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Gazz

Joined: 13 Jan 2006 Posts: 9277 on topic Location: Bavaria

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Posted: Sat, 7. Mar 09, 14:25 Post subject: [SCR] Missile Safety (v1.05) |
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English / Deutsch
Missile Safety
- Especially when flying a fighter it is not uncommon that missiles that you launch are immediately destroyed by enemy fire - or by your own cockpit guns / turrets.
- This script provides a missile safety so the warheads are armed after the missile is at least 200m clear of your ship.
Note that this is not foolproof. A lucky shot can still detonate a missile even if the warhead isn't armed.
(Firing at warheads is neither safe nor recommended by the manufacturer)
- This only affects missiles that
- are launched by the playership
- have a target
- are of the type that is selected as current missile in the cockpit
- The missiles do not have to be launched manually as long as they meet the aforementioned conditions and are launched at the current cockpit target.
Scripts like Missile Barrage or MEDUSA could make use of this.
- This ignores missiles fired by huge ships (M1, M7M...) because these simply do not have the problem of missiles instantly being destroyed on launch.
It is a fighter issue.
And I wanted to exclude massive missile barrages. =)
- This is an AL plugin. It can be turned on/off under Gameplay / AL Plugins.
- For scripters:
To use Missile Safety for any AI ship, insert one script call before the actual launch instruction.
| Code: |
020 skip if not get global variable: name='GZ.MSL.SAFETY'
021 @ = [THIS] -> call script 'al.plugin.gz.missile.safety' : plugin ID=null plugin event='launch' Missile launched=$Missile Target Old=$Target
022 = [THIS] -> fire missile $Missile on $Target |
How To Use AL Plugins
Download: ZIP
Installation
Copy the contents of the zip into TC/scripts
Deinstallation- Turn off the AL plugin under Gameplay / AL Plugins.
- Save.
- Delete TC\scripts\al.plugin.gz.missile.safety.xml
Resources used:
Task ID 47050 and 57050 on the playership.
_________________ My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend.
I haven't lost touch with reality. Reality has lost touch with me.
Last edited by Gazz on Sat, 16. May 09, 17:43; edited 10 times in total |
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Gazz

Joined: 13 Jan 2006 Posts: 9277 on topic Location: Bavaria

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Posted: Sat, 7. Mar 09, 14:25 Post subject: |
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* * reserved * *
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argon_emperor
Joined: 12 Dec 2005 Posts: 1001 on topic Location: Townsville, Australia

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Posted: Sat, 7. Mar 09, 14:57 Post subject: |
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Sounds good, will give it a spin tonight.
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Lancefighter
Joined: 19 Dec 2004 Posts: 2926 on topic

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Posted: Sat, 7. Mar 09, 23:05 Post subject: |
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a question from a technical standpoint:
its an AL plugin...
I was under the impression those are only run every 1 minute at most, yet i assume it works on missiles as soon as they launch
So erm how does it actually work?
I tried to take a look at the file but it makes no sense in notepad2 or the ms xml editor...
(whats a good out of game editor type thing for x3tc files?)
_________________ in the market for a new sig, willing to pay 1 billion credits for a proper sig... |
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Gazz

Joined: 13 Jan 2006 Posts: 9277 on topic Location: Bavaria

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Posted: Sun, 8. Mar 09, 01:00 Post subject: |
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| Lancefighter wrote: |
its an AL plugin...
I was under the impression those are only run every 1 minute at most, yet i assume it works on missiles as soon as they launch
So erm how does it actually work? |
Hahaha!
Since AL plugins already have a library structure this single script runs in 3 different ways in 3 different places/tasks.
Up to 2 of them run on the playership...
_________________ My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend.
I haven't lost touch with reality. Reality has lost touch with me. |
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Lancefighter
Joined: 19 Dec 2004 Posts: 2926 on topic

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Posted: Sun, 8. Mar 09, 01:03 Post subject: |
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erm.
Ill take your word that it will work then 
_________________ in the market for a new sig, willing to pay 1 billion credits for a proper sig... |
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LV Moderator


Joined: 06 Nov 2002 Posts: 5581 on topic Location: The Dark Side

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Posted: Sun, 8. Mar 09, 01:18 Post subject: |
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| Lancefighter wrote: |
| (whats a good out of game editor type thing for x3tc files?) |
to view the best thing is firefox or ie as long as the script is in the same folder as the x2script.xsl found in your scripts folder ( i have a temp folder with that file in to view scripts while keeping them away from the game directory)
to edit, the script editor, unless i've missed something seriously major there is no stable standalone editor, alterations via the script editor are the only way i know of
_________________ Simple and Free Script Hosting
LV's TC Scripts
You Post, Therefore I Am.... (in spain at the moment) |
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Gazz

Joined: 13 Jan 2006 Posts: 9277 on topic Location: Bavaria

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Posted: Sun, 8. Mar 09, 01:33 Post subject: |
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Just follow the tasks...
At the Work: part it starts spawning into different places and it eventually runs on 3 different timers simultaneously.
Sure, I could have split it into 3 scripts but since AL plugins are already perfectly suited to act as their own library I just wrapped it all in one.
Since it's a very small project (1-2 pages of script per task) there was no danger of losing track of things. In fact I wrote it, turned it on, and it worked...
It's really very simple once you acquire the proper multiple schizophrenia.
_________________ My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend.
I haven't lost touch with reality. Reality has lost touch with me. |
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pelador

Joined: 06 Nov 2002 Posts: 1230 on topic Location: UK

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Fightin 501st
Joined: 28 Feb 2009
Location: 41.38.04.67 N; 73.00.11.61 W
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Posted: Sun, 8. Mar 09, 11:34 Post subject: |
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[angelic choir]alleuiaaaaaaaaa[/angelic choir]
_________________ A dog isn't a mans best friend;
A gun is. |
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INSTG8R
Joined: 30 Jul 2006 Posts: 43 on topic

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Posted: Sun, 8. Mar 09, 18:32 Post subject: |
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| Fightin 501st wrote: |
| [angelic choir]alleuiaaaaaaaaa[/angelic choir] |
Amen to that!
Thanks so much Gazz for making this Script!!! 
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adecoy
Joined: 24 Jan 2007 Posts: 187 on topic

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Posted: Mon, 27. Apr 09, 20:18 Post subject: |
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thanks for this! no longer will i be afraid to use missiles! 
_________________
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Predator02

Joined: 28 Jul 2007 Posts: 443 on topic

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Posted: Mon, 27. Apr 09, 23:39 Post subject: |
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This is a wonderful script, especially with heavy explosive torpedoes.
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Gazz

Joined: 13 Jan 2006 Posts: 9277 on topic Location: Bavaria

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Posted: Sat, 16. May 09, 17:38 Post subject: |
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Version 1.05 released.
Prepared script to be used by AI ships.
They will not actually make use of it until the script call is tied into the fight scripts.
_________________ My complete script download page. . . . . . Xai-Corp MSCI List is scripter's friend.
I haven't lost touch with reality. Reality has lost touch with me. |
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aka1nas
Joined: 07 Jul 2005 Posts: 1135 on topic

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Posted: Mon, 18. May 09, 00:28 Post subject: |
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| Gazz wrote: |
Version 1.05 released.
Prepared script to be used by AI ships.
They will not actually make use of it until the script call is tied into the fight scripts. |
Woohooo! Can't wait until it's ready! Is that going to be a part of your OOS redux?
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