[Script].[V.4.20] [4x GKS Turret Commands]

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SuperVegeta
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[Script].[V.4.20] [4x GKS Turret Commands]

Post by SuperVegeta » Sun, 28. Jan 07, 22:12

SuperVegeta Turret Commands


====================================================
>>>>>>>>>>>>>>>>>>>>>>German Thread<<<<<<<<<<<<<<<<<<<
====================================================





The 4 Commands from EGO Soft are the basis for every Ship.
This from Me written 4 Commands for cannon pulpit (Turrets),
is a help now to that you to be able to coordinate the weapon fire can better,
into larger battle fight, where are swarming hostile GKS and Fighters in disorder move.
You can with this commands install a graduated depth defense,
in which one installs large weapons in some pulpits and them the instruction gives only on large ships to fire and
in which other installs small weapons in some pulpits and them the instruction gives only on small ships to fire.
You can give also the instruction to pulpits: Attack only on bridge targets, thus this pulpit is firing only to targets that is marked by player ship.
There is also an instruction that the pulpit instructs on quasi each Target to fire, that is marked from the player ship, whether it now friend or enemy is, is with this all the same.




Languages:
German + English + Russia





if you have questions :!:
my English is not so good: that did write your question to me as simply as possible, please.






Description:
Content: 4 new Commands for cannon pulpits, Is meant most for Big Ships, but it is funktion at all Ships with a cannon pulpit.


1. Attack only BridgeTargets
>This command instructs this cannon pulpit to, only fire to targets, that is marked from the bridge of the player ship and it is hostile to them, all other possible targets are ignored.

[Target] == (is marked from the bridge of the player ship) + (it is hostile to you) + (while its marked) + (its in firing range of cannon pulpit)


===


2. Attack Big Ships, M0,M1,M2,M6,M7,TL
>This command instructs this cannon pulpit to, only fire to targets, that are class of the GKS and are hostile, all other possible targets are ignored.

[Target] == (ShipClass-BigShip = M0, M1, M2, M6, M7, TL, Stationen) + (it is hostile to you) + (its in firing range of cannon pulpit)

[Sequence of Target Selection]:
1. [Target] == Attacker (if Attacker a BigShip) + (its in firing range of cannon pulpit)
2. [Target] == Big Ships (if Big Ship a Enemy) + (its in firing range of cannon pulpit)
3. [Target] == Station (if Station a Enemy) + (its in firing range of cannon pulpit)



===


3. Attack Small Ships, Fighter,TS,TP,Missilles
>This command instructs this cannon pulpit to, only fire to targets, that are class of smaller as the M6 and are hostile, all other possible targets are ignored.

[Target] == (not BigShipClass = M5, M4, M3, TP, TS, Raketen) + (it is hostile to you) + (its in firing range of cannon pulpit)


[Sequence of Target Selection]:
1. [Target] == Missille (if Missille a Enemy) + (its in firing range of cannon pulpit)
2. [Target] == Attacker (if Attacker a Small Ship) + (its in firing range of cannon pulpit)
3. [Target] == Small Ships (if Small Ship a Enemy) + (its in firing range of cannon pulpit)
4. [Target] == Attacker (which size is all the same) + (its in firing range of cannon pulpit)
5. [Target] == Ship (which size is all the same) + (its a Enemy) + (its in firing range of cannon pulpit)
6. [Target] == Station (its a Enemy) + (its in firing range of cannon pulpit)

[if Target]
1. Check == Missille While (if Missille a Enemy) + (its in firing range of cannon pulpit) than fire again to the old Target
2. Check == all 5 hits:
-->2.1 if Target == BigShip: Check if it exist a enemy Ship smaller as M6 in firingrange; if Exist than change this to the new maintarget of this Turret
-->2.2 if Target == Station: Check if it exist a enemy Ship (which size is all the same) in firingrange; if Exist than search a new target by the [Sequence of Target Selection]



===



4. Kill BridgeTarget without Frind-EnemyDetection
>This command instructs this cannon pulpit to, only fire to targets, that is marked from the bridge of the player ships, all other possible targets are ignored.
>WARNING: This command ignored if the target is friend or enemy.

[Target] == (is marked from the bridge of the player ship) + (no Frind-Enemy Detection) + (it is hostile to you) + (while its marked) + (its in firing range of cannon pulpit)




==========================================
First.Installation:

Read.Me.txt == read



===========================================
History

V.1.00
First Release Version
-->[Bug] have the same Command Slots how Xia Corp


V.2.00
-->[BugFixed] Change all Command Slots + 2 IDs
916 to 918
917 to 919
918 to 920
919 to 921


Version 3.00
-->Russian Text
-->new TimeWait setting
-->better Target exist checking


Version 4.00
-->faster search/find of Targets
-->Changes in the Command: Attack Small Ships, Fighter,TS,TP,Missilles
---->the Command can now attack BigShips and Stationen too: if not and while not is a better Target in range (how a Ship or a Small Ship)


Version 4.10
--> T-File add entries of SuperVegeta HardCode ShipTradeCommands


Version 4.20
--> T-File add entries of SuperVegeta HardCode ShipTradeCommands
--> T-File add entries of SuperVegeta Rocket Cruiser

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


Starting conditions:

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
=============================================
How Start Commands:

0. Ship must be have Battle Software MK2
1. Ship must have cannon pulpits
2. go into the command menu of the Ship
3. go into the command menu for cannon pulpits of the Ship
4. commando select --> cursor up-down and Enter /or/ Mouse and Enter /or/ put command number --> reddy
=============================================




===========================================
[Compatibility]
Game: X3~[v.1.1]-[v.1.2]-[v.1.3]-[v.1.4]-[v.2.02]-[BonusPack]
ScriptVersion: v.1.00 not with V.2.00 or V.3.00
ScriptVersion: v.2.00 with Version 3.00
===========================================




Technisches:

>only for Ships owned by player


>Turretcommando (9)18
>Turretcommando (9)19
>Turretcommando (9)20
>Turretcommando (9)21


Text.File.xml: ##8917
German + English + Russia

Page.ID in T.File: 8917


Scripts:
>init.ship.turret.cmd.sv
>turret.attackALLBrigeTarget.sv
>turret.attackBigShips.sv
>turret.attackBrigeTarget.sv
>turret.attackSmall.Ships.sv
=============================================

Version:
v.4.20


=============================================
Download:

Battle Ship Turret CMDs Scripts

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

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

in connection with that SuperVegeta.Turret.Commands
are recommended:
German Thread
Switch Turret Leaser by Orka
and
German Thread
Weapon Control by Lucike
or
German Thread
MEFOS Weapon System (AEGIS II) by Lucike but This is a Test Version and only in German at this time :!:

Wiht this products by Orka and Lucike, You can now 7 different Weaponconfigurations and 4 different Commandconfigurations for a Ship and his cannon pulpits save and my SuperVegeta.Turret.Commands completet This.


< Keywords: Scripter SuperVegeta, Script, Turret >
Last edited by SuperVegeta on Sat, 7. Feb 09, 15:58, edited 12 times in total.

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SuperVegeta
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Post by SuperVegeta » Sun, 28. Jan 07, 23:56

New Version Released

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SymTec ltd.
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Post by SymTec ltd. » Mon, 29. Jan 07, 00:16

Das ging aber schnell

working pretty fast... :wink:

tofuflash
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Post by tofuflash » Mon, 29. Jan 07, 00:26

this looks very usefull... :P

but like most people on this forum i would like a pck. of it

and are these scripts fully translated? i had german at school but i still cant understand squat :P
--------------------------------------------------
extended all the way!..................dies
--------------------------------------------------
Image

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SuperVegeta
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Post by SuperVegeta » Mon, 29. Jan 07, 21:33

@ SymTec ltd.

naja ich dachte die Kompatibilitätsliste iss über all gleich
:arrow: denkste :evil:




@

the texts are in english in 44#### and germen 49####
but ist only Command slot names at this script

hmmm
pck :arrow: i must load that programm first,
i post if ist reddy OK :?:

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SuperVegeta
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Post by SuperVegeta » Tue, 30. Jan 07, 09:37

Script Installer [spk] Version Released.

ChemODun
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Post by ChemODun » Fri, 27. Apr 07, 13:23

Thanks for great script.
Are you need have Russian translate (I was made it already)
Multiply entropy by absolute zero

Ñâîáîäà ñðåäè çâåçä / Freedom in space

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SuperVegeta
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Post by SuperVegeta » Fri, 27. Apr 07, 21:29

you have translate them :?: cool

give me the File and i put it in to the next version :D

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SuperVegeta
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Post by SuperVegeta » Sat, 28. Apr 07, 18:25


New Version


Version 3.00
-->Russian Text
-->new TimeWait setting
-->better Target exist checking


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



@ ChemODun

Thanks that you translate them in Russian language
great work :thumb_up:

if you want a Thread in the Russian Forum you must make it self
:arrow: my Russia is more terible as my english :-(

if you make this send me the link to them........OK

Thraxwhirl
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Post by Thraxwhirl » Sun, 29. Apr 07, 13:26

Interesting script, Vegeta, and I can certainly see the merits of the "Attack Big Ships" and "Attack Fighters" options....

...But may I make a suggestion?

In these commands' priorities, would it not be a good idea to allow them to shoot at "all other types" as a final priority?

Ie. if a Titan has its turrets set to "Attack Fighters", but the ONLY ship in weapons range is a Split Python, presumably it will at present ignore it, and fail to return fire whilst the Python ravages it, no?

Wouldn't it be a good idea if, having ascertained that there are no fighters in range, the turrets could fire at whatever else IS in range? The PRIORITY would be fighters, sure, but in their absence, the turrets could fire at the Python.

And then, obviously, you'd do the same for the "Attack Big Ships" command - ie. a Titan running that command would still shoot at fighters in the absence of any big ships.

You see otherwise you will end up having to check all your ships' turrets constantly, and you'll have to keep adjusting their commands, depending on what types of ship are actually present and in range of each ships' weapons(unless I've misunderstood how these commands work), and that would be a nightmare if you're using a large fleet. I reckon you'd never be able to keep track of all your ships and all their turret commands, and you'd probably end up with a lot of them getting killed because they failed to fire at ships attacking them.... simply because they were the wrong kind of ship.

And in short, once you had too many ships to keep track of all their turrets, you'd be better off using "Protect Ship" or "Attack All Enemies" so as to ensure they never got into a situation where they COULDN'T fire.

Or so it seems to me.

Unless of course I've misunderstood, and these scripts DO already have a final priority... but it's not mentioned in the list of priorities for "Attack Big Ships" or "Attack Fighters", which leads me to assume that if, faced with the "wrong" type of ship, the turrets would do nothing.

Forgive me if I've missed something though.

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SuperVegeta
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Post by SuperVegeta » Sun, 29. Apr 07, 19:04

i dont know whether i have the description of this correctly translate,
but you see that correctly
a ship that have the CMD Attack only BigShips can fire only of Bigships and ignore all other ships in range

and with Attack Fighters+++(all that is not a BigShip) its the same,
this ignore Bigships M6 M7 M1 M2 TL

but I needed this CMDs at that time not for work at OOS, only IS
with 1 or 2 Titans
i want that my Battleship not fire with G-PIK on M5 Fighters, with this leasers are impossile to hit them


I can build that, that the Turrets fire on other classes if not the mainclass in firingrange

:lol:

ChemODun
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Post by ChemODun » Sun, 29. Apr 07, 20:34

SuperVegeta wrote:
I can build that, that the Turrets fire on other classes if not the mainclass in firingrange

:lol:
Sorry, but I use this command becouse turret fire ONLY on MAIN CALSSES (its differrent command - it's great). If I put in turret GPPC and then it try fire on small ship ? - I don't need this.
Please, don't change algoritm for these commands, if it may fire only fot specific classes - then it MUST.

Sorry for bad English :-)
Multiply entropy by absolute zero

Ñâîáîäà ñðåäè çâåçä / Freedom in space

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SuperVegeta
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Post by SuperVegeta » Mon, 30. Apr 07, 10:51

if i did that thann so as the Missille detection in "Attack Fighters"
than can this fire on other targets Classes while not the MainClass is in firingrange

if than a MainClass Ship in firingrange than it brake the fire of the noneMainClass Ship and it fire of the MainClass Ship

jlehtone
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Post by jlehtone » Mon, 30. Apr 07, 11:17

Thraxwhirl wrote:Unless of course I've misunderstood, and these scripts DO already have a final priority... but it's not mentioned in the list of priorities for "Attack Big Ships" or "Attack Fighters", which leads me to assume that if, faced with the "wrong" type of ship, the turrets would do nothing.
But does this not depend on when the target selection is done?

If you select target only when turret has no target, then GPPC (=GPIK) turret will be chasing its "fallback" M5 target forever. That is what the stock scripts do.

If you reselect target frequently, that may interrupt firing on current target. What if that GPPC turret swaps between two BigShip targets every second? It will be spending most of the time traversing. However, operations like missile defence require this approach. X2 AEGIS did, but I guess it stored the current ship target, swapped in anti-missile gun, shot missile, restored heavy weapons and then continued on that ship target.

GPPC against M5 is waste of energy. Weak weapon against BigShip maybe less, but how often do those get into range?


But I see that SuperVegeta has already idea on how to do this.

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SuperVegeta
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Post by SuperVegeta » Mon, 30. Apr 07, 14:35

this addon is only good for "Attack Fighters"; that this CMD fire on BigShips too, if not a SmallShip or Missile in range

the CMD "Attack BigShips" must not have this:
only turrets with Heavy Guns PIK + B-EPW + ..... have this CMD
and this cannot hit a Ship smaller as M6


also in the next Version can "Attack Fighters" fire on BigShips if not and While not a SmallShip in range

OK...

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