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

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Serial Kicked
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Post by Serial Kicked »

Hi there

Yay, i'm back ^^

So here's a few quick answers to your various questions.

@Scoob: It's not the purpose of this script. But i'll see if i'll include something like this for my ADS script. Not gonna happen soon, though.

@fud: Good idea about the turret. I'll add it (if no turret order then turret order = missile defense). Strange about the "bug" you found, i guess i've packaged the wrong file, i'll give it a look.

@Stupac: I added this "feature" to avoid multiple collisions when a lot of ships try to dock, and to help in fixing a bug (ignored by egosoft) that prevent a ship from docking.

@russbo: I won't because there's no M0 class in the game engine. All the so-called custom made M0 are in reality bigger M1 or M2. If your M0 don't have the ACC commands enabled, it's probably because the author made it a M2 class. You could try to contact and ask him to change the class to M1 or TL.

Cheers.
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

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Serial Kicked
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Post by Serial Kicked »

Version 1.40 is out!

The 'Battle Tactics' menu has been improved. You can now set turret orders for your docked ships in this menu (idea from fud, thx). It also prevents the player from running the 'Auto Carrier' order on the [playership].

A few outdated files have been updated, so the "magic cargo" bug should be resolved (with a few minor oddities).


Enjoy :)
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Lethal Mitch
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Post by Lethal Mitch »

This script is just the ticket Serial, thanks for continuing to support it. :)

Looks like you have been busy in some other scripts as well, like the look of the targeting one, will give it a go.

Thanks again.
mikeys124
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Post by mikeys124 »

I have been having a problem with ACC lately that didn't occur unitl just recently. I had been using an earlier version of ACC, and then recently uninstalled the old one and updated it. Now whenever I adjust homebase setting for my fighters (e.g. set carrier as homebase for docked fighters) the game freezes, and Ihave to restart my computer. Really not sure why but it is very frustrating. Do you have any suggestions of either how to completely uninstall and then re-install ACC (I need it!) so it will fix this? could it also be a conflict with another script (I have quite a few running...)

Thanks for any help
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Serial Kicked
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Post by Serial Kicked »

Weird, i'll give it a look this weekend.

Are you using a particular mod (xtended, xfp,...) ?
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

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mikeys124
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Post by mikeys124 »

Hi Serial

Just noticed that you are up to v1.4, the last I had installed was v1.36, so I will dl that one and give it a go. Do I need to de-homebase fighters from each carrier before upgrading scripts, or should it just work if I uninstall 1.36 and install 1.4? (I have noticed that some scripts mess things up pretty bad if you remove them while they are in use in the game).

Also, I will try a couple of other things to see if I can resolve this one - soory I couldn't be more specific in terms of what is acutally going on.
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Serial Kicked
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Post by Serial Kicked »

mikeys124 wrote:Hi Serial

Just noticed that you are up to v1.4, the last I had installed was v1.36, so I will dl that one and give it a go. Do I need to de-homebase fighters from each carrier before upgrading scripts, or should it just work if I uninstall 1.36 and install 1.4? (I have noticed that some scripts mess things up pretty bad if you remove them while they are in use in the game).
Oh, 1.36, try with the latest version first ;)

You don't need to do anything to install 1.40. Just install it over the 1.36 and run your game. You should receive a message telling that ACC has been succesfully upgraded.

The only thing you'll need to do then, is if you've got carriers running the "Automate Carrier" command. You'll have to stop and re run this command.

Cheers.
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mikeys124
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Post by mikeys124 »

this is what I have running, I'll post a bit later and let you know whether 1.4 resolved this:

[savefile]060707230754_TerraCorpsFleetPakage-V1[1].01.spk
AnarkisCarrierCommands-1.30.spk
AnarkisCarrierCommands-V1.36-16.08.2006.spk
arena1.31.spk
AssassinsGuild-V1.60-07.08.2006.spk
AutotransferandProfitMonitor-V1.23-02.02.2006.spk
BMS Release v2.06
Cargo_Delivery_Service_V1.04.spk
complexmanager.spk
cpilots_taskforce.zip
cpilots.zip
dockts.zip
emp.spk
ExplorerSoftware-X3.1.3.zip
FBC110.spk
fixAttackCmd-X3.1.0.spk
jtp1.5a.spk
ProductFinder-V1.5-02.02.2006.spk
qrf1.0.spk
Raketenabwehr_Moskito_X3_V3205.zip
Salvage.zip
SalvageClaimSoftware-V1.05-29.06.2006.spk
Station_Manager_1.11.spk
StationTrader-V1.25a-05.03.2006.spk
X Script Manager
XaiCorp-FSUP-X3.2.10.spk
XaiCorp-NOS-X3.1.1.spk
XaiCorp-RTD-X3.2.4.spk
XaiCorp-TC-X3.0.1.spk
XenonMigration-V1.20-16.10.2006.spk
YakiArmada-V1.08-11.10.2006.spk
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Serial Kicked
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Post by Serial Kicked »

I notice that you've ACC two times in your list.
(it comes from Cycrow's XScript Installer i guess) :
AnarkisCarrierCommands-1.30.spk
AnarkisCarrierCommands-V1.36-16.08.2006.spk
That's a bit strange, you shouldn't have both. 1.30 is clearly outdated, and i'm pretty your crashs to desktop are happening because of that. So my advice would be, in your case, to remove both of them through XScript Installe before installing 1.40.
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russbo
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Post by russbo »

Any chance of adding M2's to the next upgrade? With the new ships being created, and the new mods, having this functionality would be much appreciated.

Nice work on the new upgrade. Very glad to see that you continue to support this excellent addition to the game.
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Serial Kicked
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Post by Serial Kicked »

Any chance of adding M2's to the next upgrade? With the new ships being created, and the new mods, having this functionality would be much appreciated.
Sorry, but no plan to do it. Adding the commands yourself isn't that hard, just give a look at the setup.anarkis.carrier file, and in the lines that looks like:

Code: Select all

global script map: set: key=xxx, class=Battle Ship M1, race=null, script=...
Change "Battle Ship M1" by "Huge Ship". Save & reload your game, enjoy.

Anyway I will write soon a AFC script (anarkis fleet commands) for M2 ships, making this discussion a bit pointless :)
X3:TC/AP Pirate Guild 3 - Yaki Armada 2 - Anarkis Defense System

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russbo
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Post by russbo »

Thanks! Seems simple enough.

Now I just have to figure out how to use the script editor. I'll get through it... :)
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ezra-r
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Post by ezra-r »

Great script it seems.

is it comatible with the xtended mod 0.6b?
Hieronymos
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Post by Hieronymos »

Serial,
someone a few pages back made a request for ACC to have ability to create custom squadrons. This would be waaaay cool. When you have the time...

1) Interceptor/Escort Squadron: fighters tasked with interception of enemy fighters ["sweep sector of M3/4/5 class"] OR escort of a bomber squadron from enemy fighters ["remain within 7km of bomber group, and sweep area of fighters"]. MD's/PBE's and faster homing missles like Silkworm autoinstalled.

2) Bomber Squadron: fighters and/or M6's tasked with taking out targets M6 and larger. HEPT's and heavier missles like Typhoon autoloaded.

3) Combat Space Patrol: general purpose, 'default' squadron type.

This way player could use MD-armed M4's only for anti-fighter duties, use M3's for both anti-fighter (with MD's), anti-capship (with HEPT's). Especially useful for DDRS, which has dedicated anti-capship M3's, and dedicated anti-fighter M4's and M5's.

So player could land fighters, order them for "interception" role: have MD's and Silkworms autoinstalled--send them off to intercept enemy fighters...
Then order them home, order "bomber" role for M3's, have AHEPT's installed plus Typhoons, etc.--then off to hit some capships, with M4's and lighter M3's flying escort.

This way M4's will still have a place in the game, since with MD's as anti-M3 or M4---they're fabulous. But are extremely vulnerable to Flak cannons..while heavier shielded M3's are much hardier, and with their HEPT's and heavier missle types--far more suited for attacking big ships.

Regards,

Hieronymos
russbo
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Post by russbo »

SK, I've been using ACC version 1.36 very successfully with the Extended Mod, with absolutely no issues whatsover. It's a great combination, and as I've said before, your script is a superb, and IMO, a necessary addition to X3.

However, I'm noticing CTD now with ACC version 1.4, when I use the "build ships" command in the M0 Leviathan (which, as we discussed before, is really an M1?).

Is there something in the new ACC that might be causing this CTD? I've reverted back to ACC 1.36, and again, have a very stable game.

Thanks! Appreciate the continued support.
darktide
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Post by darktide »

With this script, can I dock ts/tp ships with my carrier? using the ressuply option my fighters go off and get the wares atm which is a bit of a pain.
Rheinlander
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Post by Rheinlander »

I downloaded the .spk version of the plugin, deactivated the previous version of your ACC plugin (I only had 1.20) but every time I try installing 1.40, it crashes the script installer.
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ezra-r
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Post by ezra-r »

Rheinlander wrote:I downloaded the .spk version of the plugin, deactivated the previous version of your ACC plugin (I only had 1.20) but every time I try installing 1.40, it crashes the script installer.
Time to clean your X3 dir? I installed with script manager and it worked fine...
Rheinlander
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Post by Rheinlander »

ezra-r wrote:
Rheinlander wrote:I downloaded the .spk version of the plugin, deactivated the previous version of your ACC plugin (I only had 1.20) but every time I try installing 1.40, it crashes the script installer.
Time to clean your X3 dir? I installed with script manager and it worked fine...
Yeah that would probably be a good idea. Time to dig out my cds. I wish I'd got the DVD version, I hate cd-swapping, DVDs have spoiled me :D
Rheinlander
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Post by Rheinlander »

ok it's definitely not conflicting with any other mods because i just did a complete uninstall (including deletion of the entire egosoft directory and all subdirectories), and tried using the script installer to install 1.40 FIRST, and still it crashes the script installer.

I guess now it's time to see if there's a newer version of the script installer.

It's also apparently not just ACC that's doing it. The passenger.slaves mod crashes it too.

Nothing to see here, move along :)

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