[BONUS Plugin] TelCat - Teleporter Catapult v1.61 04-8-05

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Ghalador
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Post by Ghalador »

D_Zorro wrote:Anyone been able to launch lot's of fighters from your carriers yet ??

I just tried it, can't say my pc liked it much. :shock: this is so a cool script but my game becomes so slow that it becomes unplayable. :oops:

and i'm just talking abput 25 fighters in total not 130 like my collosus can handle.

Any tips how i can tweak the graphics abit to make it atleast flyable in system ??? :evil: Even with everything off my game is still unplayable. And i really wanna try this script. :roll:


DZorro,
I can run TelCat on a P4 1700, 256MB ram and a 64MB GForce 2. I use this computer to develope scripts, so i will notice if something is slowing down the system.

Turn shadows off, turn antialiase off.

When did you encounter problems? While launching, or after the ships are launched? If it is 'after', then that's no TelCat problem. You would encounter the same problems without TelCat if you have 25 ships in space, since the only thing running is the standart "attack my target" command.
Have fun: Gala Do.
holo_doctor
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Post by holo_doctor »

I'm a fight to the end person but when my M1 bit the dust im left stranded in X472 with all my backup heading for the hills!

woudl not be so bad if they didnt all leave the sector while letting the fighter pick them off with out them putting us any sort of fight.

Id say if the enemy is still there he still needs to be delt with even if the carrier is GONE! Just cuse the carrier is gone does not mean the battle is over. 150 M3s can do alot more damage than 10 M1s could on there own.

THis is why its a bad idea for khaak and xenon engaements as witha lone M1 there is no shelter in these sectors so they try to lerave (in the case of the khaak there no way out so they just sit there waiting to be terminated!)

Kill script needs more work is all im saying there not enough checks in there

Also to note that if the fighters, after attack my target is finished, are attacked it will start up a attack object script and defend themselves if they have fight command abord (which they have to to lanch if im correct) so the fighters will be ok.
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Ghalador
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Post by Ghalador »

Ok, i will change their behavior. New option: f0/f1 - Fight or run.

'Run' is how it works now.
'Fight' is regroup in formations of 5 and engage at will.
Have fun: Gala Do.
holo_doctor
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Post by holo_doctor »

sounds like a good plan! :D

When fighting stilll give them a new home if it is posible!

Also with regroup you could make it Attack all enemies and land, land being the new home or the station it would have retreted to! if there no where to go aka in a khaak sector you just bum in null and they will AAE continusly

this way you get the best of both!
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Ghalador
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Post by Ghalador »

They either run or fight. The descision happens exactly at the time when signal.killed from the carrier occures. After that, TelCat has no influence on further behavior.
I am not allowed to change the fight-scripts. So, whatever happens, it must happen right at the moment, when the carrier goes boom. They choose a new leader and engage whatever enemy forces are left in the sector. If there is a second carrier, they will set it as homebase, but that's all i can do.
Have fun: Gala Do.
holo_doctor
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Post by holo_doctor »

what im saying is this.

1: Carrier goes BOOM

2: Find all left over ships

3: Give them a new home if posible or find a safe haven

4:

if f1 regroup the fighters to wings of 5 with leader having with AAE and land at the new home or haven (if there is nothing there bum null will make egos AAEL script run like AAE)

if f0 Full withdrawal!

hope this helps on what i ment
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giskard
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Post by giskard »

Ghalador: just thought id say thanks for the script.

I didnt initially like the requirements you gave to fighters but you made it so easy to get them fitted out and use them that I love this script now ive tried it.

Great work mate :)

A couple of things though, you might want to check how much the player is being charged when he sends his fighters to the gonar temple for the transporter. I had 5million when i sent my 70 there and i still had 5 million when they all got back. I was not watching very closely but i expected the fighters would use up more cash than they did.

Also the transporter is only available from the Gonar temple, the terracorp hq doesnt sell it. A minor mistake in the docs.

Other than that, no complaints. This script saves me a ton of time and makes carriers feel like real carriers.

Giskard
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Ghalador
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Post by Ghalador »

giskard wrote:Ghalador: just thought id say thanks for the script.

I didnt initially like the requirements you gave to fighters but you made it so easy to get them fitted out and use them that I love this script now ive tried it.

Great work mate :)
Thanks :)
You have to understand: it wasn't my descission, what must be installed for TelCat to work. The transporter device in your carrier was the only thing TelCat needed at the beginning.
Then the discussion came uppon signing the script and ticaki wanted some additional costs ...if you know him, then you know: if he starts to talk about costs, it's gona be expensiv! We managed to talk him down to a transporter or jumpdrive in every fighter. Since the M5 can't equip a jumpdrive, the descission was easy.
A long time after that, Lucike asked me, if the script checks for the fight software MK2 and the answer was: no. But if there is no such software installed, the fighters couldnt do what they do (attack my target). Now we had 3 things you need to run the script: the transporter for you carrier, becoz the script is bound to it, plus FSMK2 and a transporter device for every fighter.
Then we thought it would be nice to habe the dockingcomputer working. But you know the rule - then there must be an isntalled DC.
Thats the story, why you need all this things.

giskard wrote: A couple of things though, you might want to check how much the player is being charged when he sends his fighters to the gonar temple for the transporter. I had 5million when i sent my 70 there and i still had 5 million when they all got back. I was not watching very closely but i expected the fighters would use up more cash than they did.
I will look into this, but i find it allmost impossible. It is a simple transfer and IF the transporter is bought, then there is no way around the costs.
giskard wrote: Also the transporter is only available from the Gonar temple, the terracorp hq doesnt sell it. A minor mistake in the docs.

Other than that, no complaints. This script saves me a ton of time and makes carriers feel like real carriers.

Giskard
As told be4, this isnt my fault and you will not find this in the german readme. But it is a constructive error, since we think about changing the X2 universe to fit the readme.
Have fun: Gala Do.
grays
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Post by grays »

Great script, finally makes the M1's useful.

One minor issue the readme states the fighters will be remaned when the script is activated.

"carrier + race + fighter-class + id number."

I've run the script, jumpdrives have been purchased and all the fighters have returned to the carrier. Tried launching and docking and the ships still have my original names.

Is it something to do with the names the ships already had, eg.,

Legion (Carrier) Perseus (fighter) 1 (number)

Cheers
Valen68
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Post by Valen68 »

Anyone know off hand if this script conflicts with any other scripts? One of my concerns is that I use Mark's Patrol/Wingmen scripts and XAI corp scripts. Thanks for the help in advance.

V
Ghalador
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Post by Ghalador »

grays wrote:I've run the script, jumpdrives have been purchased and all the fighters have returned to the carrier. Tried launching and docking and the ships still have my original names.
Start "TelCat Install Fleet", type "n1" - n for reName and 1 for TRUE
Now start "TelCat Install Fleet" again and press ENTER key.

You can also activate the rest of the features, before you start the installation - autorearm, damagecontrol, MLP from carrier....
Check the reame for a command list.
Have fun: Gala Do.
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giskard
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Post by giskard »

Ghalador: lol yes i know Tic, been asked the same thing before today. :)

Anyway great script, the cash thing may be me missing something as i was not paying that much attention. I just checked my current cash before and after and it didnt appear to change. I could have earned a lot in that time suddenly and not noticed.

But it struck me as odd at the time.

Anyway, great work on this script.
It makes my X life easier. :)

Giskard
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grays
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Post by grays »

Cheers Ghalador. I'd read it as when you start the command the ships were automatically renamed.
Valen68
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Post by Valen68 »

Is anyone already running Marks Patrol/Wingmen script; if so is there any conflicts with TelCat?
Ghalador
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Post by Ghalador »

Valen68 wrote:Is anyone already running Marks Patrol/Wingmen script; if so is there any conflicts with TelCat?
Just install the package and you will know it. Conflict = delete every file in "t" folder with "telcat" in the name.
Or change the commands, or delete the other script...
Have fun: Gala Do.
davidglenn
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Problem

Post by davidglenn »

Hey i set every thing up and there are no comands in any of the menus for telcat the othger stuff for the bouns plugin is working fine not sure of the problem all have jumpdrivs telports mk2 fight cmd but nothing any help
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Burianek
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Post by Burianek »

You know the commands are only available for M1 ships right?
These are carrier management commands, you don't give them to fighters.
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Ghalador
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Re: Problem

Post by Ghalador »

davidglenn wrote:Hey i set every thing up and there are no comands in any of the menus for telcat the othger stuff for the bouns plugin is working fine not sure of the problem all have jumpdrivs telports mk2 fight cmd but nothing any help
1. M1
2. Goner Transporter Device installed
3. Secondary command slots - 3 new commands. (press: s, c, pgdown, enter)
Have fun: Gala Do.
aka1nas
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Post by aka1nas »

Ghalador, this script is awesome! Do you have plans to keep adding functionality to it? I just had another idea for it if so.

Fighters can purchase the fusion injector in the same manner as the docking computer and transporter device. Install fleet would then rearm them with energy cells if they had it installed. Upon launching fleet, fighters with the fusion injector equipped would activate it to give them extra speed to reach their target quickly.(I.E. afterburners)

I don't have any experience scripting, but if I have some free time I could try adding the functionality myself if you are not interested in making further changes.

How does this idea sound?
Ghalador
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Post by Ghalador »

aka1nas wrote:Ghalador, this script is awesome! Do you have plans to keep adding functionality to it? I just had another idea for it if so.
Thank you :)
Yea, i am planing to write some more features. Idea -> write here.
aka1nas wrote: Fighters can purchase the fusion injector in the same manner as the docking computer and transporter device. Install fleet would then rearm them with energy cells if they had it installed. Upon launching fleet, fighters with the fusion injector equipped would activate it to give them extra speed to reach their target quickly.(I.E. afterburners)

I don't have any experience scripting, but if I have some free time I could try adding the functionality myself if you are not interested in making further changes.

How does this idea sound?
Sounds great!
I will try to add this feature. I'll start this on secondary commands 1, while missile def mosquito ist started on #2.

The only problem is: this weapon system is strong ...maby to strong. You blow everything to smithereens within seconds and if the fighters approach an enemy M2 this fast, it has no chance to kill one single fighter.
Have fun: Gala Do.

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