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[Script]RS.Turret Defence
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Red Spot





Joined: 04 Feb 2005
Posts: 3224 on topic
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modified
PostPosted: Wed, 15. Mar 06, 01:05    Post subject: [Script]RS.Turret Defence Reply with quote Print

New script .. new topic .... Rolling Eyes


This 'project' I actually started for 2 reasons;
-wanted to see if I could improve to NPCs turrets
-get some 'knowhow' on how to make someting similair for the player


well I found out the use of turrets is something really balanced ..
a few shots to many and your out of energy ..
a couple to few and you die with energy at max level ......

anyway to not bother you with boring details ...
I believe I made a rather good and balanced ..
but above all *fast* turret command ...

expect my scripts to make use of this ..... Twisted Evil

the end result is that it isnt *better* ..
it just does it different ... and fast ..
and to my taste its much fun .... Very Happy

Quote:

-RS.Turret Defence-



This script combines energy managment, target tracking and weapon switching.
And makes a turret have a bit more of a bite than it now does.
This will not improve the turrets ability to hit something.


This script tries to keep the ships energy level up,
but as shields and/or hull might go down energy becomes less of a priority.
When the ships energy is low it will start firing in 'pulses',
meaning it will fire a few shots at a time making sure the energy level isnt going 'critical'.


There are 2 ways of using this command on your turrets.
Set the missile fire probability over 80% and the turret doesnt care about 'friendly fire',
set it at 80% or lower and it will keep an eye on what weapon to use.
Do note; the turret finds itself more important than any 'friendly',
if it has the choice of no weapon or an aera-effect weapon, than it will pick the area-effect weapon.


Mass Drivers are a 'special' among 'the specials'.
If a ships energy is low, or the target is a missile, M4, M5 or Drone,
the turret will *always* try switching to Mass Drivers.
If it has energy or the target is a missile it will fire with or without Mass Drivers.
If energy is low and the target is in Mass Driver fire-range, you can watch the ships hull go down ...
It will NOT try swiching to Mass Drivers when fighting larger ships if it still has energy,
it would simply waste ammo wich could be needed an other time.


The turret will first of all give priority to an incoming missile,
than to a possible enemy the player has targeted,
after that it will look for a 'targeted enemy'.
This means it will see if any other turret is tracking a target and will check if it can 'combine fire'.
After that it will see if the ship has an attacker, attack target or if there is any other enemy near the ship.


If an enemy has been found the turret will always start tracking it,
but when the target gets in firingrange the turret will have a very small 'delay'.
This delay will make sure less energy is wasted on 'long range fire' where it could be more effective in closer range.


The overall result of this command is that a turret will fire sooner (yep .. even with a delay its firing before others),
it will fire with the *best* weapon it has to use (it will switch weapons between shots if needed),
it will drain energy at a pretty good pass, but will never let it go 'critical' while shields and hull are up.


When equipping a ship equip it like the following to get maximum result;
when you equip a ship that has lets say 8 guns in each turret than dont give it 12 of a weapon.
Give it 8, 16, 24 or 32, anything with steps of 8 will have the *best* result.
For a ship like an M2, designed for heavy duty combat,
I'd advise to equip about 16 units of each weapontype it can install.
(I'd forget the Flak as it simply drains a lot of energy)
And give it maximum weapons for each turret.

A couple of weapons no ships should leave home without are;
the PBE's and Mass Drivers, make sure your ship has them, they are life-savers ..


This script will replace the "Turret attack enemies" command.
When you install this than when you use the "Turret attack enemies" command you will use this script.



to install just copy or move the files found in the 'scripts' folder to your 'X3 scripts' folder ...
NO new command will show .. it will replace the 'current' turret attack enemies command ...


get it here;
http://www.geocities.com/g5_11/X3/RS.TurretDefencev3.15.zip


G


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Last edited by Red Spot on Sat, 2. Jul 05, 20:05; edited 34 times in total


Last edited by Red Spot on Fri, 24. Mar 06, 16:30; edited 1 time in total
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alphalvr





Joined: 13 Nov 2005
Posts: 1486 on topic

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PostPosted: Wed, 15. Mar 06, 01:37    Post subject: Reply with quote Print

i hope it 1.4 compatible....use your psycic powers Very Happy

i think i may have misunderstood you last time we spke.

when you say npc this time it looks like you refer to player ships (ie my ships or wingmen) so sorry to ask again but to clarify....do enemy npc ships use it as well?



Last edited by alphalvr on Wed, 15. Mar 06, 01:41; edited 1 time in total
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Red Spot





Joined: 04 Feb 2005
Posts: 3224 on topic
Location: The Netherlands
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PostPosted: Wed, 15. Mar 06, 01:39    Post subject: Reply with quote Print

I dont see any reason why it would not be ...

afaik the way I did it you can actually have a 'weapon-rebalance' without upsetting the script ... Smile
(as long as MDs stay MDs ...)


G


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Heretic666





Joined: 20 Feb 2004
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PostPosted: Wed, 15. Mar 06, 02:46    Post subject: Reply with quote Print

Does this script require any input from the player or is it automatically running in the background?

Because I get no new commands when I go to my ship menus..

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alphalvr





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PostPosted: Wed, 15. Mar 06, 03:08    Post subject: Reply with quote Print

Heretic666 wrote:
Does this script require any input from the player or is it automatically running in the background?

Because I get no new commands when I go to my ship menus..


there are no new commands, it explains better in the readme but ive checked it and it covers what you have asked Smile

you use your normal turret commands and the missile use %

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Heretic666





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PostPosted: Wed, 15. Mar 06, 03:11    Post subject: Reply with quote Print

Aha!

Curse my non-reading...ness... Embarassed

Thanks for that..

It also says that at the bottom of the original post
Quote:
This script will replace the "Turret attack enemies" command.
When you install this than when you use the "Turret attack enemies" command you will use this script.

Do'h! Laughing

That makes it a lot easier to use..1 more question..will this work in any ship?

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Red Spot





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PostPosted: Wed, 15. Mar 06, 13:07    Post subject: Reply with quote Print

yep it req. player input .. the player has to make sure to equip the ship ..
thats enough input ...Wink


this script is 'just' for the player ...
it does NOT change the turretcommands for your every day NPC
(only the NPCs in 'my scripts' will be using the same commands)

and no it does not work on any ship ..
ever seen an M5 with a turret ?!? .... Rolling Eyes



G


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Heretic666





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PostPosted: Wed, 15. Mar 06, 13:31    Post subject: Reply with quote Print

Ok great thanks for that using it already Very Happy

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Red Spot





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PostPosted: Wed, 15. Mar 06, 15:34    Post subject: Reply with quote Print

just to have it said ...

v1.4 compatibillity .... Thumb up



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Deta7





Joined: 02 Dec 2005
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PostPosted: Sat, 18. Mar 06, 18:38    Post subject: Reply with quote Print

Looks nice, sounds nice downloading now Wink - thanx for sharing

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SkyLeach





Joined: 20 Mar 2006
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PostPosted: Wed, 22. Mar 06, 06:00    Post subject: Reply with quote Print

Popping this in to try it on my Titan


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gray1107





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PostPosted: Wed, 22. Mar 06, 15:46    Post subject: Reply with quote Print

First of all great script! Just a quick question:

This script swaps weapons between cargo and turrets yes? I know you can do this manually but it's almost cheating IMHO.

Have you considered having each turret only fire weapons that are installed? Say half of the weapons in a particular turret are anti-capship this would certainly fix the energy drain problem and over time could still deal a comparable amount of damage since the energy drains slower.

I think it would also add an extra level of depth aswell, so you could have more say in the way your turrets operate. For instance do you assign 1 mass driver to all turrets or maybe 2 to your left and right turrets?

By the way I will be installing this script either way, my only problem is finding all the extra weapons! Very Happy

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Red Spot





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PostPosted: Wed, 22. Mar 06, 16:09    Post subject: Reply with quote Print

I can do that ... and it would mean;
-you lozing each and every cap. ship battle you start
-wasting ammo and energy with each and every shot
(as the turret will fire when the biggest gun is in range .. and all the smaller guns just drain energy and ammo for .. ehmm .. the light show ?!?)



as it is the NPCs cap. ships already switch weapons
the only one left out is the player ..

also note that I've been tweaking and testing this for about 2 weeks before I was 'happy' with it ..
and I can assure you that its not a 'cheat' ...

as I've said in the first post ... this script is not *better* ..
it just works diff. .. it puts its prio. diff. than ES' 'advanced turret script' ...
the end result is *about* the same ...

imo you could call this aegis for X3 without the 'taking it to the max' bit ..
(as in going over the top .. and as end result being a cheat)
ooohh .. and its not even half as demanding as aegis for X2 was/is ..



G


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Zipholm





Joined: 11 Jul 2004
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PostPosted: Wed, 22. Mar 06, 18:16    Post subject: Reply with quote Print

Hej Red Spot,

Thanks for yet another great script.

Is there any way of making a similar script for non-turret weapons (Front lasers on smaller fighters)?

It's not for my personal ship, but for my wingmen. I would like them to switch between HEPTs and PACs, depending on their target. I don't believe that such a script exists currently.

Regards,
Zip

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gray1107





Joined: 04 Nov 2005
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PostPosted: Wed, 22. Mar 06, 18:41    Post subject: Reply with quote Print

Red Spot wrote:
I can do that ... and it would mean;
-you lozing each and every cap. ship battle you start
-wasting ammo and energy with each and every shot
(as the turret will fire when the biggest gun is in range .. and all the smaller guns just drain energy and ammo for .. ehmm .. the light show ?!?)


Ah I was thinking of weapons groups, but it's all good especially since

Red Spot wrote:
as it is the NPCs cap. ships already switch weapons
the only one left out is the player ..


Surprised

... Anyway top work!

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