AL Plugin : Heavy Assault Capture Technology 1.2b 28/4/06

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Hieronymos
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Post by Hieronymos »

Question: has anybody capped a Hyperion (M7 class) with HAT yet??
Am wondering if it can be done..

Kaze,
I've gotten the station hack for the BGJ barracks at both the Atreus Clouds and Company Pride...but your solution is far more innovative!

Regards,

Hieronymos
Jakesnake5
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Post by Jakesnake5 »

Hieronymos wrote:Question: has anybody capped a Hyperion (M7 class) with HAT yet??
Am wondering if it can be done..
Wouldn't suggest doing that, unless you PLAN on never finishing the Bala Gi missions and getting your HQ. :D

If you don't acquire the Hyperion properly, the mission code fails.
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Saint-Ashley
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Post by Saint-Ashley »

Does that include scripting it in? Because I did that and I was still able to do the mission 'properly'. :)
Jakesnake5
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Post by Jakesnake5 »

The requirement, is to tow the unclaimed Hyperion to the shipyard and dock with it in tow. This means a long trek where you get ambushed (part of the code that needs to occure, or you won't complete that phase).

Believe me, some Betatesters got froggy and cheated the ship into their posession, then couldn't figure out why they could not continue the BG missions. :roll:

@LV
I've and idea for a minor change to the scripts. Currently, you erase almost all hardware from the captured ships as a 'balance'. What would be more realistic, is if a large PERCENTAGE of the onboard hardware is destroyed, similar to what you'd get with disabling and caping ships.

This would make things much more interesting, especially with Kha'ak ships, as now you can't get anything but aKyons (they are not deleted for some reason) from them. Fighters suck with aK's. :D

This would revolve around a random number match, which would determine if the item is totally deatroyed (ie all bHEPT's) or if something is left over, ie: about 10% of total number (or, in the case of upgrades, just the one). The number of each item in the ship would be taken at capture time, so anything that was destroyed, because of battle or IOD use, would not be included.

I've always felt that destroying everything was a bit unrealistic. Nobody can destroy everything, especially with a bunch of lunatic MP's running around shooting people. :D Even pilots bailing normally from ships sometimes miss things.

It would be nice to have some usable items on the ship, instead of the hulk being a cash cow for resale. ;)
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fud
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Post by fud »

I think the balancing is right as is. It's no different than a regular ships that's been jumped out of.


Besides, what's the difference between "almost all" and "large percentage"? :P


Why make it easier? Why make it so you get guns/shields on the ship? That takes away from the whole point. You can imagine it as being a way for the ship's original crew of destroying everything, as to not go into enemy hands. When they're over run, the ship's all banged to hell, and most/all the equipment has been destroyed.

It seems fairly logical to me.

But, if you want to add the possibility of equipment remaining, you can change a couple things. Add a random number in, and replace the "-20" currently in the script with it to remove things.

Make it "random number from 1 to 20", or something. Still think it'd make it too "good tho".
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LV
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Post by LV »

i suppose i could look at the destroyed eq code and randomize the eq destroyed instead of specifying it.

leave it with me
fud
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Post by fud »

Well, I already have. :P But there's still a very good chance you won't get s**t. It's been a while since I've looked at the script, but I think you had -40 for all guns/shields. I think I made it random from 15 to 40. Which doesn't leave a lot of chance to get 4-5 guns left.


But, I suppose it's still a chance. :)
Kaze
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Post by Kaze »

Let me see if I got this right.

This code determines how many MP are neede to cap a ship, for example a TL:

Code: Select all

104   else if$aimobj == TL
105    $value= = random value from 125 to 300 - 1
This would seem to suggest it takes between 125 and 300 MP to cap a TL, tes ? But When I capped a Boron TL a while ago it took 586 MP!
Why is this ?

Is it because of this code:

Code: Select all

188    $puse= = random value from -3 to 0 - 1
189    =$ship -> add $puse units of $mp
Or does this only apply to khaak ?
The way I understood it is that every time a MP attack takes place a it takes between 1-3 MP for every "one" MP attack so the final amount needed is between 1-3 times the set amount. Please correct me if I am wrong. I am also trying to learn scripting so any info would be appreciated.

Now if I could only get Cycrows tractor beam merchant to work with 2.0.02 I could finally add that Kyon merchant i've been planning for my Khaak Invader games...
Saint-Ashley
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Post by Saint-Ashley »

Kaze wrote:Is it because of this code:

Code: Select all

188    $puse= = random value from -3 to 0 - 1
189    =$ship -> add $puse units of $mp
What you have just experienced is correct. That takes away 1-4 MP per cycle from the players vessel.

Which can give you a range from 124 - 1196 MP's needed to cap a TL.


Obvisoully 124 MP's to cap a TL would be pratically impossible... :lol:
Kaze
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Post by Kaze »

What you have just experienced is correct. That takes away 1-4 MP per cycle from the players vessel.

Which can give you a range from 124 - 1196 MP's needed to cap a TL.
Yay I was right! =) I'm just figuring this stuff out as I go along :D
So the 1-4x factor applies to khaak and xenon as well as 'normal' ships, equally ?

But you sure did make capturing khaak ships HARD
A Khaak M2 takes 800-4800 MP to capture, so it can take up to.. 40 minutes (?) to cap :o
Add to that the fact that you must have >60% shields and that Gamma Kyons have a range of 4.9KM which is about the same as the max range for transporting..
So its practically impossible since kyons cant really be dodged. A bit too hard maybe =( ?

Also I think that if you manage the impossible and capture a khaak cap-ship you should atleast get to keep a minimum of 3-6 kyons sice they are practically impossible to get without cheating (In 300+ gaming hours i'vee seen one, maybe to crates of them drop after a khaak ship was destroyed)

As a side note, why do all the calculations within scripts have to be "x to z -1". Why the "minus one"?
Saint-Ashley
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Post by Saint-Ashley »

Kaze wrote:So the 1-4x factor applies to khaak and xenon as well as 'normal' ships, equally ?
Yes...
Kaze wrote:But you sure did make capturing khaak ships HARD
LV wrote it! :lol:

Kaze wrote:A Khaak M2 takes 800-4800 MP to capture, so it can take up to.. 40 minutes (?) to cap :o

Code: Select all

100   else if $aimobj == Destroyer M2
101    $value =  = random value from 400 to 700 - 1
102    skip if $aimrace != Xenon OR $aimrace != Kha'ak
103     $value =  = random value from 800 to 1200 - 1
Kha'ak M2 takes 799 - 1199...
Kaze wrote:As a side note, why do all the calculations within scripts have to be "x to z -1". Why the "minus one"?
Some scriptors prefer that calculation. :wink: Besides... The script editor only seems to generate random values with a -1 to the result. :P
Kaze
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Post by Kaze »

LV wrote it!
Haha, forgot who I was talking with, sorry =D

Kha'ak M2 takes 799 - 1199...
But as you yourself just said...
What you have just experienced is correct. That takes away 1-4 MP per cycle from the players vessel.
So the final number is 799 - 4799, yes? :o
Saint-Ashley
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Post by Saint-Ashley »

Kaze wrote:So the final number is 799 - 4799, yes? :o
799-4796 actually... :wink:

Which... Would be an estimated 2800-3000 MP's (average). :P
Kaze
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Post by Kaze »

So anyways - you would have to stand toe to toe with a Khaak M2 with it shooting at you constantly for around half an hour.. Look up "Impossible" in the dictionary and thats the description you will see. :D
799-4796 actually...
Now you're just being mr. smartypants :D
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LV
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Post by LV »

I find your lack of faith disturbing

I've capped every ship in the game (even odins) using HAT when writing it, My scripts are writen with one condition in mind, The weak shall perish ;)

My shield boosting tech plugin also helps
LV's TC Scripts
Readme's For All My Scripts


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Puruco
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Post by Puruco »

Does this script works when I'm OOS?
fud
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Post by fud »

No. By the very nature you have to be within 5km of the target ship, that pretty much eliminates OOS use.
Saint-Ashley
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Post by Saint-Ashley »

The 5km range is because of the Transporter Device. The Transporter Device is used to 'Transport' the MP's over to the target ship.
fud
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Post by fud »

Yes, but the point remains. If you're OOS, you're not hardly within that range.
Saint-Ashley
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Post by Saint-Ashley »

fud wrote:Yes, but the point remains. If you're OOS, you're not hardly within that range.
I was just answering a question before it got asked. :wink:

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