[SCRIPT][AP] ANCC Scramble - An ADS module [V0.7 - 03/10/13]

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BelgarionNL
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Post by BelgarionNL » Sat, 3. Nov 12, 18:58

sure I hear the command but it does nothing!

ads still works ok!


sometimes it works and sometimes it don't!

I needed to make wings so I could set automatic resupply of missles etc! but that seems to break your script!

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anachron13
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Post by anachron13 » Mon, 5. Nov 12, 09:54

Using wings should not cause any trouble, i'm using wings too.
It seem's that something overwrite the ancc script running on the fighters.
What script are you using to resupply your ships?

R-TEAM
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Post by R-TEAM » Tue, 6. Nov 12, 07:30

Hi,

will this be work on TC too ??
Or only on AP ....

Regards
R-TEAM

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anachron13
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Post by anachron13 » Tue, 6. Nov 12, 08:51

I haven't tried it on TC. I assume it should unless i have used some AP only command. If you try, give me feedback so i can update the first post :)

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anachron13
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Post by anachron13 » Sat, 21. Sep 13, 16:25

Hello,

I have updated ANCC Scramble to version 0.6, here is the changelog :
- NEW FEATURE : Dynamic Overview! Monitor your fighters and give them orders more conveniently. You can scramble all your docked fighters, send an attack or a protection wing (this two last commands use the ADS protect and attack scripts), dock your flying wings or change the scramble priority target.
[ external image ]

- Every fighters assigned to ADS with full hull can be used to send reinforcement to incomplete scramble wings. Meaning that if you add new ADS fighters to your carrier while a scramble is in progress, they will be immediatly used to replace dead fighters.
- Renaming system revamped again, should work a lot better. It can now be disabled using the ADS rename fighters option.
- Lots of bugs solved, the behaviour of the scrambled ships should be a lot less eratic when suffering heavy losses.
- Destroyed wings will now be reformed if there is enough docked fighters available.
- Basic compatibility with ADS - Real Wings Edition. Both scripts can be installed, i have adapted my script to respond to the new "dock all" procedure of the Nicoman35 script. The only thing not working for now is the "protect..." command from the Overview menu.

If i have enough time before X-Rebirth and depending on the feasability, i plan to add a more precise control on active wings by allowing to select a flying leader and give him new orders (like new target, dock only this wing, etc..).


Don't hesitate to give me feedback, bug reports or ideas. Thanks.

Nicoman35
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Post by Nicoman35 » Sat, 21. Sep 13, 18:06

Hi Anarchon, are you using M8 for bomber wings? Because I thought about that for my version, but I am still scared on account of the projects complexity.

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anachron13
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Post by anachron13 » Sat, 21. Sep 13, 18:17

Not in this version. I have also think about that (M8 and also M3 bomber from XRM) and started a 'proof of concept' script that is somewhat working but i'm not really satisfied with it as it is really overpowered in it's current state.

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anachron13
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Post by anachron13 » Sat, 21. Sep 13, 22:54

Version 0.6a uploaded.

Changelog :
- Forgot to remove a log, sorry for the spam in the logbook !
- Ships waiting for launch will now be displayed correctly in the overview.

Nicoman35
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Post by Nicoman35 » Sun, 22. Sep 13, 11:07

anachron13 wrote: Forgot to remove a log, sorry for the spam in the logbook !
Don't use the logbook for debugging. Try using logfiles. More felxibility, better overview, less logbook spam ;).

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anachron13
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Post by anachron13 » Sun, 22. Sep 13, 15:39

Yes i know, i have been a bit lazy on this one as it was just to quickly test if the modifications made for compatiblity with your version of ADS was working :D
I will try to do it the right way next time :roll:

ioulaum
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Post by ioulaum » Thu, 26. Sep 13, 04:47

Hi anachron13,thanks for you ads_m2.zip.I have managed to replace it m2 compatible with m6 compatible(because of the OP hyperion).But I can't figured out how to make m2 and m6 compatible at the same time,the game always get freezed.Please tell me how to do so.

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anachron13
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Post by anachron13 » Thu, 26. Sep 13, 09:04

I'm not at work to test it, but you have to replace line 6 of 'anarkis.acc.is.compatible' and line 11 of 'anarkis.acc.get.acc.carriers' by this line :
if not ($v1 == [M1] OR $v1 == [M7] OR $v1 == [TL] OR $v1 == [TM] OR $v1 == [M2] OR $v1 == [M6])
In 'setup.anarkis.acc' it's a little bit more tedious, starting to line 35 you will have to add M6 to each command. Copy Paste the last line of each command and replace "class=[XX]" by "class=[M6]". I think it should be enough.

PS : This is for the original version of ADS. For the Nicoman35 version, you should not use this patch.

ioulaum
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Post by ioulaum » Fri, 27. Sep 13, 02:28

I added all M2 and 2022 things I can found,still get freezed. :(

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anachron13
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Post by anachron13 » Fri, 27. Sep 13, 08:38

2022 things? Are you editing the scripts with an xml or text editor?

If you want to modify a script, you have to use either the ig script editor or use an external script editor like X-Studio : http://forum.egosoft.com/viewtopic.php?t=301433

ioulaum
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Post by ioulaum » Fri, 27. Sep 13, 13:37

LOL,I just use Ultra edit as usual.Got it thanks.

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anachron13
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Post by anachron13 » Thu, 3. Oct 13, 17:04

Version 0.70 added with better support for ADS - Real Wing Edition, a more colorful overview and a few other changes.

ioulaum
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Post by ioulaum » Wed, 9. Oct 13, 14:38

Hi,anachron.Thanks for your instruction,and now I can use ADS on my Hyperion now.
But there is another request,I'm using Smart Turrets instead of MARS.I want to setting turret mode in ADS,it should be in anarkis.acc.setup.ships.xml at line 76-77,but I don't know how to change MARS variable to Smart turrets.Please help me.

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anachron13
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Post by anachron13 » Wed, 9. Oct 13, 15:34

I have responded in your other thread.

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anachron13
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Post by anachron13 » Tue, 15. Oct 13, 09:20

In response to this message : http://forum.egosoft.com/viewtopic.php? ... 90#4157890
Brokkoli wrote:It won't let me select a priority target unless I first visit the ADS carrier setup menu once. Scramble launch works without that though.
This is because you have to open the ADS menu at least once on a new carrier to initialize the variables needed by ANCC (the radar range setup in this case). I will maybe separate a bit more from ADS in the next version and add my own options (not because i don't want to use ADS anymore but to avoid conflict with different versions like ADS - RWE).
Brokkoli wrote: And picking a priority target does not seem to have an effect. At least I have not seen a wing change its target after I selected a priority target.
This is the normal behaviour, as described in the ANCC thread : " This hotkey can be used before launching your fighters or during the fight, but remember your fighters will not change target until their current one is dead. " I am working on a quite big update of ANCC and i will maybe change this behaviour (or make it an option).
Brokkoli wrote:I also seem to have a knack for breaking scripts. I have seen 2 ANCC scramble launched fighters docking manually instead of teleporting in after a retreat order (both damaged). That was just once though and I could not reproduce it. Hmmm... I didn't check if maybe their transporter device got killed.
It usually happen when the transporter device is destroyed, i'm thinking of testing the device on the carrier instead of the fighters as it seems more logical to me that the carrier beam the fighter inside instead that the fighter beam itself. If you have an opinion on it, i would be happy to know. :)

Brokkoli
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Post by Brokkoli » Tue, 15. Oct 13, 19:48

I see... reading the manual helps :oops:

Then I have one more question: What version of ADS should I use with ANCC? Right now I am using the real wings edition, but for no particular reason.
You said the radar range is taken from the ADS setup data. What radar range exactly? The only range I have found is in the automated carrier options, defensive wing awareness and response range. Which one is used?

My opinion regarding landing behaviour would be to test for the landing computer on fighters. At least for the player the landing computer does exactly what the fighters are doing. Testing for a transpoerter device on the carrier seems also logical to me.

For future versions I have some ideas:
- Catapult start / Transporter start (with an on/off switch)
...or some other means to get the fighters out faster.

- Option to cancel a retreat order

- turbo boost feature (with an on/off switch)
I got spoiled by the fast DCS2 drones :roll: . Implementation if possible with an option to set the % speed increase. A balanced implementation could be to give fighters a 10 second turbo just after launching and another 10 sec turbo when retreating.

- ANCC scramble rocket attack hotkey
The idea is to use big missiles on fighters more intelligently. For example I give them tornados or hornets, I only want my fighters to use them on big ships, not some m3/m4/m5. So select target, press hotkey, fighters fire missiles on target.
Not that I know any scripting, but might it be possible to implement this via missile fire percentage? Check if fighter is attacking marked target, if yes then increase missile fire percentage. Might not even need a seperate hotkey, just use the priority target. So basically, increased missel fire percentage on the priority target.

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