Script - Marine Transporter

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mr_laurie
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Script - Marine Transporter

Post by mr_laurie »

Finally managed to put together a Marine teleport script set

Hte basic premise is that it uses the transporter device to beam your marine in front of your target, negating the need for boarding pods and making M6s viable boarding ships.

The code is a little clunky right now, but it works.

It doesn't use a command slot (yet!) but is hotkeyed for quick boarding operations

So the big question is - does anyone want to try it out and give me feedback?

Scott

http://files.portalorigin.com/MarineTransporter0.04.spk

Usage - Set up a hotkey in the Controls > Interface Menu.

Get within 5 km of a boardable ship with shields under 10% and hit the hotkey. Your marines should arrive in front of the target ship and start boarding operations. Currently it sends 5 marines at a time (or less) - just press it more often for more marines :twisted:

Works with any ship that can carry marines and has a transport device fitted so M6 and TP are viable.

Personally I use it on my Hyperion for capping Ryus & Chokaros by the bucketload

EDIT - Updated to Knossos' version 4 - thanx mate
Last edited by mr_laurie on Tue, 19. May 09, 20:16, edited 7 times in total.
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apricotslice
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Post by apricotslice »

Any way of teleporting them inside instead of to the hull ?
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Ikaruga
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Post by Ikaruga »

I want to try that script, please :)

A question : what if the marines are teleported in front of the target ship, and that ship accelerates ? Will the marines get crushed ?
If brute force doesn't solve your problems, then you aren't using enough
Nbolo
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Post by Nbolo »

I'd love to try it, been looking for something like this, how can i get a copy?
mr_laurie
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Post by mr_laurie »

Ikaruga wrote:I want to try that script, please :)

A question : what if the marines are teleported in front of the target ship, and that ship accelerates ? Will the marines get crushed ?
I believe that the Marine will commence boarding no matter what speed the ship is doing so they should be okay - YMMV of course!
mr_laurie
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Post by mr_laurie »

apricotslice wrote:Any way of teleporting them inside instead of to the hull ?
Not yet I'm afraid!
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Ikaruga
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Post by Ikaruga »

Thanks a lot for the download link :)

I'll try it tonight.
If brute force doesn't solve your problems, then you aren't using enough
mr_laurie
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Post by mr_laurie »

NO problem - just let me know how it goes!
kelmen
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Post by kelmen »

I can't find the hotkey assignment in the game.

Or we need to open the script editor to manually reg the key?

How to do that?

I can open up the script editor, and open up your 1st script.
Something I should placed in the "New Argument"?

say, if I want to key "b".....
OTAS Employee
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Post by OTAS Employee »

From his description, just run the script. Highlight it and press "r"
'Er, excuse me,' said Ford, following after him, 'which government owns this Brigantine?'
Marvin ignored him.
'Which government...' started Ford Prefect again.
'No government owns it,' snapped the robot, 'it's been stolen.'
'Stolen?'
'Stolen?' mimicked Marvin.
'By who?' asked Ford.
'Squiddy McSquid.'
kelmen
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Post by kelmen »

I tried the load and run over the script, but...

using load, it prompt me an input string, I take that I should provide a hotkey, so I type in b.
But in combat, within 5 km, it doesn't work

trying the run, it prompt kind of like null or select ship/station menu. I hope it doesn't mean I have to active the script editor to execute this feature during combat.

I'm lost.
Anyone using this good ?
kelmen
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Post by kelmen »

or this script is mean for M7 "only"? does a M6 Centaur work?
mr_laurie
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Post by mr_laurie »

kelmen wrote:or this script is mean for M7 "only"? does a M6 Centaur work?
It'll work with any ship that can fit a transporter device and marine on board M1/2/6/7, TM & TP should all work.

Personally I'm capping Ryus in my Hyperion Vanguard with it at the moment, and I capped the Hyperion using the script from a Heavy Centaur Prototype
CharonJr
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Post by CharonJr »

Basically I am having the same problems already described here: When I run the hotkey setup script (highlight script + press "r") I have to choose between "null" and "ship/station", but do not get to press any key to assign it as a hotkey.

Since I doubt that the hotkey script has enough commands to account for making any choice between "null" and "ship/station" it seems like running the script actually starts another script instead of prompting for a hotkey, could this be the case ?

When I try to load (l) the hotkey script I get prompted for an input string, when I type in my hotkey there nothing happens if I use it during combat. But he said to it, not to load it anyway.

Could anybody please give me a step by step guide to set up this script - maybe I am making a noob mistake since I have no clue about scripts in the first place and due to this miss to do something which is completely obvious to other people.

Alternatively, how would I have to change the script to assign "b" in the script itself as the hotkey to run the boarding scripts without being able to assign a hotkey via input ?

BTW, I love the concept behind the script since boarding seems to be a major pain without a M7M...

CharonJr

Edit: For my failed tries I used the Vidar with 5 marines and an onboard transporter which should meet the requirements.
mr_laurie
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Post by mr_laurie »

As I said in the usage guide at the top running the hotkey script adds the hotkey entry to the controls menu.

Once you've run it, access the controls Menu, then Interface at the and bottom under Extensions it should have "Beam marines".

This is where you assign the hotkey itself - not in the script editor. After that it should work perfectly.

Scott
CharonJr
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Post by CharonJr »

Ah, thx, I missed the part about the control menu ;)

CharonJr
kelmen
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Post by kelmen »

frankly, just pick Cycrow's mod Improved Boarding
http://forum.egosoft.com/viewtopic.php?t=219597

That's what I did.

I gave up of this, as this has a requirment:
- must know how to use script editor
CharonJr
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Post by CharonJr »

@mr_laurie,

I tried it again, but will get no "Beam Marines" under extensions. Might there be a conflict with other scripts like MARS/EST ? Or does running the script prompting me to choose between "null" and "ship/station" point to any other problems (actually is there anything to happen at all after running the script which prompts me for some kind of input while still in the SE ?) ?

@kelmen,

thx for the link, I think I will take a look at it, but in addition to looking for something to help with boarding I wanted to give mr_laurie a hand here and test his script :)

CharonJr
mr_laurie
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Post by mr_laurie »

@CharonJr
Shouldn't really make any difference since all the hotkey script does is create a hotkey entry bound to the zz.board.beammarines script.

Can't say I've tried it with EST but it I do know it works perfectly with MARS.

I'm trying to figure out how to get the script to set this up without anyone having to use the script editor but I'm having a little difficulty (including using Cycrow's scripting tutorials)

PS Thanks for the vote of confidence. I only put this up to see if it was workable solution and to see what improvements could be made to it.

Have since discovered that I'm gonna have to figure out some way to get big ships to launch boarding parties since the script uses the default X3TC calls which don't appear to work for M1/2s....

Scott
Hieronymos
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Post by Hieronymos »

So the speed of the target ship doesn't affect outcome of correctly beamed marines? As in, a fast, fast M6 or M7 won't run them over?

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