Red Spot's Scripting Centre. [07/17/05]
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Red Spot's Scripting Centre. [07/17/05]
{Edited}
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Last edited by Red Spot on Mon, 2. Jan 06, 23:00, edited 23 times in total.
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Big update:
I've remade some scripts and re-tweaked the rest ..
most important changes;
-FDS --> complete make-over off the 'main', 'delivery' and 'ownership'-scripts
-Pl.Patrol --> generally improved
-TUDS --> its about 1/2 the original size .. and a lot better/'lighter' ..
-all scripts --> better placement/size off waits .. better use off loops .. etc etc ..
scripts I havent yet remade
-QFLS (workin on it .. its undergoing a complete make-over .. now launching x ships at any enemy io. x wings in total based on the total enemy .. also x ships in wings off 4 or smaller will engage their own target io the closest to the carrier .. dropped the station-QFLS)
-AI-QFLS (wasnt up for DL anyway .. but its gonna be soon ..
)
I've remade some scripts and re-tweaked the rest ..
most important changes;
-FDS --> complete make-over off the 'main', 'delivery' and 'ownership'-scripts
-Pl.Patrol --> generally improved
-TUDS --> its about 1/2 the original size .. and a lot better/'lighter' ..
-all scripts --> better placement/size off waits .. better use off loops .. etc etc ..
scripts I havent yet remade
-QFLS (workin on it .. its undergoing a complete make-over .. now launching x ships at any enemy io. x wings in total based on the total enemy .. also x ships in wings off 4 or smaller will engage their own target io the closest to the carrier .. dropped the station-QFLS)
-AI-QFLS (wasnt up for DL anyway .. but its gonna be soon ..

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There are some nice scripts here RS. Keep up the good work. However there is one small thing that was bugging the hell outta me. NO README. I have an X2 download folder with numerous zips and whatnot and it makes my head hurt when I open one that has all these wunnerful scripts and such inside it but no instructions or blurb about what they do or how to use them.
I understand that if one immediately opens and installs them after downloading then great! No Probs. However leave them for a week and then come back to them and its headscratching time
as I try to remember what the heck these things do (usually cos I'm adding something else to a new test folder of X2 and try to reload all the other gubbins and make them work with each other.)

I understand that if one immediately opens and installs them after downloading then great! No Probs. However leave them for a week and then come back to them and its headscratching time

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some redo's ..
-RS.AI.QFLS (some minor tweaks .. and a 'race' check (in case you might cap a ship ..)
-RS.AI.Patrol (complete remake .. now it doesnt work with 'globals' any more or running scripts in the background .. now it works with 'signal.killed' to make sure there is and will be a 'patrol')
-RS.Kill.Player -> new name; -RS.Hunt (complete remake .. now it also works with signals io. scripts in the background .. also it will takes your current ship in account .. it more orr less sends out a leader that is 1 class bigger with a bunch off followers off about the class off your own ship .. if an M1 is send out than it will use its fighters (RS.AI.QFLS required))
-RS.Khaak.Spawner (now just 1 cluster .. also now works with 'signal killed' ..)
-RS.AI.QFLS (some minor tweaks .. and a 'race' check (in case you might cap a ship ..)
-RS.AI.Patrol (complete remake .. now it doesnt work with 'globals' any more or running scripts in the background .. now it works with 'signal.killed' to make sure there is and will be a 'patrol')
-RS.Kill.Player -> new name; -RS.Hunt (complete remake .. now it also works with signals io. scripts in the background .. also it will takes your current ship in account .. it more orr less sends out a leader that is 1 class bigger with a bunch off followers off about the class off your own ship .. if an M1 is send out than it will use its fighters (RS.AI.QFLS required))
-RS.Khaak.Spawner (now just 1 cluster .. also now works with 'signal killed' ..)
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again some 'updates' ..
AMA-Command --> now RS.AMA ..
4-commands
-AMDS --> follows its leader and takes on any incoming miss. aiming for itself .. the leader .. or any other follower of the leader ..(very beta .. but very nice ..)
-ASWA --> launch 2 wasps at any M5 in 8km range .. if the target isnt already in firingrange.. (basicly an improved version of what it was)
-AHMS --> runs in the background untill an enemy 'big-ship' enters its range .. than the script takes over .. and starts a 'heavy missile attack' until it runs out off miss., the target gets wasted or you deactivate the command ..(very very very beta .. but if it works as good as I hope .. very very nice)
-AMA2Way --> starts the ASWA as a M5 enters range .. starts the AHMS as a big-ship enters range
RS.CADS --> minor improvements
RS.CapShip.Kill --> very nice now
-for M1/M2/TLs
some specialised run and wait commands (more or less as it was .. but improved)
(ships dont 'wait' when you are not in sector .. simply cause in OOS battle turrets dont count .. just the runs)
-for everything else
no running away .. unless the shields drop below 30% and a random chance of 20%
now ships make runs .. than run away from the target (defensive move) for a couple sec. .. than make new run ..
(no more running in circles)
also for 'non big-ships'
some basic 'anti miss' commands .. if the ship is in battle (the '!fight.attack.object' script is called)
than it will also scan for incoming miss. and sees them as their prio no 1 target .. (its basic .. but prevents ships from running head-on into miss. )
RS.ESJC --> stripped it .. and made it more 'user-friendly'
FDS --> complete remake .. now RS.FDS
very very much improved version of what it was ..
RS.Hunt --> remake off the 'attack' script
they actually killed me here and there .. (they'll sneak up on you .. so be carefull ..
)
RS.SMS --> the move part didnt completely work as planned
now you can only move your station within the sector its in ..
RS.TUDS (and SRS) --> complete remake ..
(silly me .. made the scripts about 3 times as large as they had to be..
)
improved version off what it was ..
RS.Turret --> added some lines
only 'fighter-class' ship's turrets now engage enemies without being attacked ..
but all turrets now do start turning towards 'potential targets' when they have nothing to shoot at ..
Thats it for now ..
G
AMA-Command --> now RS.AMA ..
4-commands
-AMDS --> follows its leader and takes on any incoming miss. aiming for itself .. the leader .. or any other follower of the leader ..(very beta .. but very nice ..)
-ASWA --> launch 2 wasps at any M5 in 8km range .. if the target isnt already in firingrange.. (basicly an improved version of what it was)
-AHMS --> runs in the background untill an enemy 'big-ship' enters its range .. than the script takes over .. and starts a 'heavy missile attack' until it runs out off miss., the target gets wasted or you deactivate the command ..(very very very beta .. but if it works as good as I hope .. very very nice)
-AMA2Way --> starts the ASWA as a M5 enters range .. starts the AHMS as a big-ship enters range
RS.CADS --> minor improvements
RS.CapShip.Kill --> very nice now
-for M1/M2/TLs
some specialised run and wait commands (more or less as it was .. but improved)
(ships dont 'wait' when you are not in sector .. simply cause in OOS battle turrets dont count .. just the runs)
-for everything else
no running away .. unless the shields drop below 30% and a random chance of 20%
now ships make runs .. than run away from the target (defensive move) for a couple sec. .. than make new run ..
(no more running in circles)
also for 'non big-ships'
some basic 'anti miss' commands .. if the ship is in battle (the '!fight.attack.object' script is called)
than it will also scan for incoming miss. and sees them as their prio no 1 target .. (its basic .. but prevents ships from running head-on into miss. )
RS.ESJC --> stripped it .. and made it more 'user-friendly'
FDS --> complete remake .. now RS.FDS
very very much improved version of what it was ..
RS.Hunt --> remake off the 'attack' script
they actually killed me here and there .. (they'll sneak up on you .. so be carefull ..

RS.SMS --> the move part didnt completely work as planned
now you can only move your station within the sector its in ..
RS.TUDS (and SRS) --> complete remake ..
(silly me .. made the scripts about 3 times as large as they had to be..

improved version off what it was ..
RS.Turret --> added some lines
only 'fighter-class' ship's turrets now engage enemies without being attacked ..
but all turrets now do start turning towards 'potential targets' when they have nothing to shoot at ..
Thats it for now ..

G
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Valen68 ..
Yep they sure do .. (well partially .. for instance the AMA uses FC MK3 .. but one off my other scripts uses the same command numbers .. so its a matter off trying/checking it out ..(I really dont know wich script uses wich commands for my own script .. and I know even less about other scripts))
Stonerkrieg ..
nope my script dont conflict with the Aegis .. exept for RS.Turret ..
(if you use RS.Turret you can't use a game that has the Aegis stuff loaded ..)
G
Yep they sure do .. (well partially .. for instance the AMA uses FC MK3 .. but one off my other scripts uses the same command numbers .. so its a matter off trying/checking it out ..(I really dont know wich script uses wich commands for my own script .. and I know even less about other scripts))
Stonerkrieg ..
nope my script dont conflict with the Aegis .. exept for RS.Turret ..
(if you use RS.Turret you can't use a game that has the Aegis stuff loaded ..)
G
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Stonerkrieg wrote:R.S. ,does the AMA script conflict with AEGIS?
wait a day (or 2) with DL'ing this script .. well go ahead if you like to squash bugs ..

I found some minor bugs .. and with redoing the QFLS I right away have 'improved' a handfull off scripts
(these are CADS/Turret/AMA/TUDS/QFLS(later also the AI-version and the patrol-scripts))
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I'm having some trouble getting your RS.TUDS and RS.FDS script to work.
As I had Marks MK3 patroll/wing script installed, I thought it may be a conflict with your scripts as you mentions it above.
It didn't help removing his script, though.
I have the (blue) TUDS command on my carrier, but when I chooses it, chooses the ship (tried on my odysses and also on the carrier itself), chooses the ware (Hornet missile), amount, nothing happens. I get back to the choose ware screen, but no msg that it has been ordered and no ware arrives...
And I didn't get a red command in my stations after installing RS.FDS..
I hope you can help with the problems... it might be a conflict with another script as I've installed a few...
MH_Wareretriveval
CWS Defens Turret
Xai Corp Automining
Xai Corp TL Trader
Xai Corp Pilot Record Scanner
Xai Corp Find Factory Orders
Loogans Company Value
Factory Loop Delivery Software
RS.TUDS
RS.QFLS
RS.FDS
RS.Tools
+ all signed scripts...
As I had Marks MK3 patroll/wing script installed, I thought it may be a conflict with your scripts as you mentions it above.
It didn't help removing his script, though.
I have the (blue) TUDS command on my carrier, but when I chooses it, chooses the ship (tried on my odysses and also on the carrier itself), chooses the ware (Hornet missile), amount, nothing happens. I get back to the choose ware screen, but no msg that it has been ordered and no ware arrives...
And I didn't get a red command in my stations after installing RS.FDS..
I hope you can help with the problems... it might be a conflict with another script as I've installed a few...
MH_Wareretriveval
CWS Defens Turret
Xai Corp Automining
Xai Corp TL Trader
Xai Corp Pilot Record Scanner
Xai Corp Find Factory Orders
Loogans Company Value
Factory Loop Delivery Software
RS.TUDS
RS.QFLS
RS.FDS
RS.Tools
+ all signed scripts...
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well first of al it depends what command your talking about ..
if its the 'deliver equipment' one .. than it takes some time for the 'Terracorp TP' to reach your Carrier .. (its not a 'press command instantly have the equipment' script)
if its the SRS .. than you'll have to select a fighterclass type off ship that is 'also' docked at your Carrier (the type you want the SRS activated on)
about conflicts .. they most likely will confict .. but that is up to you to check .. (if I would have to make everything so it doesnt conflict .. I couldnt make a script at all)
if so you'll have to edit the 't'-file .. the 'setup'-script and most likelly the script that is called by the command (just check if the top-line is a 'set script command' command)
EDIT: sory forgat this bit .. I actually should rename the FDS to DDS (dock delivery service .. as in it will only work on equip./trading-docks now)
G
if its the 'deliver equipment' one .. than it takes some time for the 'Terracorp TP' to reach your Carrier .. (its not a 'press command instantly have the equipment' script)
if its the SRS .. than you'll have to select a fighterclass type off ship that is 'also' docked at your Carrier (the type you want the SRS activated on)
about conflicts .. they most likely will confict .. but that is up to you to check .. (if I would have to make everything so it doesnt conflict .. I couldnt make a script at all)
if so you'll have to edit the 't'-file .. the 'setup'-script and most likelly the script that is called by the command (just check if the top-line is a 'set script command' command)
EDIT: sory forgat this bit .. I actually should rename the FDS to DDS (dock delivery service .. as in it will only work on equip./trading-docks now)
G
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Hey G,
Is it possible to make a version of your script that doesn't conflict with Mark's scripts? I think many of us are using the Mark's patrol & wingmen scripts but would like to use yours too. Maybe it is to much of an undertaking as I do not know the dynamics in developing scripts yet but would be cool if it would work.
Thanks,
V
Is it possible to make a version of your script that doesn't conflict with Mark's scripts? I think many of us are using the Mark's patrol & wingmen scripts but would like to use yours too. Maybe it is to much of an undertaking as I do not know the dynamics in developing scripts yet but would be cool if it would work.
Thanks,
V
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- Joined: Fri, 4. Feb 05, 13:44
Valen68
this will help you --> http://www.egosoft.com/x2/forum/viewtopic.php?t=22519
and sorry but the answer to that would be 'no' ..
(first of al if I would change it now for you .. than tomorrow some-one else will want a version with even other command numbers ..
next to that .. if I'd make it use diff. command numbers .. than it will conflict with my own scripts ..(and I'm getting a bit tyred off managing all the diff. scripts and its versions)
just read the topic I linked to .. and you'll be able to do it yourself .. else read a bit more ..
..
if you've got any Q. on how to .. just let me know ..
)
G
this will help you --> http://www.egosoft.com/x2/forum/viewtopic.php?t=22519
and sorry but the answer to that would be 'no' ..
(first of al if I would change it now for you .. than tomorrow some-one else will want a version with even other command numbers ..
next to that .. if I'd make it use diff. command numbers .. than it will conflict with my own scripts ..(and I'm getting a bit tyred off managing all the diff. scripts and its versions)
just read the topic I linked to .. and you'll be able to do it yourself .. else read a bit more ..

if you've got any Q. on how to .. just let me know ..

G
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new and improved versions off;
-CADS --> works a bit smoother now .. also the corvette will jump if not in the sector off the M1
TUDS --> same as it was .. just had some small bugs in it .. seems to be working without a glitch now ..
AMA --> left a bug in the AMDS script .. changed it .. and retweaked the 3 scripts a bit further (removed to 2way script(special))
now the AMDS works like this
-check for inc. miss.
-if so .. make a run at it ..
-if succesfull kill it
-if not and the miss is not to close .. retry killing it
-if the miss. is very close .. launch a mosquito and evade ..
--if no inc. miss. .. escort the leader
++this script runs at prio. 120 .. just so the 'signal.attacked' doesnt interrupt .. this means that the M4/M5 will 'always' stay on the AMDS and doesnt try to take on its attacker .. else the AMDS would just be a waste off time to activate++
ESJC and Fleet.Jump
just some minor tweaks .. nothing important ..
G
-CADS --> works a bit smoother now .. also the corvette will jump if not in the sector off the M1
TUDS --> same as it was .. just had some small bugs in it .. seems to be working without a glitch now ..
AMA --> left a bug in the AMDS script .. changed it .. and retweaked the 3 scripts a bit further (removed to 2way script(special))
now the AMDS works like this
-check for inc. miss.
-if so .. make a run at it ..
-if succesfull kill it
-if not and the miss is not to close .. retry killing it
-if the miss. is very close .. launch a mosquito and evade ..
--if no inc. miss. .. escort the leader
++this script runs at prio. 120 .. just so the 'signal.attacked' doesnt interrupt .. this means that the M4/M5 will 'always' stay on the AMDS and doesnt try to take on its attacker .. else the AMDS would just be a waste off time to activate++
ESJC and Fleet.Jump
just some minor tweaks .. nothing important ..
G
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added a Jump-command .. (going to be using this in several scripts (QFLS/Patrol/ECSC/Tokkotai)
-this overrides the 'original' jump-command-(and adds a name to it)
fighters and big-ships can jump to a position for 120% the ecell cost .. the rest uses the gate-system ..
also fighters and big-ships can install a E-Cell Regenerator .. wich installes 1/5 off the reg. amount off jumpcells /minute .. (so an M3 can regenerate the 6 required cells to do a in sector jump in 6 minutes .. an M6 needs 24 .. also takes 6 minutes .. cap ships need 48 .. also regenerated in 6 minutes .)
the upgrade costs about a small 2 mil. (sorry M_H ..
)(this means it will conflict with M_H Freejump .. but not with the gate-creation part)
I included part off a new version off the ECSC (wich I took down .. cause I'm far in the completion off a completly new version .. wich is more versitille than the previous one)
the script included (RS.ECSC.Set.Ship) needs to be run manually at this stage .. it is for setting the max. regenerated E-Cells .. the default regeneration is cells for 2 jumps (with the formula off needing 120% the original amount) ..(this so that later on the 2 script can and will work together .. using the same 'local vars' ..)
also this 'package' holds a return home script (RS.Jump.Home) wich isnt actually used by the script .. but it will be by about any other script that could have 'returning ships' .. (just thinking ahead) ..
(this package at this point requires nothing (later on it will require the ECSC .. when I re-release it) .. but about any off my from this point off other scripts will require it ..)
G
-this overrides the 'original' jump-command-(and adds a name to it)
fighters and big-ships can jump to a position for 120% the ecell cost .. the rest uses the gate-system ..
also fighters and big-ships can install a E-Cell Regenerator .. wich installes 1/5 off the reg. amount off jumpcells /minute .. (so an M3 can regenerate the 6 required cells to do a in sector jump in 6 minutes .. an M6 needs 24 .. also takes 6 minutes .. cap ships need 48 .. also regenerated in 6 minutes .)
the upgrade costs about a small 2 mil. (sorry M_H ..

I included part off a new version off the ECSC (wich I took down .. cause I'm far in the completion off a completly new version .. wich is more versitille than the previous one)
the script included (RS.ECSC.Set.Ship) needs to be run manually at this stage .. it is for setting the max. regenerated E-Cells .. the default regeneration is cells for 2 jumps (with the formula off needing 120% the original amount) ..(this so that later on the 2 script can and will work together .. using the same 'local vars' ..)
also this 'package' holds a return home script (RS.Jump.Home) wich isnt actually used by the script .. but it will be by about any other script that could have 'returning ships' .. (just thinking ahead) ..
(this package at this point requires nothing (later on it will require the ECSC .. when I re-release it) .. but about any off my from this point off other scripts will require it ..)
G
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to any-one that might need me ..
I'm going to move in a small 2 months .. and some time ago I said to the peops of my I-net connection I'd like to end it ..
so that happend today .. (completelly forgat ..
)
this simply means you wont be seeing as much off me for a couple weeks ..
so if you need me .. E-mail me .. no PM or you could be waiting for a month before you get an answer ..
G

I'm going to move in a small 2 months .. and some time ago I said to the peops of my I-net connection I'd like to end it ..
so that happend today .. (completelly forgat ..

this simply means you wont be seeing as much off me for a couple weeks ..

so if you need me .. E-mail me .. no PM or you could be waiting for a month before you get an answer ..

G