[SCRIPT] ACC: Anarkis Carrier Commands | v1.40 | 17 Oct 06

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fud
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Post by fud »

Cool. I just thought it would be a pain to assign homebase to the docked ships, if you weren't intending on having them patrolling with that ship. Not to mention the name change thing.

I just wanted to buy a batch of M3s, dock them in TL equip them, then send them to their designated sector/patrol.

That said, if I do have a TL I want them to patrol with, I'll transport all the equipment to the new TL, then park the M3s there. Equip then set home base, all is well. :)


Choice is good.
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Post by Deleted User »

Thank you. I am starting to get into some carrier operations and this will help a LOT :D
davie_36
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Post by davie_36 »

just installed the script and all seems 2b working well except for the two hotkey commands

i have set the keys up that i want 2 use , but nothing happens when i use them .

the commands work from the menu , eg all ships dock back as commanded . Its just the hotkeys aint working .

Yes i did hit apply then save when i set the hotkeys up ..

Any idea's ???
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Serial Kicked
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Post by Serial Kicked »

Notice that the hotkeys should only work when you're flying the carrier.

Thanks for the report. I'll give it a look :)
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davie_36
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Post by davie_36 »

yes this is when im flying the ship . at first i thought it was because i was flying an elephant and not a carrier , but after a quick look at the script it seems the commands are set for TL's and Carrier's .

hats off 2 u guys who write these scripts u are doing a great job :)

BTW im no scripting expert just a n00b who can read and apply a little logic (very little these days im getting way way 2 old for comps :P)
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Serial Kicked
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Post by Serial Kicked »

Oki, so it's probably a bug, i didn't check those shortcuts since a while and i've probably made change elsewhere that prevent them to work correctly.

It'll be corrected soon.
BTW im no scripting expert just a n00b who can read and apply a little logic
It's still better than a lot of people ;)


Cheers.
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fud
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Post by fud »

Application of logic seems to be a lost art in the world. :)
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Shadow1980
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Post by Shadow1980 »

Thank you for this script, it looks like exactly the kind of thing I would want later on in the game! (I only just restarted - got really bored after finishing the plot and wanted a non-plot game where I truly build my empire up myself.)
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Annex
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Post by Annex »

Great script, however I just had an automated TL almost get blown up by two novas because it couldnt be bothered to launch the 6 nova raiders onboard. It apparently didnt deem the two attacking pirates enough of a threat. Any way to have the script ALWAYS launch fighters, regardless how the threat may appear?
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Serial Kicked
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Post by Serial Kicked »

Annex wrote:Great script, however I just had an automated TL almost get blown up by two novas because it couldnt be bothered to launch the 6 nova raiders onboard. It apparently didnt deem the two attacking pirates enough of a threat. Any way to have the script ALWAYS launch fighters, regardless how the threat may appear?
Not a bad idea, i could allow the user to choose the minimum "threat level" in the "battle tactics" menu.
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Mad Hatter
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Post by Mad Hatter »

Perhaps the threat level could be overridden by shield damage?

So even if a ship doesn't meet threat level, if the ship takes enough damage, it will respond.
Annex
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Post by Annex »

Yeah setting threat level manually or simply having it launch fighters automatically if shields drop below 75% (or whatever) would be a great help. Regardless there should never be a situation where the carrier is getting pounded and its fighters are sitting idle.

Also found a glitch/bug (or maybe thats how it should be), if a carrier launches fighters and they go off to kill a target, target dies, the fighters are returning, and in the meantime the carrier (because it was close to a jumpgate and is set to on multi sector patrol) jumps to another system, those fighters get stuck in the previous system. They stay dead in space until you either manually move them to the sector their carrier is at or wait long enough for the carrier to return. Any way to have them follow the carrier across the jump point like drones do after their universe trader when it jumps out because it got attacked?
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Serial Kicked
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Post by Serial Kicked »

I wasn't aware of this glitch. Added to todo list :)

Agreed about shield damages as an indication to decide when a defensive wing should be launched.
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Annex
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Post by Annex »

Also is there any way fighters can regen their shields while they are docked? Right now they dont, so if they docked with their shields low, they pop out with their shields low, and sometimes get creamed. If they cant regen, can they be reset (possibly using the reset hull/shields cheat) after an X amount of time docked at the carrier?
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Serial Kicked
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Post by Serial Kicked »

About this :
Also found a glitch/bug (or maybe thats how it should be), if a carrier launches fighters and they go off to kill a target, target dies, the fighters are returning, and in the meantime the carrier (because it was close to a jumpgate and is set to on multi sector patrol) jumps to another system, those fighters get stuck in the previous system.
Are you sure you're using the latest version ? Because after a few hours i wasn't able to reproduce this behaviour. So, i would be glad to know what script those "rogue" fighters are running. Select one of those in the sector map. Select one in the list, then [Enter], A popup shoul appear, press [Page Down] until you see the list of scripts he is running, and tell me the script(s) name. It'll help me a lot.
Annex wrote:Also is there any way fighters can regen their shields while they are docked? Right now they dont, so if they docked with their shields low, they pop out with their shields low, and sometimes get creamed. If they cant regen, can they be reset (possibly using the reset hull/shields cheat) after an X amount of time docked at the carrier?
Too "cheat like" for me, sorry. Docked ships will restore the shield % like the game want them to do. I'll never include such auto shield or hull repair systems.
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DaveBC
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Question about Anarkis Carrier Commands

Post by DaveBC »

When I use the "equip ships with" command with missles, it just adds them to the cargo bay.

I still have to go to each ship individually and install them.

Am I missing something?

It does it with weapons too.

Thanks,

Dave
voxol
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Post by voxol »

No you're not missing anything, it annoyed me as well.

Its actually just a single-line edit in the script to change it:

In anarkis.cmd.equipdocked:

The line that reads:

Code: Select all

= $ship -> load $amount units of $ware
change to:

Code: Select all

= $ship -> install $amount units of $ware
You can find the command under the 'Trade' command list near the top.

Hope this helps,
Voxol.
DaveBC
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Post by DaveBC »

Kewl,

Thanks
:)
Cycrow
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Post by Cycrow »

if you have questions about specific scripts, can you post them in the correct thread, not only will it increase the chance your question will be answered but it also keeps the forum tidy ;)
Reagger
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Post by Reagger »

Hi,

I recently started playing with the XFP mod (v.2) and found a consistent problem with the carrier commands included with their script pack, as it had to do with the ACC I thought I post it here.

What happens is I have a carrier (USS Dauntless) with quite a few ships assigned to it via the ACC scripts (mostly USS Defiants, Jedi Star Fighters, X-Wings, and Tie Intercepters). I also have a few of my personal ships onboard for various errands that have no home base. They are a Shrike, a Jedi Star Fighter, 2 Arrows, a Buster and a Scorpion. The Arrows are stock, the Shrike and JSF have Overtune BBS mods, the Buster I capped and the Scorpion was won at a Death Match Arena event.

Now, the first problem. When I'm in a sector piloting the carrier and issue the "Clear Sector" command from the "General" menu, the horde goes off and kills everything (very satisfying :-) ) however, all the ships on my carrier that aren't assigned to that carrier go off with them. This might not be such a big problem except for problem two.

Problem two. All of those ships that aren't assigned to my carrier (and they have no home base set at all) end up in Kingdom's End (sector 0,0?). Now these ships seem to be in good working order (no damage or anything) but I can't issue them any commands. Also if you go to that sector (in person or in the universe map), it looks like they aren't really anywhere in the sector. From the Property menu it says they are in Kingdom's End but not at any station, nor are they in space. They are in some limbo in that sector.

The Dauntless had 110 ships assigned to it. A mix of M3s, M4s, and M5s, along with the 6 unassigned ships. Of those 6 unassigned ships (all M3s, M4s and M5 themselves), all of them joined in the clear sector command and all ended up in Boron Limbo. Perhaps something to do with the docking logic? The limbo effect seemed to happen when the ships were automatically returning to the carrier but I can't be sure. If it makes a difference, I set the "Clear Sector" command after I had 10 Mercury Super Freighters from Omicron Lyre set to dock with the carrier. It all took place in Omicron Lyre.

Also between my last save and when I noticed my lost ships, I had done a few "Attack Wing against" commands. Typically 4 ships against each target. The targets where only a half dozen pirates at most while I was traversing Treasure Chest. The wings were a mix of my homebased M3,4,5s.

I have a saved game of the after effect and one from a bit earlier if that might help.

Aside from that it works very well for sector patrols from what I've seen. Losing the Arrows, the cap'd ship and the prize weren't that big, the two I'd overtuned cost a fair bundle though.

As a work-around I've taken to making my personal ships follow me before issueing any ACC commands.

If there is anything else you need please let me know. I'd like to help solve this problem.

Thanks.

**Edit**-------------------------------------------------------------------------
After proofing this it seems it might be a problem with the "Clear Sector" command taking all ships aboard. After the attack during the redocking command those without a home base have no place to go and end up in limbo (limbo being Kingdom's End, sector 0,0). Just a thought to help in debugging.
*Edit***--------------------------------------------------------------------------

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