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[Plugin] Global Friend Foe Upgrade
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LV
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Joined: 06 Nov 2002
Posts: 6359 on topic
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PostPosted: Thu, 28. Jan 10, 23:06    Post subject: [Plugin] Global Friend Foe Upgrade Reply with quote Print

Global Friend Foe Upgrade


Description : Plugin which allows you to set friend foe globally and auto update all ships
Version : 1.0
Date : 27/01/10
Author : LV




__________________________________


download unpacked version



cycrow installer version

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Detailed Description

As many people have problems with rogue combat ships they own going postal on races they should be neutral to and hammering down rep i built this upgrade
(As i've broken all my other scripts I also had to write something new before i went insane)

Once installed you will find the option for "Set Friend Foe" in your custom commands interface

The ship will then bring up a menu with option to set races as friend foe



Also

1. Set as Mastership

This will set the chosen ship as the global template to use for FF settings if the auto update option is toggled on. PLAYERSHIP is used if no ship is defined

2. Set All Ships The Same

This will update every ship you own to the same FF settings as the ship

3. Scan for Attackers

Scans all your ships and reports any being attacked

4. Display Blocked Ships
Return any ships you have blocked from the globall FF settings

5. Turn on auto update (or off)

turns the alp plugin on or off, this then automatically updates every ship every minute, uses the mastership as the template

6. Block Ship From Global Commands

Ship is not updated when auto update or "set all ships the same" are run, keeps it's own ff settings.

Install Instructions

Use the plugin manager OR manually put the files in scripts&t if you know how to do so


Uninstal

just remove the scripts

codes

t file
8847

comms menu
<t id="735">A_LV_SET_FriendFoe_OFTEN</t>


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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
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lamoyja





Joined: 09 Dec 2009
Posts: 121 on topic

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PostPosted: Fri, 29. Jan 10, 23:28    Post subject: Reply with quote Print

Know whats hilarious?

I was going to post to see in the help section of the forums if there was a function to set global friend foe.


Awesome Very Happy

(its such a drag killing all boron in a sector when all your owned ships don't attack unless you set them all to enemy of boron as well)

lol

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LV
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Joined: 06 Nov 2002
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PostPosted: Fri, 29. Jan 10, 23:34    Post subject: Reply with quote Print

good, if this script had attracted nothing other than I'd have killed every member of the forum and took my toys home Smile


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si tacuisses, philosophus mansisses
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Serial Kicked





Joined: 12 Aug 2005
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PostPosted: Sat, 30. Jan 10, 00:15    Post subject: Reply with quote Print

In fact it's a very good idea!

This kind of plugin/addon will be very useful to my user base (and to me). It's a pain to stay friendly to the pirate faction as soon as the user has more than a few ships.

Thanks!


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lamoyja





Joined: 09 Dec 2009
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PostPosted: Sat, 30. Jan 10, 00:22    Post subject: Reply with quote Print

Hmmm good point.

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GaianKnight





Joined: 14 Aug 2009
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PostPosted: Sat, 30. Jan 10, 01:05    Post subject: Reply with quote Print

Is this in relation to the problem I have been having with the Terrans and my ships? Not intending to be egocentric, but rather surprise centric, and all that ignore worthy stuff. Just curious. Very Happy


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Thrandisher





Joined: 01 Jul 2007
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PostPosted: Sat, 30. Jan 10, 04:57    Post subject: Reply with quote Print

Aye, as SK said, this will be great with his scripts. I wanted somethign like this myself.

One of the things i always hated was being the savior and hero of a race then haveing a ship play a practical joke and boom, everyone is trying to chop off my head and pin me to a cross.

Now when they try to do it, it will be when i decided to do teh joke and externamate them all Wink


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GaianKnight





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PostPosted: Sat, 30. Jan 10, 07:19    Post subject: Reply with quote Print

(Hope I'm not jinxing myself here...)

..so far so good, as with this script active so far, and moi in Asteroid Belt to continue the Terran plot, there's been no shots taken at the Orbital Defense Station, nor any Terran ships. And this despite some thirty plus Traders of mine entering the sector, as my Traders do alot, when my arrival seems to 'remember' a sector to my Traders.

And so, no pot shots so far, keeping an eye out though. Wink


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Ship: GSS Valkyrie Knight (Apricot Vidasaurus)
Fighting Rank: Battlemaster
Trading Rank: Super-Magnate
Can I ***modified*** the ding dong weather too?
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Liath





Joined: 25 Dec 2005
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PostPosted: Thu, 11. Mar 10, 19:58    Post subject: Reply with quote Print

I /vote for this to be in the bonus pack!


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flybyu





Joined: 25 Oct 2006
Posts: 26 on topic
Location: Indiana, U.S.A.
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PostPosted: Tue, 1. Feb 11, 16:42    Post subject: Reply with quote Print

I want to just say thank you for this mod I am one who has a bad time keeping my fighters from attacking everything they shouldn't. and man they can get me in huge rep problems in less then a minute Grrr...

This will help that I am hoping...

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BryanNeff





Joined: 06 Feb 2010
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PostPosted: Mon, 5. Dec 11, 23:04    Post subject: Reply with quote Print

Just to be sure, this will make the game modified, right?

I currently have a problem with my patrols going postal on ships in the sectors they're working in for absolutely no discernible reason, save perhaps they're identifying trade ships carrying illegal wares but not actually flipping them to pirates, and thus killing them while they're still friendly to their race.

I've noticed that BOTH Pirate and the race of the ship switch to enemy at the same time, which suggests that they've marked a ship as a pirate and a race to attack, hence my prior reasoning.

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LV
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PostPosted: Tue, 6. Dec 11, 20:57    Post subject: Reply with quote Print

anything not in the bonus pack on the xu forum sticky will make your game modified (bar a couple of small graphical mods)


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LV's TC Scripts
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I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
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kurush



MEDALMEDALMEDAL

Joined: 07 Nov 2005
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PostPosted: Sun, 11. Mar 12, 04:46    Post subject: Reply with quote Print

Tried it with AP and it seems to work fine. A couple of questions:
1) It appears to ignore laser towers and orbital lasers. I changed plugin.lv.ff.set.often.main to work on LaserTower and Orbital Laser object classes in addition to Movable ship. I assume there is no single class I can apply it to that includes LT and regular ships?
2) I am not sure what was the purpose of the "master ship" ? Does it override whatever FOF settings I have set in the menu?
3) There seems to be some sort of time delay between I click "Set all ships the same" and it actually resets them all. I wonder why?

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LV
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PostPosted: Sun, 11. Mar 12, 10:39    Post subject: Reply with quote Print

It's a good job i explained the mastership in the OP as i'd forgotten

"1. Set as Mastership

This will set the chosen ship as the global template to use for FF settings if the auto update option is toggled on. PLAYERSHIP is used if no ship is defined "

to get all ships try the ship class as i've used movable ship, it may pick up towers then


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LV's TC Scripts
Readme's For All My Scripts


I felt a great disturbance in the forum, Like millions of voices cried out in terror, then were silenced

si tacuisses, philosophus mansisses
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kurush



MEDALMEDALMEDAL

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Posts: 3952 on topic

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PostPosted: Sun, 11. Mar 12, 11:00    Post subject: Reply with quote Print

Thanks, it all makes sense now. No more LTs going postal on pirates trying to find their death in Xenon sectors Smile

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