sure if that is relevant.

I believe the nuts and bolts are within plugin.gz.mars.goblin.fly, but its not exactly 'well documented' (goblin.control is, but I dont think that is where the actual commanding goes on). Each of these scripts are like 2k+ lines long, and not exactly something I want to trawl through to figure it out.

In either case - He uses a very complex method of continually changing the flyto target, to specifically keep goblin speed below 100%.
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DrBullwinkle
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Post by DrBullwinkle » Mon, 14. Jan 13, 06:46

Gazz checks in every week or two -- perhaps he will help when he does.

In the meantime, I seem to recall that many of MARS's settings are done in the config script. It would not surprise me if there were some settings for the Goblins. (But I have not looked).

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Gazz
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Post by Gazz » Mon, 14. Jan 13, 20:33

I don't think there is an easy way because I had to arm-twist X3 pretty badly for it to work at all.
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zenofx
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Post by zenofx » Tue, 15. Jan 13, 17:11

Hi,

every time since I installed MARS (together with XRM), fighting against a Xenon capital in my Proteus M2 (Xenon J most of the time) my game reproducable freezes when I use Goblins. Turning them off, i.e. disabling decoy, missile defense and cargo collection, fixes the problem.

I tried ejecting the ore collector because I seem to recall that it worked some time without it, using only missile defense/using only decoy but it doesn't matter, it always freezes in that progressed savegame. Also this seems to happen exclusively when the Xenon capital is taking hull damage (this may be a coincidence though). And there are always Torpedo exploding animations going on the screen when the freeze happens.

It's a pity I cannot use a proper missile defense now :(


Edit: I am sorry - the culprit was the "Bounce" script from Litcube which is going rogue when there are massive amounts of player owned ships.
Last edited by zenofx on Wed, 16. Jan 13, 20:22, edited 1 time in total.

Feloidea
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Post by Feloidea » Tue, 15. Jan 13, 18:18

So, since I already outed me in the Changeling topic:

Is there some way a scripting amateur like me can actually get to merge the respective weapon data from AWRM AP (latest version of course) with MARS's 7047 data?

Changeling is doing squat for me, mostly because I have no clue how to use it there's no manual I've happen to find (not).

And I suppose I could try to manually insert the data, but frankly, all those numbers and IDs more or less guarantee me screwing with the wrong stuff in some weird way that'll break the game.


So what I need is either a short comprehensive guide how to correctly manually insert the required data (yeah, I read the manual from MARS and no, I still think I didn't really get it, the most my scripting skill allows is to spawn ships/objects in a sector, so forgive me for my insecurity here), OR someone with a gentle soul having the edited 7047 lying around and mirror it for me to download.


Thanks.

Tritous
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Post by Tritous » Thu, 17. Jan 13, 08:04

Feloidea:

I'm currently working on a project to automatically build the MARS weapon data resource file from the TLasers and TBullets. I have an early excel based prototype: it will detect weapon flags, handle the damage rates accurately: all you do is plug in the two TFiles' data.

https://docs.google.com/file/d/0BwKeBQW ... hQTm8/edit

Be warned that it's a work in progress: the next step is the autogeneration of the weapon min and max target sizes, a topic I'd like to talk to Gazz about since the balances of this depends a lot on how he is modelling this. As I can find no reliable way to handle multidimensional tables with simple formulae, I will start working on a Java based tool for auto-reading of the TShips file. I will also use that time to start trawling the resource files for weapon names, ammo names, etc.

The spreadsheet (and eventualy the tool) also autogenerates a simple weapon stat reference table. I plan to make an automatic ship stat table too, and if I can figure out the cat/dat compression system (pcks are easy) I want to make one that can simply scan your X3 directory and give you instant ship and weapon data, all based on your real mod data!
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Feloidea
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Post by Feloidea » Thu, 17. Jan 13, 16:25

Tritous wrote:Feloidea:

I'm currently working on a project to automatically build the MARS weapon data resource file from the TLasers and TBullets. I have an early excel based prototype: it will detect weapon flags, handle the damage rates accurately: all you do is plug in the two TFiles' data.

https://docs.google.com/file/d/0BwKeBQW ... hQTm8/edit

Be warned that it's a work in progress: the next step is the autogeneration of the weapon min and max target sizes, a topic I'd like to talk to Gazz about since the balances of this depends a lot on how he is modelling this. As I can find no reliable way to handle multidimensional tables with simple formulae, I will start working on a Java based tool for auto-reading of the TShips file. I will also use that time to start trawling the resource files for weapon names, ammo names, etc.

The spreadsheet (and eventualy the tool) also autogenerates a simple weapon stat reference table. I plan to make an automatic ship stat table too, and if I can figure out the cat/dat compression system (pcks are easy) I want to make one that can simply scan your X3 directory and give you instant ship and weapon data, all based on your real mod data!
First, thanks for answering. I will try to work myself into that, but I fear that is more or less the same thing as manually setting the data into MARS' 7047 file. As I've said, I'm a total scrub with such things and I'm not even sure I have all the relevant data I'd need to insert. DPS, range and RoF is easy enough, but for example when it comes to shipsize to attack ... no friggin' clue.


I might add in my defense, I have never before used either of those mods (it is quite some time since I last played X³TC anyway, I think one or two years in fact) so I have exactly zilch experience I could use and what I had is rusted.




Short version:
Many thanks, will try, still hope someone has a working merged file.



Thanks

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Gazz
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Post by Gazz » Thu, 17. Jan 13, 18:24

Tritous wrote:I'm currently working on a project to automatically build the MARS weapon data resource file from the TLasers and TBullets. I have an early excel based prototype: it will detect weapon flags, handle the damage rates accurately: all you do is plug in the two TFiles' data.
In the FAQ there is a link to an OO table that does that already.
(I know, I know. Nobody reads FAQs. =)
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Tritous
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Post by Tritous » Fri, 18. Jan 13, 08:47

Oh I have seen that table (although no I don't read FAQs, I read manuals!). OO doesnt work under excel though, and I'm less certain about your table than mine simply because I know how I constructed mine.

The bit I'm less certain of is how you've derived your min/max sizes. The AOE flag settings are easy, weapon data is easy to calculate too, but the min/max size is something that depends on the TShips, which you've not imported there
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Feloidea
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Post by Feloidea » Fri, 18. Jan 13, 16:50

Tritous wrote:[...] but the min/max size is something that depends on the TShips, which you've not imported there
Which is why I am keeping my hands off doing any changes to files until I get to know how exactly I should do this, too.

The MARS manual seems to require a certain prificiency in basic scripting/modding that I simply don't seem to have to the best of my knowledge. Or it has some weird way of making supposedly easy edits look difficult, either ain't quite my thing :?

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