Turret AI script 2.1 - unofficial

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poeta
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Turret AI script 2.1 - unofficial

Post by poeta » Tue, 16. Nov 04, 11:32

Dal Readme (a breve vi mandero' la traduzione di tutto) :


* Gunnery Crews: Attack Enemies turret command:
o Target prioritization: All ships that run the "Gunnery Crews: Attack Enemies" command will attempt to engage whatever the current target is of the player's ship. If the turret can't engage that target, it will then attempt to fire on any ships attacking its ship, then on any other enemies in range.
o Auto gun selection: Guns are selected based on the type and range to the target. If you have both GHEPTs and PPCs available, it will use the PPCs at long range, then switch to the higher powered GHEPTs when close enough. If the turret has extra effective anti-shield weapons, then those will be used until the target shields are down.
o Automatically detects when neutral or friendly ships are in the area, and will cease using "weapons of mass destruction" (IonD, all PSG) in this case. Less chance of upsetting the locals.
o If you have "light weight" weapons on hand that the turret can use, then those weapons will be used during turret "tracking" for extra tracking speed.
o Engages enemy missiles targetting your ship if: They are in range (this might seem to be a no brainer, but the stock turret scripts attempt to engage ANY missile, even ones that are 100km away from you), and they are a threat to you. A "threat" is defined as any missile who's explosive yield is 5% or more of what your current shield strength is. If your shields are down for any reason, then all incoming missiles will be engaged. If your shields are currently very strong, then the gunnery crews won't bother to engage missiles that are no threat to you.

* Gunnery Crews: Maximize Captures turret command
o Similar to the "GC: Attack Enemies" command, except that lighter weapons (except IRE lasers, which are still lowest on the selection list) are favoured over heavier ones. Additionally, the use of WMDs will continue even after the target shields are down. Hopefully this will increase the number of ship captures.

* Gunnery Crews: Bridge Control turret command
Allows you to take manual control of a turret - your joystick's trigger can now fire a turret's guns. This requires an external helper program called JoyScript which is available from the same FTP site this script is on (see section at the end about this).
* Gunnery Crews: Missile Defense "additional ship commands" command
o Intended to give you an extra layer of protection against incoming missiles when in extremely hostile environments. This command uses onboard Mosquito Missiles as anti-missile rockets. Any incoming enemy missile which is determined to be a threat to you (see above) that is fired on your ship from beyond your ship's minimum anti-missile engagement range will engaged with an anti-missile. Your minimum anti-missile engagement range depends on the class of ship. For an M3 (Argon Nova only) it is 500m. For an M6 it is 750m. For M1/M2s, it is 2.5 km. Missiles that are not a thread will not be engaged.

* Gunnery Crews: M5 Wasp Assault "additional ship commands" command
o Launches one (Khaak scout) or two (all others) Wasp missiles at all M5 ships within 23km of your ship. That's entertainment!
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poeta
Posts: 135
Joined: Mon, 27. Sep 04, 17:16
x3tc

Post by poeta » Tue, 16. Nov 04, 11:36

Ecco il link :

http://www.egosoft.com/x2/forum/viewtopic.php?t=64842


non riuscivo ad editare :evil: maledetta connessione dall'ufficio :shock:
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Marvho
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x4

Post by Marvho » Wed, 17. Nov 04, 12:25

ma vieniiiii se funge lo installo da ieri ;)

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