[Script] SatelliteDeploy v1.12 (18/01/2006)
Posted: Tue, 3. Jan 06, 14:50
Version: 1.12
Date: 18/01/2006
Author: Bhruic
Description: Allows automated deployment of Navigational Relay Satellites or Advanced Satellites within explored space.
Features:
Automates purchase and deployment of either navsats or advsats.
Robust sector checking ensures ships will avoid any sector controlled by an enemy race.
Continually scans for, and replaces destroyed satellites.
Deploy in either single or box formation.
Can 'tether' a ship to a particular sector.
Details:
The SatelliteDeploy script (SatDep for short) is designed to do exactly what the name suggests - deploy satellites. It can either deploy single satellites (above the 0,0 point), or in a 'box' formation (8 satellites deployed so that they all barely encompass the 0,0 point). The box formation gives much greater coverage of sectors, making it very easy to spot all ships in most sectors.
Having pilots deploying satellites for you is not free, however. They charge 1000 credits for each Advanced Satellite they deploy, and 500 credits for each Navigational Relay Satellite they deploy.
The script is designed to be very robust, and multiship friendly. For example, if you have multiple ships running the script, they will keep track of where each ship is going, ensuring they don't duplicate efforts. This occurs for both sector coverage (the actual dropping off of the satellite(s)), and station selection (buying replacement satellite(s)).
You have the option putting ships on a virtual 'tether', should you wish it. Each ship gets assigned a 'home sector'. You can select a number of jumps from that sector to limit each ship to. The ship will only deploy satellites in those sectors, although it will travel farther afield if it needs to, to purchase satellites. If the number of jumps is set to zero, then there is no effect from having a home sector set.
When travelling to deploy satellites or purchase them, the script will only consider travel through sectors that are considered 'safe'. It uses the ship's friend/foe settings, and the ownership of each sector to determine this. If, for example, you don't want your ship to travel through Pirate sectors, you may simply set Pirates to 'foe' (only for that ship), and the ship will no longer travel through that sector. Also, a sector must have been previously discovered by you before the ship will consider travelling to/through it - it won't explore sectors for you. A combination of these two facts may, however, cause your ship to get 'stranded'. If you set the Paranid to 'foe', for example, and your ship was in Argon Prime, it would be unable to find a safe route to the sectors below (and including) Bad Debt. You would be required to either manually fly the ship there, or cause it to jump, for it to continue.
Usage:
Adds 2 new menu options to the Special Command Software Mk1 menu.
Once the either option is selected, you will be prompted for the following:
"Home sector" - The origin sector for the 'tether', as described above
"Jump radius" - The number of jumps from the home sector it will deploy satellites (0 turns off the home sector feature)
"Formation" - Select '1' for single satellite per sector, or select '8' for the box formation (other numbers will terminate the script)
"Continue" - This determines how the ship will act when it is required to resupply (purchase more satellites). If this is set to '1', the ship will return to the sector it was at previously, and choose a new destination from there. If this is set to '0', the ship will not return, and will begin deploying from its new location.
---
Basically it looked like the other deploy scripts were pretty much unsupported at this point, and I wanted something a little more advanced.
http://bhruic.dyndns.org/SatelliteDeploy-v1.12.zip
http://bhruic.dyndns.org/SatelliteDeploy-v1.12.spk
Mirror:
http://www.welshmountainscience.co.uk/o ... -v1.12.zip
Bh
Date: 18/01/2006
Author: Bhruic
Description: Allows automated deployment of Navigational Relay Satellites or Advanced Satellites within explored space.
Features:
Automates purchase and deployment of either navsats or advsats.
Robust sector checking ensures ships will avoid any sector controlled by an enemy race.
Continually scans for, and replaces destroyed satellites.
Deploy in either single or box formation.
Can 'tether' a ship to a particular sector.
Details:
The SatelliteDeploy script (SatDep for short) is designed to do exactly what the name suggests - deploy satellites. It can either deploy single satellites (above the 0,0 point), or in a 'box' formation (8 satellites deployed so that they all barely encompass the 0,0 point). The box formation gives much greater coverage of sectors, making it very easy to spot all ships in most sectors.
Having pilots deploying satellites for you is not free, however. They charge 1000 credits for each Advanced Satellite they deploy, and 500 credits for each Navigational Relay Satellite they deploy.
The script is designed to be very robust, and multiship friendly. For example, if you have multiple ships running the script, they will keep track of where each ship is going, ensuring they don't duplicate efforts. This occurs for both sector coverage (the actual dropping off of the satellite(s)), and station selection (buying replacement satellite(s)).
You have the option putting ships on a virtual 'tether', should you wish it. Each ship gets assigned a 'home sector'. You can select a number of jumps from that sector to limit each ship to. The ship will only deploy satellites in those sectors, although it will travel farther afield if it needs to, to purchase satellites. If the number of jumps is set to zero, then there is no effect from having a home sector set.
When travelling to deploy satellites or purchase them, the script will only consider travel through sectors that are considered 'safe'. It uses the ship's friend/foe settings, and the ownership of each sector to determine this. If, for example, you don't want your ship to travel through Pirate sectors, you may simply set Pirates to 'foe' (only for that ship), and the ship will no longer travel through that sector. Also, a sector must have been previously discovered by you before the ship will consider travelling to/through it - it won't explore sectors for you. A combination of these two facts may, however, cause your ship to get 'stranded'. If you set the Paranid to 'foe', for example, and your ship was in Argon Prime, it would be unable to find a safe route to the sectors below (and including) Bad Debt. You would be required to either manually fly the ship there, or cause it to jump, for it to continue.
Usage:
Adds 2 new menu options to the Special Command Software Mk1 menu.
Once the either option is selected, you will be prompted for the following:
"Home sector" - The origin sector for the 'tether', as described above
"Jump radius" - The number of jumps from the home sector it will deploy satellites (0 turns off the home sector feature)
"Formation" - Select '1' for single satellite per sector, or select '8' for the box formation (other numbers will terminate the script)
"Continue" - This determines how the ship will act when it is required to resupply (purchase more satellites). If this is set to '1', the ship will return to the sector it was at previously, and choose a new destination from there. If this is set to '0', the ship will not return, and will begin deploying from its new location.
---
Basically it looked like the other deploy scripts were pretty much unsupported at this point, and I wanted something a little more advanced.
http://bhruic.dyndns.org/SatelliteDeploy-v1.12.zip
http://bhruic.dyndns.org/SatelliteDeploy-v1.12.spk
Mirror:
http://www.welshmountainscience.co.uk/o ... -v1.12.zip
Bh