Cpt.Jericho wrote:Torrette non armata? Avevo paura di questo. Lo script utilizzato dalla Technojerk è quella originale. E 'piuttosto grezzo. Ma è possibile assegnare le armi dove sono supposti di essere. Ma è molto lavoro da creare flotte in questo modo.
Poiché non so in quale fase di script sono in uso, non so cosa c'è di sbagliato. Tutto quello che so è: L'intelligenza artificiale non passa armi come avviene nel gioco.
Un'altra cosa: Sarebbe fantastico se si potesse post salvataggi per il download. I video sono belle. Ma mi piace correre le battaglie sul mio computer. Sembra ingame meglio che su Youtube.
Scavando a Sourceforge ho trovato questo piccolo tool:
Link. Funziona abbastanza freddo sul mio computer. Può usare VfW-Codec. Tuttavia, sono stato in grado di registrare dati audio. Forse qualcuno è mor fortunato di me.
-----------------------------------------------------------------------------------------------------
Turrets not armed? I was afraid of that. The script used by Technojerk is the original one. It's pretty crude. But it can assign weapons where they are supposed to be. But it is much work to set up fleets that way.
Since I don't know at what stage the script are you're using, I don't know what's wrong. All I know is: The AI doesn't switch weapons as it does ingame.

Another thing: It would be terrific if you could post savegames for download. Videos are fine. But I like to run the battles on my computer. Looks better ingame than on Youtube.
Digging at Sourceforge I found this little tool:
Link. Runs pretty cool on my computer. It can use VfW-Codecs. However, I was unable to record audio data. Maybe someone is mor lucky than I am.
Ho trovato un enorme errore nello script
Le navi vengono generate inizialmente con la stiva minima, poi armate e quindi la stiva viene portata al massimo!!!
Visto che non capivo il perchè del basso lancio di missili da parte dei falcon di DannyD ho modificato lo script xff.setup è ho aggiunto la riga per lo scanner da carico e così ho notato il fattaccio!!!
Chi si offre di sistemarlo

forse basta spostarlo nella parte alta dello script
Per le torrette:
bisogna seguire le sequenza che si trova sul solito sito:
http://eng.x3tc.ru/
ad esempio gli Springblossom di The Capux avranno questo codice:
Code: Select all
<do_all exact="2">
<create_ship group="argonGroup" race="argon" typename="SS_SH_LOST_M6H" warp="1">
<position x="1*{value@fleetDistance}km" y="0" z="0" max="{value@fleetSpacing}km"/>
<sector sector="{player.sector}"/>
<equipment>
<ware typename="SS_WARE_SW_FIGHT_1" exact="1"/>
<ware typename="SS_WARE_SW_FIGHT_2" exact="1"/>
<ware typename="SS_WARE_SCANNER3" exact="1"/>
<ware typename="SS_WARE_SW_NAV_1" exact="1"/>
<ware typename="SS_SHIELD_D" exact="3"/>
<ware typename="SS_LASER_EMP_1" exact="6"/>
<ware typename="SS_LASER_TERRANANTIFIGHTER_1" exact="2"/>
<ware typename="SS_LASER_TERRANANTIFIGHTER_1" exact="1"/>
<ware typename="SS_LASER_EMP_1" exact="4"/>
<ware typename="SS_LASER_TERRANANTIFIGHTER_1" exact="1"/>
</equipment>
<rotation alpha="90deg"/>
<command command="killenemies"/>
</create_ship>
</do_all>
Così piazza le armi come vuole lui.
Si prega quindi i partecipanti di mettere le armi in ordine tenendo conto di questa cosa così da snellire il lavoro dopo. VI PREGO (mi inginocchio e supplico tutti voi)
Per i video FRAPS fa un ottimo lavoro e ridimensionare richiede solo 10 minuti al massimo
Per i missili navigo in spazio aperto, freddo, vuoto e molto ma molto oscuro
EDIT MOLTO MA MOLTO IMPORTANTE:
Ho risolto quel maledetto errore della stiva!!!
E' un metodo molto stupido ma funziona (potevo anche mettere un valore + basso visto che Aran non si può usare e nessuna nave consentita ha una differenza di stiva (min-max) così elevata):
Eccovi il codice dell' xff.director.fightmaker modificato che permette di avere le stive al massimo prima di inserire il carico (ci sono le flotte con cui stavo lavorando e di cui poi posterò il video):
Code: Select all
<?xml version="1.0" encoding="ISO-8859-1" ?>
<?xml-stylesheet href="director.xsl" type="text/xsl" ?>
<director name="template" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="director.xsd">
<documentation>
<author alias="Aro" contact="Forum" />
</documentation>
<cues>
<cue name="xff.director.fightmaker">
<action>
<do_all>
<ask_question name="doxff" author="XFF Battle Creator" text="Begin the match?\nIf you're not ready to start the match hit the clear menu button (default is 'Delete') then activate this script later by bringing up the message log (default 'Shift+m').\n\n[select value='yes']Fight![/select]\n[select value='no']Denied.[/select]" popup="1" silent="1"/>
<play_sound soundid="1100"/>
</do_all>
</action>
<cues>
<cue name="doeet">
<condition>
<question_answered question="doxff" answer="yes"/>
</condition>
<action>
<do_all>
<!-- iddqd -->
<set_invincible object="{player.ship}" invincible="1"/>
<!-- Now Xenon are friendly. -->
<reward_player>
<notoriety>
<relation race="xenon" operation="set" exact="1000000"/>
</notoriety>
</reward_player>
<!-- Run extra code. -->
<run_script script="xff.setup" object="{player.ship}"/>
<!-- Overtune player ship. -->
<add_equipment object="{player.ship}">
<ware typename="SS_WARE_TECH213" exact="350"/>
<ware typename="SS_WARE_TECH246" exact="{object.equipment.SS_WARE_TECH246.maxcount@{player.ship}}-{object.equipment.SS_WARE_TECH246.count@{group.object.{player.ship}}"/>
<ware typename="SS_WARE_TECH251" exact="{object.equipment.SS_WARE_TECH251.maxcount@{player.ship}}-{object.equipment.SS_WARE_TECH251.count@{group.object.{player.ship}}"/>
</add_equipment>
<!-- ==================== Do not edit above this line. ==================== -->
<!-- How far apart the fleets will spawn. 10km = 5. Do not add the 'km'. -->
<set_value name="fleetDistance" exact="5"/>
<!-- Spacing withing the fleets. -->
<set_value name="fleetSpacing" exact="3"/>
<!-- Spawn Argon Ships, place code below. -->
<do_all exact="2">
<create_ship group="argonGroup" race="argon" typename="SS_SH_S_M7" warp="1">
<position x="1*{value@fleetDistance}km" y="0" z="0" max="{value@fleetSpacing}km"/>
<sector sector="{player.sector}"/>
<equipment>
<ware typename="SS_WARE_TECH213" exact="100000"/>
<ware typename="SS_WARE_TECH246" exact="100000"/>
<ware typename="SS_WARE_TECH251" exact="100000"/>
<ware typename="SS_WARE_SW_FIGHT_1" exact="1"/>
<ware typename="SS_WARE_SW_FIGHT_2" exact="1"/>
<ware typename="SS_WARE_SCANNER3" exact="1"/>
<ware typename="SS_WARE_SW_NAV_1" exact="1"/>
<ware typename="SS_SHIELD_E" exact="4"/>
<ware typename="SS_LASER_CIG" exact="8"/>
<ware typename="SS_LASER_FLAK_ALPHA" exact="1"/>
<ware typename="SS_LASER_HEPT" exact="1"/>
<ware typename="SS_LASER_FLAK_ALPHA" exact="1"/>
<ware typename="SS_LASER_HEPT" exact="1"/>
<ware typename="SS_LASER_FLAK_ALPHA" exact="1"/>
<ware typename="SS_LASER_HEPT" exact="1"/>
<ware typename="SS_LASER_FLAK_ALPHA" exact="1"/>
<ware typename="SS_LASER_HEPT" exact="1"/>
<ware typename="SS_LASER_FLAK_ALPHA" exact="1"/>
<ware typename="SS_LASER_HEPT" exact="1"/>
<ware typename="SS_MISSILE_FF" exact="50"/>
</equipment>
<rotation alpha="90deg"/>
<command command="killenemies"/>
</create_ship>
</do_all>
<do_all exact="2">
<create_ship group="argonGroup" race="argon" typename="SS_SH_S_M7_SPECIAL" warp="1">
<position x="1*{value@fleetDistance}km" y="0" z="0" max="{value@fleetSpacing}km"/>
<sector sector="{player.sector}"/>
<equipment>
<ware typename="SS_WARE_TECH213" exact="100000"/>
<ware typename="SS_WARE_TECH246" exact="100000"/>
<ware typename="SS_WARE_TECH251" exact="100000"/>
<ware typename="SS_WARE_SW_FIGHT_1" exact="1"/>
<ware typename="SS_WARE_SW_FIGHT_2" exact="1"/>
<ware typename="SS_WARE_SCANNER3" exact="1"/>
<ware typename="SS_WARE_SW_NAV_1" exact="1"/>
<ware typename="SS_SHIELD_E" exact="4"/>
<ware typename="SS_LASER_CIG" exact="3"/>
<ware typename="SS_LASER_IBL" exact="3"/>
<ware typename="SS_LASER_FLAK_ALPHA" exact="2"/>
<ware typename="SS_LASER_FLAK_ALPHA" exact="2"/>
<ware typename="SS_LASER_FLAK_ALPHA" exact="2"/>
<ware typename="SS_LASER_HEPT" exact="2"/>
<ware typename="SS_LASER_FLAK_ALPHA" exact="2"/>
<ware typename="SS_LASER_HEPT" exact="2"/>
<ware typename="SS_LASER_FLAK_ALPHA" exact="2"/>
<ware typename="SS_LASER_HEPT" exact="2"/>
<ware typename="SS_MISSILE_FF" exact="50"/>
</equipment>
<rotation alpha="90deg"/>
<command command="killenemies"/>
</create_ship>
</do_all>
<do_all exact="5">
<create_ship group="argonGroup" race="argon" typename="SS_SH_LOST_M3H" warp="1">
<position x="1*{value@fleetDistance}km" y="0" z="0" max="{value@fleetSpacing}km"/>
<sector sector="{player.sector}"/>
<equipment>
<ware typename="SS_WARE_TECH213" exact="100000"/>
<ware typename="SS_WARE_TECH246" exact="100000"/>
<ware typename="SS_WARE_TECH251" exact="100000"/>
<ware typename="SS_WARE_SW_FIGHT_1" exact="1"/>
<ware typename="SS_WARE_SW_FIGHT_2" exact="1"/>
<ware typename="SS_WARE_SCANNER3" exact="1"/>
<ware typename="SS_WARE_SW_NAV_1" exact="1"/>
<ware typename="SS_SHIELD_C" exact="3"/>
<ware typename="SS_LASER_EMP_1" exact="10"/>
<ware typename="SS_MISSILE_POLTERGEIST" exact="20"/>
</equipment>
<rotation alpha="90deg"/>
<command command="killenemies"/>
</create_ship>
</do_all>
<do_all exact="2">
<create_ship group="argonGroup" race="argon" typename="SS_SH_LOST_M6H" warp="1">
<position x="1*{value@fleetDistance}km" y="0" z="0" max="{value@fleetSpacing}km"/>
<sector sector="{player.sector}"/>
<equipment>
<ware typename="SS_WARE_TECH213" exact="100000"/>
<ware typename="SS_WARE_TECH246" exact="100000"/>
<ware typename="SS_WARE_TECH251" exact="100000"/>
<ware typename="SS_WARE_SW_FIGHT_1" exact="1"/>
<ware typename="SS_WARE_SW_FIGHT_2" exact="1"/>
<ware typename="SS_WARE_SCANNER3" exact="1"/>
<ware typename="SS_WARE_SW_NAV_1" exact="1"/>
<ware typename="SS_SHIELD_D" exact="3"/>
<ware typename="SS_LASER_EMP_1" exact="6"/>
<ware typename="SS_LASER_TERRANANTIFIGHTER_1" exact="2"/>
<ware typename="SS_LASER_TERRANANTIFIGHTER_1" exact="1"/>
<ware typename="SS_LASER_EMP_1" exact="4"/>
<ware typename="SS_LASER_TERRANANTIFIGHTER_1" exact="1"/>
</equipment>
<rotation alpha="90deg"/>
<command command="killenemies"/>
</create_ship>
</do_all>
<do_all exact="2">
<create_ship group="argonGroup" race="argon" typename="SS_SH_OTAS_M4P" warp="1">
<position x="1*{value@fleetDistance}km" y="0" z="0" max="{value@fleetSpacing}km"/>
<sector sector="{player.sector}"/>
<equipment>
<ware typename="SS_WARE_TECH213" exact="100000"/>
<ware typename="SS_WARE_TECH246" exact="100000"/>
<ware typename="SS_WARE_TECH251" exact="100000"/>
<ware typename="SS_WARE_SW_FIGHT_1" exact="1"/>
<ware typename="SS_SHIELD_C" exact="3"/>
<ware typename="SS_LASER_PRG" exact="4"/>
</equipment>
<rotation alpha="90deg"/>
<command command="killenemies"/>
</create_ship>
</do_all>
<!-- End Argon Ships -->
<!-- Spawn Xenon Ships, place code below. -->
<create_ship group="xenonGroup" race="xenon" typename="SS_SH_S_M2" warp="1">
<position x="-1*{value@fleetDistance}km" y="0" z="0" max="{value@fleetSpacing}km"/>
<sector sector="{player.sector}"/>
<equipment>
<ware typename="SS_WARE_TECH213" exact="100000"/>
<ware typename="SS_WARE_TECH246" exact="100000"/>
<ware typename="SS_WARE_TECH251" exact="100000"/>
<ware typename="SS_WARE_SW_FIGHT_1" exact="1"/>
<ware typename="SS_WARE_SW_FIGHT_2" exact="1"/>
<ware typename="SS_WARE_SCANNER3" exact="1"/>
<ware typename="SS_WARE_SW_NAV_1" exact="1"/>
<ware typename="SS_SHIELD_F" exact="3"/>
<ware typename="SS_LASER_PPC" exact="12"/>
<ware typename="SS_LASER_CIG" exact="6"/>
<ware typename="SS_LASER_HEPT" exact="4"/>
<ware typename="SS_LASER_PBE" exact="6"/>
<ware typename="SS_MISSILE_FF" exact="30"/>
<ware typename="SS_MISSILE_A" exact="100"/>
<ware typename="SS_MISSILE_TR2" exact="10"/>
</equipment>
<rotation alpha="270deg"/>
<command command="killenemies"/>
</create_ship>
<create_ship group="xenonGroup" race="xenon" typename="SS_SH_S_M1" warp="1">
<position x="-1*{value@fleetDistance}km" y="0" z="0" max="{value@fleetSpacing}km"/>
<sector sector="{player.sector}"/>
<equipment>
<ware typename="SS_WARE_TECH213" exact="100000"/>
<ware typename="SS_WARE_TECH246" exact="100000"/>
<ware typename="SS_WARE_TECH251" exact="100000"/>
<ware typename="SS_WARE_SW_FIGHT_1" exact="1"/>
<ware typename="SS_WARE_SW_FIGHT_2" exact="1"/>
<ware typename="SS_WARE_SCANNER3" exact="1"/>
<ware typename="SS_WARE_SW_NAV_1" exact="1"/>
<ware typename="SS_SHIELD_F" exact="2"/>
<ware typename="SS_LASER_PPC" exact="6"/>
<ware typename="SS_LASER_CIG" exact="2"/>
<ware typename="SS_LASER_PSG" exact="2"/>
<ware typename="SS_LASER_FLAK_ALPHA" exact="5"/>
<ware typename="SS_LASER_PBE" exact="4"/>
<ware typename="SS_LASER_FBL" exact="1"/>
</equipment>
<rotation alpha="270deg"/>
<command command="killenemies"/>
</create_ship>
<do_all exact="10">
<create_ship group="xenonGroup" race="xenon" typename="SS_SH_T_M3" warp="1">
<position x="-1*{value@fleetDistance}km" y="0" z="0" max="{value@fleetSpacing}km"/>
<sector sector="{player.sector}"/>
<equipment>
<ware typename="SS_WARE_TECH213" exact="100000"/>
<ware typename="SS_WARE_TECH246" exact="100000"/>
<ware typename="SS_WARE_TECH251" exact="100000"/>
<ware typename="SS_WARE_SW_FIGHT_1" exact="1"/>
<ware typename="SS_WARE_SW_FIGHT_2" exact="1"/>
<ware typename="SS_WARE_SCANNER3" exact="1"/>
<ware typename="SS_WARE_SW_NAV_1" exact="1"/>
<ware typename="SS_LASER_PRG" exact="6"/>
<ware typename="SS_SHIELD_C" exact="4"/>
<ware typename="SS_LASER_HEPT" exact="3"/>
<ware typename="SS_LASER_PD" exact="2"/>
<ware typename="SS_MISSILE_A" exact="159"/>
<ware typename="SS_MISSILE_B" exact="10"/>
<ware typename="SS_MISSILE_PROXTRAK" exact="20"/>
</equipment>
<rotation alpha="270deg"/>
<command command="killenemies"/>
</create_ship>
</do_all>
<create_ship group="xenonGroup" race="xenon" typename="SS_SH_LOST_M6H" warp="1">
<position x="-1*{value@fleetDistance}km" y="0" z="0" max="{value@fleetSpacing}km"/>
<sector sector="{player.sector}"/>
<equipment>
<ware typename="SS_WARE_TECH213" exact="100000"/>
<ware typename="SS_WARE_TECH246" exact="100000"/>
<ware typename="SS_WARE_TECH251" exact="100000"/>
<ware typename="SS_WARE_SW_FIGHT_1" exact="1"/>
<ware typename="SS_WARE_SW_FIGHT_2" exact="1"/>
<ware typename="SS_WARE_SCANNER3" exact="1"/>
<ware typename="SS_WARE_SW_NAV_1" exact="1"/>
<ware typename="SS_SHIELD_D" exact="3"/>
<ware typename="SS_LASER_MAM_1" exact="6"/>
<ware typename="SS_MISSILE_SPECTRE" exact="203"/>
<ware typename="SS_MISSILE_POLTERGEIST" exact="276"/>
</equipment>
<rotation alpha="270deg"/>
<command command="killenemies"/>
</create_ship>
<!-- End Xenon Ships -->
<!-- ==================== Do not edit below this line. ==================== -->
</do_all>
</action>
</cue>
<cue name="runaway">
<condition>
<question_answered question="doxff" answer="no"/>
</condition>
<action>
<cancel_cue cue="xff.director.fightmaker"/>
</action>
</cue>
</cues>
</cue>
</cues>
</director>
Praticamente ad ogni nave vanno aggiunte queste 3 righe:
Code: Select all
<ware typename="SS_WARE_TECH213" exact="100000"/>
<ware typename="SS_WARE_TECH246" exact="100000"/>
<ware typename="SS_WARE_TECH251" exact="100000"/>
il valore 100000 come detto rappresenta il valore massimo, arrotondato per eccesso, che può essere richieto (è l'Aran anche se poi non si può e non verrà mai utilizzata)
Ora manca solo il codice del lancio missili che io direi di usare solo per le M7M e le M8. Cmq prima bisogna trovarlo

Scusate il lunghissimo post ma era necessario... Credo
