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moggy2


Joined: 06 Nov 2002 Posts: 4588 on topic Location: Montréal

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homerdog
Joined: 29 May 2006 Posts: 89 on topic

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Posted: Thu, 23. Oct 08, 01:38 Post subject: |
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How is the switching handled? Like which guns attack what targets?
Thanks for the script. I'll need it when I get my M2 .
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moggy2


Joined: 06 Nov 2002 Posts: 4588 on topic Location: Montréal

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Posted: Thu, 23. Oct 08, 02:03 Post subject: |
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| homerdog wrote: |
| How is the switching handled? .... |
Quite honestly. I don't have a clue. Standard AI ships will switch to using weapons appropriate for the target, if they have any alternatives in the cargobay.
All this script does is link those scripts to the player's turret commands.
_________________
RSS Feed : Submit News Article : Download Scripts : Image Galleries |
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s9ilent

Joined: 29 Jun 2005 Posts: 1993 on topic Location: Galactic Sector ZZ9-Plural Z alpha +10 GMT

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Posted: Fri, 24. Oct 08, 01:02 Post subject: |
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It uses this command: (In X3R)
033 ||[THIS] -> select and switch lasers for target null in turret $turretid: scan for friends $friendly
Although... that command doesn't actually exist sooo... none can really say. But I'd assume it switches between splash and non-splash weapons
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aXeL_UK
Joined: 23 Oct 2008 Posts: 154 on topic

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Posted: Sat, 25. Oct 08, 11:45 Post subject: |
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moggy2
There appear to be two versions of the file. Should I use both or does one supercede the other?
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Scoob
Joined: 27 Feb 2003 Posts: 1985 on topic Location: Oxford, UK

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Posted: Sat, 25. Oct 08, 22:31 Post subject: |
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Hi moggy2,
I've tried this but it doesn't appear to be working for me.
I downloaded BOTH files (WeaponSwitcher-X3TC-1.0.zip and WeaponSwitcherFix-X3.0.1.zip) from that URL and overwrote the original version with the 'fix' version. I copy the script (setup.weapon.switcher.xml) to my scripts folder & load the game.
I stopped & started the turret commands on my Elephant just to make sure - it's loaded with loads of different weapons as it's my Storehouse.
I came across a Kh'aak Cluster & engaged to see how the Laser swapping worked. Nothing happened, my turrets kept the loadout I'd allocated them.
Observation: while the script it copied to my scripts folder I cannot see it in the script editor, nor is it reported as running. I thought I might have to run it manually once for it to start doing it's thing.
I've probabaly missed something simple here but any guidance would be appreciated.
Thanks,
Scoob.
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ezra-r

Joined: 14 Oct 2005 Posts: 1851 on topic

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Posted: Sun, 26. Oct 08, 15:58 Post subject: |
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the automatic turret switching never worked on TL's just M6 and beyond (excluding TL's like I said).
---
Thanks moggy! this is a must have script, will install it after next patch!
_________________ Please egosoft don't screw AI wing formation/collision for Rebirth! ;P
My mods:
Cap Ship Shielding Upgrade
Pirate Patrols & Khaa'k Invasions
My Steam & Linux Specs |
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Scoob
Joined: 27 Feb 2003 Posts: 1985 on topic Location: Oxford, UK

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Posted: Sun, 26. Oct 08, 21:34 Post subject: |
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Hi ezra-r,
Thanks for the info re: TL.
I've also got an M6 (Skiron) and that too refuses to perform any sort of weapon switching. I have numerous lasers on board however it just stick with whatever I've installed manually.
Cheers,
Scoob.
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moggy2


Joined: 06 Nov 2002 Posts: 4588 on topic Location: Montréal

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Posted: Mon, 27. Oct 08, 01:35 Post subject: |
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| Scoob wrote: |
Hi ezra-r,
Thanks for the info re: TL.
I've also got an M6 (Skiron) and that too refuses to perform any sort of weapon switching. I have numerous lasers on board however it just stick with whatever I've installed manually.
Cheers,
Scoob. |
The two versions of the script are for X3 and X3TC. I thought it might have been obvious from the filenames.
I think you've got the X3 script installed, judging by what you said in the previous post. Download and install the one with X3TC in the filename.
I've added comments to the download page to make things a bit clearer. Sorry for the confusion.
_________________
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ezra-r

Joined: 14 Oct 2005 Posts: 1851 on topic

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Posted: Tue, 28. Oct 08, 10:11 Post subject: |
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Working good so far! Tried it in a Heavy Nemesis.
Just so anyone know, it wont use area of effect weapons unless its the only weapon available, like npc's.. so it wont use those nifty flamethrowers.
_________________ Please egosoft don't screw AI wing formation/collision for Rebirth! ;P
My mods:
Cap Ship Shielding Upgrade
Pirate Patrols & Khaa'k Invasions
My Steam & Linux Specs |
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